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Starsector => Mods => Topic started by: Dark.Revenant on May 22, 2014, 03:44:17 AM

Title: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Dark.Revenant on May 22, 2014, 03:44:17 AM
(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%202.1.1.7z)

Download Interstellar Imperium 2.1.1 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%202.1.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%202.1.1.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=10982)) (Updated!)

- Supported by DynaSector 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet updated!) -
- Supported by Nexerelin 0.9.4b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

The Interstellar Imperium was once a decentralized vassal-state of the Domain of Man, ruled by a council of Domain-approved local magistrates, each controlling assets within a particular sector of space. After the Collapse, the Persean arm of the Imperium was cut off from the rest, leaving the magistrate alone to consolidate power and crown himself Emperor Colligus I of the Imperium. Unlike most of the powers within the Persean Sector, the Imperium largely managed to maintain its meager holdings, actually growing stronger with time and avoiding annexation by the 14th Expeditionary Fleet.

Today, the Interstellar Imperium is considered to be a significant military and economic power in the Sector. The current Emperor, Victus II, continues his predecessor's policy of AI-driven societal control and optimization. The Hegemony and Luddic Church, both unwilling to accept the Imperium's flagrant use of Alpha-level administration, are in a near-perpetual state of warfare with them. Although these wars involve occasional clashes, a truly decisive victory for the Imperium's enemies is out of reach, for fear of reprisal with the Imperium's planet-killer stockpile.

The Imperium is a true empire, both in trappings and in reality, implementing draconian disciplinary policies, strict birth control, mandatory military service, stern cultural ethics, and pervasive hierarchical structures in society. In most cases, Imperial worlds are overseen partially - or in full - by artificial intelligence, permitting unmatched productivity at the cost of international outrage. Emperor Victus II's rule is uncontested, due in large part to his great success in bolstering the Imperium's base of power in the last few decades. His detractors attribute this recent success to the Emperor's "Council of Advisors", claiming that the council is a group of Alpha-puppeted androids. Such naysayers' warnings tend to fall on deaf ears, the powers-that-be tirelessly jamming rebel broadcasts and extraditing dissident individuals.

Of the Imperium's numerous AI governors, three are of particular note. Minerva is the administrator of Byzantum, master of warfare and trade. Vulcan is the administrator of Nova Capitalis, master of manufacturing and infrastructure. Justitia is the administrator of Aleria, master of societal conditioning and correction. These Alpha-level artificial intelligences are so deeply integrated into their respective worlds' infrastructure and society that they have, over more than a century of rule, essentially become de-facto gods for the Imperium. They are spoken of with the fear and respect deserving of deific, near-omniscient entities.

(http://i.imgur.com/jW9cga6.png)

This mod contains a complete faction including 20 flyable ships, 25 modular weapons, 5 equippable fighter wings, 3 amazing hull mods, and 3 detailed star systems full of interesting lore to dig up.


Gameplay and Features

  • Powerful frontal batteries, but vulnerable from behind
  • Good hull and armor strength, but usually slower and less maneuverable
  • Focus on tactics and formations
  • Some weapons have extreme ranges (short and long)
  • Flexible weapon slots, above-average slot count, fewer larger slots
  • Unmatched design flexibility; Imperial Package hull mods drastically affect a ship's role
  • Ship systems are altered by Imperial Package choice

Standard Imperial
(https://i.imgur.com/vRYENU2.png)
Standard Imperial ships - those without any particular Imperial Package - lack a specific specialization but work well as generalist ships. The primary advantage is having a lot of spare OP, making it easy to fit better weapons or max out on vents or capacitors. Imperium ships generally have more OP than most equivalent vanilla ships (but somewhat weaker base stats to compensate), so they're fairly flexible even without a package installed.

(https://i.imgur.com/5D3CW4L.png)


Armor Package
(https://i.imgur.com/GMboKBk.png)
Ships with the Imperial Armor Package installed are slow, bulky, and tanky. The armor boost works by essentially adding more "hit points" to the ship's armor without affecting how much damage reduction it affords. Keep in mind that the minimum damage from a weapon is similarly increased. This means that mid-to-high-alpha weapons can be endured for up to twice as long before armor fails, making it less of a fallback defense and more of a resource to be invested for a flux advantage. Ship systems are generally changed to be more defensive or reliable in nature when the Armor Package is installed.

(https://i.imgur.com/2FTptIr.png)


Targeting Package
(https://i.imgur.com/RqEe0Rx.png)
The Imperial Targeting Package tends to do at least one of two things. It turns a ship that was already outfitted for a close support role into a full-blown artillery platform, or it makes traditionally short-ranged weapons viable for hardcore assault builds. Tactically, Targeting Package ships have the most nuance of the four alternatives because of the expanded set of options available, but in general they tend to be offensively-focused. Ship systems are generally changed to be more powerful or somehow more dangerous to the enemy when the Targeting Package is installed.

(https://i.imgur.com/q6KMnqR.png)


Elite Package
(https://i.imgur.com/GFRZnHW.png)
The Imperial Elite Package resembles the Safety Overrides hull mod, and certainly the CR penalties and heavy OP cost are similar. However, while Safety Overrides reduces range but super-charges speed and flux dissipation specifically, Elite Package ships are generally improved across the board. Elite Package ships are best used in a fast, aggressive role and do poorly when engaged in standoffish tactics. Ship systems are generally changed to be more tactical, fast, or straight-up better when the Elite Package is installed.

(https://i.imgur.com/Erp3P8A.png)


Ships
(https://i.imgur.com/9Kz4d12.jpg)


Weapons
(https://i.imgur.com/pmbz3Pn.png)


(http://i.imgur.com/wuYEFc5.png) (http://www.sc2mafia.com/Starsector/donate/index.html)


Credits
Development, Programming, and Writing: Dark.Revenant
Sprites and Illustrations: Gwyvern
Music and Sound Effects: Cycerin
Additional Sound Effects: MesoTroniK and SniZupGun
Portraits: MShadowy
Initial Concepts: HELMUT
Star System Artwork: Tartiflette and Psiyon


Change Log
Version 2.1.1 (September 8, 2019):
- Added Space Battleship Yamato start
- Lightspear balance adjustment:
  * Lightspear (Elite) EMP damage is increased by a factor of 4, but no longer inflicts actual damage
  * Lightspear damage and flux cost is reduced by approximately 20%
- Titan balance adjustment:
  * Slight flux boost and overload duration boost (for cruisers and capital ships) to EMP Titan
  * Titan now requires more CR to launch if the Olympus has D-mods (always costs 300 supplies)
  * When a Titan appears, the enemy AI will always attempt to order an Eliminate against it
  * Enemy ships not ordered to Eliminate an explode-type Titan (standard or EMP) will try to avoid it
- Wave Motion Cannon now does 3x damage to fighters and hulks and 100x damage to asteroids, and won't detonate on hulks
- Decreased rarity of Ship and Weapon packages
- Fundae balance adjustment:
  * Fundae MIRVs now prioritize closer targets more (big impact for Fundae MIRV Titan)
  * Reduced Fundae AOE fragmentation damage to 140 from 160
- Reduced Sagittarius Autogun DPS to 720 from 800, reduced hit glow effect
- Imperial Package balance adjustment:
  * Elite no longer scales CR penalty by hull size; back to a flat 50%
  * Elite penalizes range by 20%
  * Elite's reversing speed penalty is increased to 20/15/10/10 from 15/12.5/10/10
  * Armor now adds 50% EMP resistance
  * Targeting now penalizes speed by 20/15/10/5
  * Targeting now increases zero flux boost by 30/25/20/15
  * Targeting is no longer compatible with Unstable Injector
- Massively improved the readability of Imperial Package tool-tips
- Adjusted Lynx Shock Buster AI to work better with phase ship tactics
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
  * Most changed are the Legionary and Dominus, which now cost considerably more to recover from low CR
- Increased Legionary DP to 15 from 14
- Massively buffed Elite Ixon's Magnum Salvo missiles:
  * Doubled EMP damage
  * Arcs have a chance to pierce through shields
  * Slightly faster and longer-lived, considerably harder to shoot down
- Increased Armageddon AI range to 1750 from 1500, but fixed a Magnum Salvo AI bug that caused it to fire at a range of 2000
  * Slightly increased lifespan of base missile to compensate
- Overdrive and Lux Finis balance adjustment:
  * Increased gauge recovery time to 28 seconds from 24 seconds
  * Targeting Package decreases the gauge drain rate by 25%
  * Fixed issue where CR was not draining quickly enough at redline with the Elite Package (now closer to the default CR drain when redlined)

Version 2.1.0 (July 12, 2019):
- Revamped and vastly improved the Yamato IBB
- Added a new bounty featuring HELMUT
- Interstellar Bazaar support for Nexerelin
- Interstellar Bazaar no longer sells blueprints you already know
- Custos Defender range increased to 300 from 250
- Reduced Shock Buster minimum effectiveness versus smaller targets (except the Armor variant)
- Reduced Elite Shock Buster range, knockback, and EMP
- Titan is no longer functional when the Olympus is below 30% CR
- Combat can no longer end while a Titan blast is active

Version 2.0.1 (June 28, 2019):
- Missions updated:
  * Calydonian Hunt is now rated HARD instead of IMPOSSIBLE
  * Daring Rescue is now rated IMPOSSIBLE instead of HARD
  * Doomsday now features an enemy station
- Interstellar Bazaar now sells even more Imperium weapons
- Visual tweak to Javelin trail
- Olympus CR now goes down by the usual 30% if you bombard a market
- Fixed Shock Buster targeting bugs and generally improved the targeting logic (shouldn't misfire)
- Dampened Mount (Diable Avionics) is now incompatible with Reinforced Emplacements, Imperial Armor Package, and Imperial Targeting Package
- Efficiency Overhaul is now incompatible with the Olympus
- Fixed random crash with Titan explosions
- Dominus peak performance time reduced to 660 seconds from 720 seconds
- Reduced Titan to 7000 hull and 700 armor from 8000 hull and 800 armor
- Adjusted Olympus purchasing:
  * No longer sold at Open Markets or the Starship Bazaar
  * Rarely (25% as often) sold at Black Markets, and even then it has extra D-mods
  * Less often (50% as often) sold at Military markets
  * Other ships are affected to some degree, too
- Increased Sagittarius Autogun flux/second to 250 from 200
- Reduced Targeting Package range bonus to 100/150/200/250 from 100/200/300/400 for PD weapons
- Changed Elite Package CR penalty to 40%/50%/55%/60% from a flat 50%
- Fundae MLRS is no longer considered a rare weapon (now part of the weapon package)
- Targeting Package + Command Center changes:
  * Speed Mode's speed bonus is reduced to 25% from 33%
  * Speed Mode's maneuverability bonus is increased to 50% from 33%
  * Targeting Package + Speed Mode now also increases fighter projectile speed by 50%
- Elite-package Titan (EMP) overload duration malus now scales from 200% to 50% (at the epicenter) depending on hull size
  * Stations and station modules never get the overload duration malus
- Titan now attributes damage to the Olympus that fired it
- Increased Apocalypse missile HP to 100 from 75
- Updated Titan (Fundae MIRV) description to more accurately display damage
- Starship Bazaar sometimes sells piecemeal Imperium blueprints (non-rare)

Version 2.0.0 (June 18, 2019)
- Updated for Starsector 0.9.1a
- Added Carrum-class Light Freighter
  * Analogous to the Basileus-F, but beefier and better-armed
- Added Ixon-class Light Cruiser
  * Took the Malleus' missiles, but is in reality a sawn-off Falcon refit
  * Highly flexible slots and improved durability, but lacks maneuverability and has weak flux stats
  * More expensive (20 DP vs 15 DP)
- Added Ardea-class Battlecarrier
  * A combat-oriented Heron refit, with one fewer deck but several extra guns to compensate
  * Generally improved stats across the board, except speed/maneuverability
  * More expensive (22 DP vs 20 DP)
- Removed ships:
  * Auriga
  * Malleus
  * Jupiter
  * Basileus-F
  * Sebastos-F
  * Lynx-S
  * Wolf (I)
  * Eagle (I)
  * Falcon (I)
  * Hammerhead (I)
  * Imperial Guard skins
  * (D) skins
  * (P) skins
- Added Custos Defender
  * Very short-range small energy PD beam weapon
  * Basically an energy beam counterpart of the Vulcan
  * High flux cost and high fragmentation DPS, extremely fast traversal
  * Shreds low-HP missiles and fragile fighters (like Talons and Wasps) that stray too close
  * Fairly expensive (6 OP) alternative to just slapping Vulcan or Burst PD on everything, goes great on the back slot of many II ships
- Added Particle Gun
  * Short-range small energy PD weapon
  * Basically a crappier Vulcan in an energy slot
  * Low flux cost and moderate fragmentation DPS, fast projectiles and medium accuracy
  * Better than similarly-priced weapons at killing missiles, but worse at other roles
  * Very cheap (2 OP) alternative to just slapping Vulcan on everything; cheap alternative to PD/LRPD Laser on ships that want projectile weapons
- Added ER Particle Cannon
  * Long-range small energy weapon
  * Energy counterpart of the Sledge Gun
  * Fairly high flux cost and good fragmentation DPS, good at keeping pressure up while having more bite than a Tactical Laser
  * Expensive (8 OP) alternative to Sledge Gun or Tactical Laser spam
- Added Arcus Autocannon
  * Medium-range small ballistic weapon
  * Low-flux alternative to the light autocannon series of weapons
  * Flux-efficient and fairly accurate, but low DPS for the OP cost
  * Great as a non-PD slot filler, or as a means of safely adding shield pressure to an existing loadout
- Added Siege Mortar
  * Medium-long-range small ballistic weapon
  * Top-tier armor penetration for a small weapon
  * Flux-efficient, but low DPS for the OP cost
  * Slow projectile with terrible accuracy
  * Great as a non-PD slot filler, or as an armor-cracker when mounted on smaller ships
- Removed Hailfire Chaingun
- Significant rework for every ship
  * Increased Ordnance Points across the board
  * Reduced base stats to compensate
  * Updated Dominus layout, new built-in Triplex Beam Cannon
  * Updated Decurion layout
  * Updated Interrex layout
  * Updated Maximus layout, new built-in Patella Breaker, now a phase ship
  * Updated Lynx layout, now a phase ship
  * Updated Adamas layout, now a phase ship
  * New Matriarch layout
  * New Basileus layout
  * New Princeps layout
  * New Olympus layout
  * New Barrus layout
- Significant rework for many weapons
  * Weapon stat changes across the board
  * Sagittarius Autogun now doubles as PD
  * Large-slot Fundae weapon is now the Onager MIRV Launcher
    - Anti-carrier weapon that doubles as a torpedo and a Fundae deployment device
- Replaced the trio of Imperium hullmods:
  * Imperial Armor Package (5/10/18/30 OP)
  * Imperial Targeting Package (5/10/18/30 OP)
  * Imperial Elite Package (10/20/35/60 OP)
    - AI is more aggressive - up to Reckless (if no player-owned officer assigned)
  * Can only choose one of the three
  * Provides profound bonuses with meaningful downsides that greatly affect how the ship performs/behaves
  * Each one also provides a unique improvement to the ship system
  * Carrum/Basileus: also changes cargo/fuel/crew
  * Adamas: also buffs Lightspear
  * Olympus: also changes Titan configuration
  * Slightly changes the ship's appearance
- Added Imperial Flares system
  * Used by the Carrum, Princeps, and Olympus
  * Shoots 2x6 flares
  * Armor: 3x6 longer-lasting, more effective flares
  * Targeting: 1x6 seeker flares
  * Elite: 1x6 homing energy/EMP missiles
- Added Micro-Forge system
  * Used by the Basileus
  * Replenishes all missile ammo, but takes a long time to charge up and generates a lot of flux
  * Isn't affected by bonuses to missile ammo (such as EMR)
  * Armor: damper field effect, lower flux cost
  * Targeting: 2 charges
  * Elite: activates quickly and resets flux instead of generating flux
- Added Turbofeeder system (replaces "Accelerated Ammo Feeder")
  * Used by the Invictus, Praetorian, and Dictator
  * Boosts non-beam rate of fire by 50%, reduces non-beam flux use by 50%
  * Efficient due to overall 25% drop in flux use
  * Armor: instantly repairs weapons and adds 75% weapon damage reduction
  * Targeting: double projectile speed
  * Elite: boosts speed/maneuverability while active
- Updated Impulse Booster system (previously "Drive Booster")
  * Used by the Decurion, Interrex, Sebastos, and Barrus
  * Major visual improvements, numerous refinements to behavior
  * Properly scales stats (charges, regen, etc) by ship size
  * Revamped smarter AI
  * Armor: instantly repairs engines and adds 75% engine damage reduction
  * Targeting: accelerates time but generates flux
  * Elite: double charges and faster regen
- Added Overdrive system (replaces "Infernium Turbo")
  * Used by the Legionary and Dominus
  * Toggled system with its own gauge - overload if it runs out
  * Improves ROF, flux stats, speed, maneuverability, accuracy, recoil
  * Redlines when gauge gets low, increasing effects
  * Reduces PPT while active
  * Armor: reduces PPT/CR penalties, increases recovery speed, removes redlining and overload mechanics
  * Targeting: doesn't improve speed/maneuverability, but increases ROF even further and boosts other weapon stats
  * Elite: enhances redlining mechanics
- Added Magnum Salvo system
  * Used by the Ixon
  * Replenishes 1 salvo of Armageddon ammo, resets Armageddon cooldown, generates flux
  * Enhances the next salvo of Armageddon missiles with better speed/tracking/HP
  * Armor: enhanced missiles MIRV into Fundaes
  * Targeting: enhanced missiles are Squall-style kinetic missiles
  * Elite: enhanced missiles are energy/EMP arcing Salamander-style missiles
- Updated Command Center system (previously "Wing Command Center")
  * Used by the Ardea and Matriarch
  * Updated (generally nerfed) stats, updated AI
  * Armor: "Refit" mode also reduces fighter damage taken
  * Targeting: "Speed" mode also increases fighter range
  * Elite: "Attack" mode also increases fighter ROF and decreases fighter flux use
- Updated Shock Buster system (previously "Galvanic Armor")
  * Used by the Lynx and Caesar
  * Stats tweaked, scales by target size
  * Also zaps nearby missiles when activated
  * Armor: hits every nearby target, reduced effectiveness per target, fewer charges
  * Targeting: increased effectiveness, fewer charges
  * Elite: unlimited charges and faster operation, reduced effectiveness
- Added Celerity Drive system
  * Used by the Maximus
  * Dramatically slows down time for the ship while charging up (sliding from 0.5x to 0.2x), dramatically speeds up time while active (sliding from 5.5x to 1x)
  * Risk-reward behavior; you are extremely vulnerable during the charge-up
  * Time scale is constantly sliding; maximizing this system takes skill and practice
  * Also zaps nearby missiles/fighters/ships when activated
  * Armor: damper field effect while charging
  * Targeting: greatly reduced weapon flux cost
  * Elite: reduced charge up, reduced duration, reduced cooldown
- Updated Lux Finis system
  * Used by the Adamas
  * Toggled system with its own gauge
  * Improves flux stats, speed, maneuverability, and damage reduction
  * Reduces PPT while active
  * Armor: greater damage reduction
  * Targeting: doesn't improve speed/maneuverability, but increases flux stats even further and increases ROF
  * Elite: borrows the redlining mechanics from Overdrive
- Removed the Colosseum and Invasion missions
- Remade the remaining missions
- Added cool trails to certain weapons
- Various minor stats, supply costs, and prices updated across the board
- Reworked Yamato and Yamato-related stats
- Reworked the appearance of many miscellaneous things (projectiles, planet textures, etc.)
- Campaign overhaul:
  * Reworked Imperium-specific market conditions and industries
  * Reworked Imperium lore and reworked many campaign-related descriptions
  * Removed Siege event
  * Removed production-related events
  * Removed Military-Industrial market/condition
  * Removed Imperium Conversions market
  * Added Imperial Guard HQ that spawns special hyper-competent Imperial Guard fleets

Spoiler
Version 1.19.0 (April 23, 2018)
- Added spammy AOE anti-fighter missile weapon
  * Added Fundae SRM Pod
  * Added Heavy Fundae Pod
  * Added Onager Launcher
- Added a 2x Fundae to the Flamen
- Increased Flamen OP to 5
- Decreased Scutum OP to 7
- Drive Booster is weaker when applied in reverse or forward, stronger for lateral movement
- Made II hullmods somewhat rarer in general, and 10x less likely to appear in random loot

Version 1.18.2 (December 1, 2017)
- Gave Draconarius a pair of single-shot Ballista missiles
- Reduced Scutum refit time to 10 from 15
- Made Scorpio Javelin Launcher great again
- Fixed hullmod-related crash bug

Version 1.18.1 (October 3, 2017)
- AI improvementsccel to make it better at interception
- Minor fixes

Version 1.18.0 (October 1, 2017):
- Significantly adjusted all ship stats to be more in-between midline and low tech standards
- Redesigned Imperial hull mods and added a third option:
  * Imperial EL Armor
    ~ Was Energized Armor
    ~ Also boosts armor as with Heavy Armor
    ~ Costs more OP
    ~ Incompatible with other Imperial hull mods and range hull mods
  * Imperial FFCS Core
    ~ Was Fire Control System
    ~ No longer reduces weapon turn rate
    ~ Now boosts weapon accuracy
    ~ Now reduces ship speed / acceleration
    ~ Incompatible with other Imperial hull mods and speed hull mods
  * Imperial HFR Conduits
    ~ Reduces armor, repair speed, and weapon/engine health
    ~ Reduces shield strength
    ~ Multiplies dissipation and weapon rate of fire
    ~ Increases all speed/maneuverability stats
    ~ Incompatible with other Imperial hull mods and durability hull mods
- New Caesar sprite, slightly different turret layout and stats
- Reworked Caesar main weapon to Crocea Mors, a high-velocity energy-damage railgun
- Reworked Imperial ship skin stats
- Ballista is now a two-stage missile with a fast, short-range second stage with poor guidance
- Ballista damage reduced to 300 from 400
- Ballista HP reduced to 50 from 75
- Sledge Gun OP increased to 7 from 6
- Sledge Cannon OP increased to 13 from 12
- Sledge Gun proc damage decreased to 30 from 30-to-50
- Sledge Cannon proc damage decreased to 60 from 60-to-100
- Sagittarius ADC redesigned to Sagittarius Autogun
- Inferna pulsar bombs now split into a bunch of small pulses rather than one big pulse
  * 200x5 damage instead of 750x1
- Reduced Heavy Pulse Laser OP to 12 from 13
- Increased Flamen's Particle Gun damage to 60 from 40
- Buffed Flamen turn rate/accel to make it better at interception
- Minor fixes

Version 1.17.2 (June 19, 2017):
- Major save stability fixes
- Optimized textures to not overlap with Unknown Skies, saving VRAM
- Invictus shield changed (front-240 to omni-120, efficiency 0.8 to 0.9)
- Decurion shield changed (omni-120 to front-180, upkeep 0.4 to 0.5)
- Major adjustment to fleet composition ratios for various factions

Version 1.17.1 (June 10, 2017):
- Reduced Flamen OP to 0 from 4
- Adjusted Vicarius Corvette to Vicarius Assault Fighter, now wing of 2 at 20 OP
- Slightly buffed Draconarius Fighters
- Adjusted weapon tiers
- Adjusted weapon prices
- Some ship price adjustments
- Pulsar weapons no longer fire multiple projectiles at the same time, but are far more efficient than before
- Additional DynaSector support
- Improved a few odds and ends

Version 1.17.0 (June 4, 2017):
- Updated to support Starsector 0.8.1a
- Removed Saltus Divinus, Duality Research Station, and Traian markets (but kept certain features at those locations)
- Adjusted economy, prevented edge cases that could break things
- Fixed rare TITAN/Apocalypse bug
- TITAN initial damage respects shield placement
- Jupiter now has Advanced Targeting Core instead of Targeting Supercomputer
- Significant rebalance of Siege effects
- D-modded Olympus is no longer usable
- Significant changes to Imperium debris/derelicts
- Made Ballistae slightly more sluggish
- A TITAN intercepted before it detonates has a chance to detonate early for reduced damage
- Increased Interstellar Bazaar tariffs
- Invictus supplies/rec increased to 5 from 4
- Matriarch now has 7 flight decks again
- Matriarch OP increased to 280 from 250
- Changed Matriarch ship system to Wing Command Center
- Increased Vicarius toughness
- Decreased Telum damage to 225 from 250

Version 1.16.0 (May 13, 2017):
- Updated to support Starsector 0.8a
- Improved fleet spawn scaling
- Siege fleets now have major CR bonuses during the siege, depending on the status of escort fleets
- Significantly weakened Javelin tracking
- Significantly slowed down Javelins, like mini-torpedoes
- Increased Javelin HP to 300 from 150
- Scorpio Javelin Launcher now fires Javelins one at a time
- Adjusted various ship stats to meet new standards
- Energized Armor no longer offers damage reduction, but does raise maximum damage reduction and minimum armor level
- Scalprum Drone converted to wing
- Malleus ship system is now Targeting Feed
- Jupiter's built in hullmods changed to Targeting Supercomputer
- Matriarch ship system is now Reserve Deployment
- Combined all three Vicarius variants into a single variant with a light assault gun and railgun
- Rebalanced fighters
- Princeps reworked as a 1-deck battlecarrier with Reserve Deployment
- Lynx now has built-in ECCM Package
- Lynx-S now has built-in Surveying Equipment
- Enhanced campaign terrain in various ways

Version 1.15.0 (March 26, 2017):
- Changed Caesar shield arc to 60 degree omni from 45 degree front; updated shield stats
- Slightly improved Caesar maneuverability
- Changed Matter Accelerator Cannon to Spheric Cannon (kinetic artillery)
- Removed Active Armor
- Added Galvanic Armor
- Reduced the penalties associated with Imperial Guard ships
- Lux Repeater burst size increased to 14 from 10
- Lux Repeater damage decreased to 40 from 50
- Lux Repeater flux cost decreased to 30 from 40
- Lux Repeater accuracy improved
- Increased power for Drive Booster
- Reworked Infernium Turbo
- Redid Pulsar weapons to be high-burst weapons
- Improved Pulsar and Solis projectile visuals
- Reduced Solid Cannon projectile velocity
- Made the Inferna bomber tougher and more reliable
- Made the Colosseum mission harder
- Updated various scripts to remove frame rate dependence on graphical effects

Version 1.14.0 (January 8, 2017):
- Added the Adamas-class Heavy Cruiser
- Added Imperial Guard variants of the Decurion, Praetorian, Sebastos, and Dominus
- Added Photon Blaster and Lightspear built-in weapons for the Adamas-class
- Improved armor and speed of the TITAN missile
- Improved survivability and power of the Apocalypse MIRV missile
- Reworked Scutum Defense Drone (wing of 5, individually weaker)
- Reworked Sagittarius ADC
- Made Hailfire Chaingun more accurate
- Removed damage bonus to beam weapons from Infernium Turbo (was too OP with photon beam cannon)
- Increased ammo capacity for Pulsar weapons
- Greatly increased Fusion Pulse Cannon projectile speed
- Redesigned/rebalanced Energized Armor
- Various minor bugs fixed
- Updated ship and weapon prices
- Added Colosseum mission
- Added Diamond in the Rough mission
- Fixed Olympus conversions
- Removed Battle of Corvus mission

Version 1.13.1 (September 17, 2016):
- Improved Drive Booster hulk-avoidance
- Energized Armor bonus increased to 100% from 75%
- Drive Booster recovers charges more quickly (by about 33%)
- Rebalanced Hailfire Chaingun (lower DPS, less flux, lower OP)
- Drastically reduced the flux cost of the Photon Beam Cannon
- Small tweaks

Version 1.13.0 (May 21, 2016):
- Added Inferna-class bomber, reworked Vicarius-B

Version 1.12.0 (April 15, 2016):
- Reworked Turbo Drive, renamed to Infernium Turbo
- Remade Drive Booster from the ground up
- Draconarius redesigned around a Lux Repeater instead of Pulsar Cannon
- Scutum speed increased dramatically
- Frigate and destroyer speed and acceleration adjusted for higher top speed and more inertia
- Maximus reworked; updated system, new built-in weapons (Fusion Pulse Cannon)
- Adjusted economy
- Buffed Javelin HP

Version 1.11.0 (April 3, 2016):
- Major sound overhaul for many weapons, effects, and abilities
- Sprite update to all ships, improving clarity and colors
- Added Tachyon Field in Ex Vis, which increases fleet speed
- Improved Javelin 100%
- Ballista weapons rebalanced
- Additional bug fixes

Version 1.10.2 (March 1, 2016):
- Javelin damage increased to 1000 from 900
- Slot adjustments (Composite/Synergy)
- Adjustments for 0.7.2a

Version 1.10.1 (February 20, 2016):
- Centurion renamed to Legionary
- Made Javelins less likely to ram into allies
- Gravity Cannon now does energy damage instead of fragmentation damage (all other stats the same)
- Minor bugfixes

Version 1.10.0 (January 30, 2016):
- Lynx-S added
- Sebastos-F added
- Telum Autocannon added
- Solis Cannon added
- Heavy Pulse Laser added
- Lux Repeater added
- Javelin ASM (Single) added
- Added ISA Energized Armor hull mod
- Added ISA Fire Control System hull mod
- Added star system Ex Vis (three markets, a new terrain type, some unique mechanics)
- Added Military Complex submarket for Nova Capitalis
- Added Imperial Conversions submarket for Nova Capitalis
- Added Production Boom/Drop event for Nova Capitalis
- Interstellar Bazaar now has The Great Starship Market, a special market that replaces the military market
- Improved Thracia and Corsica systems; added content
- New terrain type for the terrain around Arafa (gas giant)
- Added Imperial Embassy station to Yma
- Added encounter and market music
- Improved/added descriptions to campaign elements (planets, stations, etc.)
- Sieges no longer crush the economy
- Sieges can be broken by peace treaties
- Leviathan renamed to Barrus
- Lynx and Sebastos sprites touched up
- Javelin HP reduced to 75 from 125

Version 1.9.2 (December 22, 2015):
- Siege fleets are less hardcore; sieges are less common
- Siege events improved overall
- Javelins redone as anti-cruiser MRMs (hybrid torpedoes)
- Updated economy
- The Interstellar Imperium is no longer hostile toward the Sindrian Diktat
- New background image for Thracia

Version 1.9.1 (December 6, 2015):
- Updated for 0.7.1a
- Fixed Olympus crashing
- Updated economy

Version 1.9.0 (November 27, 2015):
- Portraits added
- Lynx added
- Malleus and Scalprum Drones added
- Matriarch added
- Reduced Pulsar Repeater OP to 10 from 11
- Javelin MRM Rack, Javelin MRM Launcher, and Scorpio Javelin Launcher added
- Updated many ships for Hybrid slots, new campaign mechanics, etc.
- Better custom fleet AI behaviors
- New Caesar sprite and Dictator sprites
- Updated Falcon (I) and Eagle (I) sprites
- Pulsar weapons no longer regenerate ammo, but use slightly less flux to fire
- Another SS+ boss bounty added
- OP values updated

Version 1.8.3 (September 27, 2015):
- Dominus hull increased to 12500 from 11000
- Dominus flux dissipation increased to 800 from 700
- Nexerelin implementation updated for Corvus Mode
- TITAN and Apocalypse MIRV now show up on the Olympus in refit
- Tariff increased to 30%
- Sagittarius ADC animation improved

Version 1.8.2 (May 17, 2015):
- Sledge Gun and Sledge Cannon descriptions include RNG damage numbers
- The Hegemony now tries harder to fight off sieges
- Light Ballista Rack range decreased to 2000 from 8000; now effectively an MRM
- Ballista LRM Launcher range decreased to 5000 from 8000
- Basileus and Basileus-F universal turret changed to energy turret
- Basileus and Basileus-F shield removed
- Basileus fleet points increased to 6 from 4
- Sebastos OP increased to 100 from 95
- Dictator OP decreased to 155 from 160
- Dominus OP increased to 190 from 180
- Centurion medium universal slots changed to ballistic (hardpoint) and energy (turret)
- Decurion medium universal slots changed to energy slots

Version 1.8.1 (March 28, 2015):
- Sledge Gun and Sledge Cannon given RNG damage mechanic: on a hull hit, a chance for extra damage
- Sledge Gun overall DPS increased to 85 from 65
- Sledge Cannon overall DPS increased to 132 from 100
- Sieges nerfed
- Campaign fuel shortages should be less severe
- TwigLib compatibility improved

Version 1.8 (March 14, 2015):
- New artwork for Decurion, Dominus, Invictus, Jupiter, Maximus, and Sebastos
- Hammerhead (I) added
- Wolf (I) added
- (D) versions added: Decurion, Dictator, Interrex, Invictus, Praetorian
- Pirate versions added: Decurion, Interrex

Version 1.7.3 (March 8, 2015):
- Juptier maneuverability increased
- Gravity Cannon force increased by 40%
- Siege fleet size nerfed
- Light Ballista nerfed again
- Exerelin compatibility

Version 1.7.2 (February 22, 2015):
- Ballista damage increased to 400 from 350
- Turbo Drive ballistic rate of fire, energy damage, and flux dissipation bonuses increased to 50% from 33%
- Drive Booster flux usage reduced to 150% base dissipation from 200%
- Decurion flux dissipation increased to 200 from 175
- Dominus maneuverability increased

Version 1.7.1 (February 18, 2015):
- Fixed Siege crash

Version 1.7 (February 17, 2015):
- Updated for Starsector 0.65.2a
- Market conditions improved slightly
- Weapon rebalance pass
- Siege event added

Version 1.6.2 (January 26, 2015):
- Corsica is now a binary system
- Light Ballista Rack now shoots one missile at a time
- Interstellar Bazaar produces fewer luxury goods
- New Photon Beam Cannon sound

Version 1.6.1 (January 8, 2015):
- Crash involving TITAN and Apocalypse MIRV resolved
- Phase Jaunt AI improved
- Traian and Perinthus moved
- Jupiter and Dictator sprites updated

Version 1.6 (December 8, 2014):
- Code review and cleanup
- Added Corsica star system and markets
- Added Leviathan-class Combat Freighter
- Added Bear-Baiting mission
- Fixed background images for missions and Thracia
- Art upgrade/improvement pass; most ships are updated for shading and consistency

Version 1.5.1 (November 18, 2014):
- Babylon and Byzantium are now one connected market called Interstellar Bazaar
- Minor fixes and balance changes

Version 1.5 (November 14, 2014):
- Updated for Starsector 0.65a
- Compatibility adjustments for ShaderLib Beta
- Falcon (I)-class Cruiser added (alternate Falcon hull)
- Eagle (I)-class Cruiser added (alternate Eagle hull)
- Thracia system revamped; given markets and custom fleets
- Imperial/Hegemony fleets will travel into other systems and harass each other
- Price updates
- Prices, fuel usage, and other various stats updated to keep in line with 0.65
- Updated ship bounding polygons
- High Maintenance added to Maximus
- Fighter balance adjustments
- Apocalypse MIRV has many more missiles
- Apocalypse MIRV AI update
- Apocalypse and Ballista LRM stats and appearance adjusted
- Gravity Cannon and Photon Beam Cannon now charge up before firing; stats updated
- Praetorian armor increased to 700 from 600
- Interrex armor increased to 500 from 400
- Ballistae reduced to 350 damage from 400; hit points reduced to 75 from 100
- Pulsar flux costs slightly increased
- Light Ballista Rack ammo reduced to 6 from 10; OP reduced to 5 from 6
- Basileus OP increased to 38 from 35; built-in Expanded Missile Racks removed; CR stats adjusted; Fast Missile Racks replaced with Flare Launcher

Version 1.4 (August 30, 2014):
- Surface maps added for all ships and weapons
- Cargo and burn speeds adjusted to match vanilla levels
- Version Checker support added
- Small bugs and AI issues resolved

Version 1.3.1 (August 13, 2014):
- Maximus stats adjusted
- Flamen wing reduced to 2 supplies/day from 3 supplies/day; other CR stats adjusted
- Vicarius wing CR stats adjusted
- Scutum wing reduced to 2 supplies/day from 3 supplies/day
- Phase Jaunt system now has 5 regenerating charges
- Minor polishing improvements

Version 1.3 (July 28, 2014):
- Added Auriga-class Tug
- Added Basileus-F-class Freighter
- Added Maximus-class Advanced Frigate
- Added Jupiter-class Defense Platform
- Added Gravity Cannon (built-in)
- Stability improvements
- Minor polish and AI improvements

Version 1.2.1 (June 9, 2014):
- Fixed sound and stats issue with Sagittarius ADC

Version 1.2 (June 9, 2014):
- Added Scutum-class Defense Fighter
- Added Sagittarius ADC weapon
- Updated Sledge Cannon sprite
- Updated sound for Matter Accelerator Cannon
- Updated default variants

Version 1.1.1 (June 9, 2014):
- Updated normal and material maps for ShaderLib Alpha v1.5
- Fixed Olympus normal/material maps

Version 1.1 (June 7, 2014):
- Vicarius Support given railguns instead of sledge guns
- Vicarius Bomber nerfed in DPS
- Added material maps and normal maps for all ships and weapons
- Additional fixes

Version 1.0.3 (May 28, 2014):
- Vicarius, Basileus, Decurion, Praetorian, Interrex, Centurion, and Caesar CR stats adjusted
- Invictus and Sebastos minimum and maximum crew increased

Version 1.0.2 (May 26, 2014):
- Decurion, Invictus, and Centurion flux stats adjusted
- Light Ballista Rack added

Version 1.0.1 (May 25, 2014):
- Custom sound effect added to Particle Gun and Particle Repeater
- TITAN and Apocalypse MIRV no longer persist in campaign fleets
- AI is now more likely to fire the TITAN and Apocalypse MIRV

Version 1.0 (May 22, 2014):
- Initial release
[close]
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: HELMUT on May 22, 2014, 03:59:02 AM
(http://replygif.net/i/500.gif)

I'm going to have a lot of fun trying the campaign.
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: Nanao-kun on May 22, 2014, 11:16:49 AM
Oh man those giant missiles. Missiles the size of an entire cruiser!
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: Cycerin on May 22, 2014, 11:39:11 AM
I guess you could call them cruise missi- *gets shot*
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: MesoTroniK on May 22, 2014, 11:40:46 AM
"Space is big, so you need a big missile... Or lots of really tiny ones."

(http://cdn-frm-us.wargaming.net/wot/us/4.1/style_emoticons/wot/Smile-hiding.gif)
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: Nanao-kun on May 22, 2014, 11:46:07 AM
Anyway, that Dictator-class looks awesome.
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: Grug on May 22, 2014, 06:00:47 PM
I'm liking the aesthetic a hell of a lot.
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: Ishman on May 23, 2014, 07:59:22 PM
Hnrgh, construction yellow theme, love it.

INDUSTRIAL BATTLINGU
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: Sunfire on May 23, 2014, 08:38:19 PM
I want one of those giant missile ships!!!!!
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: NCMagic on May 25, 2014, 10:01:03 AM
I just had a fight where in a MIRV missile, became a ship and escaped from me.
So now it's just a ship in a fleet. Uh you may want to fix that.
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: Toxcity on May 25, 2014, 10:31:48 AM
Might be my laptop, but when the Siegebreaker opens its doors to start firing missiles I get massive slowdown.
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: Dark.Revenant on May 25, 2014, 11:41:34 AM
I just had a fight where in a MIRV missile, became a ship and escaped from me.
So now it's just a ship in a fleet. Uh you may want to fix that.

Those things don't have an AI smart enough to retreat.  What conditions caused this?

Might be my laptop, but when the Siegebreaker opens its doors to start firing missiles I get massive slowdown.

It's a rather large animation, so it could be just having an underpowered video card.
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: HELMUT on May 25, 2014, 12:15:07 PM
I got a similar problem than NCMagic but this time it didn't retreated but i was able to repair it at the end of the battle with the reconstruction perk. I was able to replicate the missile at the Omnifactory and i got this:

Spoiler
(http://i.imgur.com/OVPbBGl.png)
[close]

Also, are the Olympus and Caesar eventually available at the station? I managed to get my Olympus A at Askonia but nothing at the II station.
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: spudcosmic on May 25, 2014, 06:35:02 PM
These are some awesome ship designs, they remind me a lot of FTL's rebel ships. Have you considered trying to get these implemented into Uomoz's sector? That would be epic.
Title: Re: [0.6.2a] Interstellar Imperium v1.0.1
Post by: Dark.Revenant on May 25, 2014, 07:58:37 PM
Update!

Download Interstellar Imperium 1.0.1 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.0.1.zip)
Download Mirror (https://www.mediafire.com/?g01i0a4cyv3z5a9)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.24 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Requires Starsector+ 1.3.3 (http://fractalsoftworks.com/forum/index.php?topic=7679.0) or Exerelin Dev (http://fractalsoftworks.com/forum/index.php?topic=6053.0))

Version 1.0.1 (May 25, 2014):
- Custom sound effect added to Particle Gun and Particle Repeater
- TITAN and Apocalypse MIRV no longer persist in campaign fleets
- AI is now more likely to fire the TITAN and Apocalypse MIRV

P.S. All Imperium ships are available at their station, but some are rarer than others.  Also, Uomoz is adding the Interstellar Imperium soon.
Title: Re: [0.6.2a] Interstellar Imperium v1.0.1
Post by: NCMagic on May 26, 2014, 03:03:30 AM
Well, my post was a result of being a little sick and being sleepy. I meant it became boardable after a battle and i just didn't board it, which resulted in it running away. Oh and is this new update save compatible?
Title: Re: [0.6.2a] Interstellar Imperium v1.0.1
Post by: Dark.Revenant on May 26, 2014, 01:59:42 PM
Yeah, it shouldn't cause any issues.
Title: Re: [0.6.2a] Interstellar Imperium v1.0.1
Post by: HELMUT on May 26, 2014, 03:08:19 PM
So i was able to play for a while, couldn't test some things as much as i wanted unfortunately.

Anyway, i think the Decurion and Centurion are a bit too strong currently, especially the Decurion.

The two medium universals make it good for every roles. It's also the fastest II ship with its system and II desperately need it for chasing scenarios if you lack fighters.

The Basileus seems to have trouble working right. It's extremely vulnerable so its obvious role would be long range fire support, unfortunately a twin ballista Decurion seems better at this role. The Basi still have its use, a reaper loaded Basileus with a ion cannon can sneak in the back of capital ship and unleash hell, that's only a trick that the player and not the AI can perform though. You can also fit it with Tornadoes missiles, very brutal in the hand of the player but still kinda meh with the AI.

The fast missile rack system doesn't work very well with the small missiles either. Perhaps i should try to make a small ballista weapon? Then it would finally be a very handy LRM support. For now the Decurion seems better at this job to me.

I wasn't able to find a place in my fleet for the Invictus. It may be tough as nail but its weak flux stats make it very underwhelming. Not fast enough to intercept, not enough flux for dueling other frigates, i don't really know how it work. The best i was able to get was to fit it with 2 autocannons, 2 vulcans, 2 pulsars and a harpoon, still, have trouble flying it. To me, the numerous small mounts make it supposed to go brawling other ships at close range but the flux limitations make it hard.

Anyway, the Decurion is the grand winner of the frigates, i think it should definitely be nerfed, flux dissipation maybe?

For the destroyers, the Praetorian is pretty nice but the Centurion does everything better, the 2 medium missiles help. The Centurion is also waaaay tankier and have also almost twice as much flux capacity, it may be a bit more expensive to maintain but it still seems much better than its little brother. For now my winning strategy is to spam Centurion, you have enough guns and missiles to drown anything under your firepower.

Perhaps nerfing a bit the Centurion speed and the flux?

Didn't tried much the Princeps, maybe when i'll build a carrier based fleet.

For the cruisers, honestly i barely tried the Sebastos, it's cheaper though so it might really shine in Uomoz mod where supplies are very important.

The Dictator works like a Dominator, only with light guns. Very fun as a rocket variant but really shine when fitted with sledge guns. I wasn't using it that much as the Centurion was offering a very similar loadout but with 1 more burn speed. If the Centurion is nerfed, maybe the Dictator will now really be a very interesting choice.

I managed to grab a Dominus but as i wasn't fielding fighters, i wasn't using it to its full extent. Definitely not bad but i should try with a hybrid fighter/cruiser fleet.

No other capital ships available for the moment, only the Olympus A but unfortunately i lost it after a few battle so i don't really know how well it fared.

I'll stick with my artillery based fleet until i can get my hands on a Caesar to try it. After this, maybe a missile or carrier fleet.
Title: Re: [0.6.2a] Interstellar Imperium v1.0.1
Post by: Dark.Revenant on May 26, 2014, 03:55:16 PM
What do you think of:
Decurion -> 175 dissipation, 2500 capacity (keep in mind it costs more logistics than the other two frigates)
Invictus -> 200 dissipation, 2750 capacity

Centurion -> 275 dissipation, 4750 capacity (bringing it lower than the Interrex, slightly)

I'll add a small Ballista rack and call it 1.0.2, then.
Title: Re: [0.6.2a] Interstellar Imperium v1.0.2
Post by: Dark.Revenant on May 26, 2014, 05:26:57 PM
Download Interstellar Imperium 1.0.2 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.0.2.zip)
Download Mirror (https://www.mediafire.com/?i0jbgdiiudfgzsw)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.4 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Requires Starsector+ 1.3.4 (http://fractalsoftworks.com/forum/index.php?topic=7679.0) or Exerelin Dev (http://fractalsoftworks.com/forum/index.php?topic=6053.0))

Version 1.0.2 (May 26, 2014):
- Decurion, Invictus, and Centurion flux stats adjusted
- Light Ballista Rack added
Title: Re: [0.6.2a] Interstellar Imperium v1.0.2
Post by: Arkangelmark5 on May 27, 2014, 05:12:39 AM
Is it just me, but i can't see the images.  ???
Title: Re: [0.6.2a] Interstellar Imperium v1.0.2
Post by: Lakis on May 28, 2014, 12:46:33 PM
@ArkAngelmark5 It's just you I think...

in the mean time, holy crap is that a big missile, I mean... damn!

Also, I wish I could say that I've played this extensively, but I just don't have the ability to play these ships long enough to get a good feel for 'em. not enough video memory or ram for the game to process all this stuff.
Title: Re: [0.6.2a] Interstellar Imperium v1.0.3
Post by: Dark.Revenant on May 28, 2014, 07:04:02 PM
Another small update...

Download Interstellar Imperium 1.0.3 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.0.3.zip)
Download Mirror (https://www.mediafire.com/?svkgt2ljyvmz690)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.4 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Requires Starsector+ 1.4 (http://fractalsoftworks.com/forum/index.php?topic=7679.0) or Exerelin Dev (http://fractalsoftworks.com/forum/index.php?topic=6053.0))

Version 1.0.3 (May 28, 2014):
- Vicarius, Basileus, Decurion, Praetorian, Interrex, Centurion, and Caesar CR stats adjusted
- Invictus and Sebastos minimum and maximum crew increased
Title: Re: [0.6.2a] Interstellar Imperium v1.0.3
Post by: Draginea on June 03, 2014, 06:37:27 AM
I like all of the Latin/Roman names. That's fairly original.
Title: Re: [0.6.2a] Interstellar Imperium v1.0.3
Post by: Lopunny Zen on June 04, 2014, 01:52:19 PM
da fuq man...those missiles look like they just kill everyone in the battlefield o.o
Title: Re: [0.6.2a] Interstellar Imperium v1.0.3
Post by: HELMUT on June 07, 2014, 09:14:03 AM
Played some more, was able to test most of the stuffs.

At first i was a bit worried that the introduction of the light Ballista would make some monstrous lrm boats, fortunately only the Basileus can properly fit a lot of them. It finally found a proper place in the II fleet where it can lob missiles around the map, still a bit bothered by its surprisingly suicidal behavior but micro-ed by guarding other ships, they work fine.

Otherwise, i mostly played a carrier fleet, and it was glorious. I wasn't that much impressed by the Flamen but it filled its job, cannon-fodder and objectives caper. The Draconarius was pretty interesting, some kind of gladius-like gunship that can pack quite a punch.

The one that really blew my mind however was the Vicarius bomber. That thing is a monster, it's a bit more expensive than a Piranha but its armor and shield make it extremely hard to intercept. The scary part is the dual cluster bomb bay which is so powerful it can crush everything in its path. The only disadvantage? It tends to always destroy the targeted ship, reducing the available loot at the end of the fight.

But yeah, it's incredibly brutal, i'm definitely calling the nerf-hammer on this one.

The Vicarius assault variant is very good too. Its armor and dual AG make it one of the best gunship in the game, perfect to crack open an armored target when you don't want to utterly grind it to atom powder with your bombers.

I didn't really found a job for the support variant though. The dual sledge gun with their insane range make the support variant interesting but i would rather pick the assault variant to go close and personal. Making the support variant mount kinetic weapons however would have been very interesting to pop shields that II always have trouble dealing with.

Maybe trying a mass support Vicarius would be pretty nasty though. A swarm of those snipers would be very frustrating to deal with i think.

The Princeps carrier is pretty good as well. unfortunately the low OPs and horrendous flux capacities (for the amount of guns it mount) make it pretty bad in close encounter. Still, definitely better than a Condor and can be build into a legit artillery/pd platform.

And finally, the Olympus T. Probably work the best with carrier based fleets as you don't have to worry too much about blowing up your own fleet. You can even order a wing or two of Flamen to escort the giant missile to intercept threats. I would have loved trying this one against the Valkyrian royal armada unfortunately i didn't loaded the mod... But the main idea of the Olympus is to blow up things that you can't approach (very unlikely with the current Vicarius).

Having your TITAN being intercepted is something truly disheartening but when you successfully atomize the whole Hegemony SDF, that feeling, oh boy...

https://www.youtube.com/watch?v=XF7b_MNEIAg

Just noticed a little bug, if the TITAN don't explode before the end of the battle, the game crash.

I have a request too, for Starsector+. I'd like to see bigger fleets. Endgame scenarios are currently too easy, i was able to easily stomp everything the game threw at me, including the Ludii Cathedral fleet.

I would like to see some really scary Hegemony SDF a bit like in Uomoz mod, now that would be a good challenge!
Title: Re: [0.6.2a] Interstellar Imperium v1.0.3
Post by: Dark.Revenant on June 07, 2014, 02:30:51 PM
I'll nerf the cluster bombs by about one third in damage per shot, making it do less damage overall and pierce armor less effectively.  I'll also put railguns on the support variant instead of sledge guns.  Keep in mind its DPS will be capped by the large flux cost of running railguns.

I'm not sure if it is even possible to fix that bug, by the way.  When did it crash, after a split second in the campaign screen or as soon as the battle concluded?

Anyway, I'll see what I can do with making the high-end fleets larger.
Title: Re: [0.6.2a] Interstellar Imperium v1.1
Post by: Dark.Revenant on June 07, 2014, 02:39:21 PM
Also we have material/normal maps.

Download Interstellar Imperium 1.1 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.1.zip)
Download Mirror (https://www.mediafire.com/?k1d8so2dvertfh5)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.45 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Requires Starsector+ 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=7679.0) or Exerelin Dev (http://fractalsoftworks.com/forum/index.php?topic=6053.0))

Version 1.1 (June 7, 2014):
- Vicarius Support given railguns instead of sledge guns
- Vicarius Bomber nerfed in DPS
- Added material maps and normal maps for all ships and weapons
- Additional fixes
Title: Re: [0.6.2a] Interstellar Imperium v1.1.1
Post by: Dark.Revenant on June 09, 2014, 12:04:18 AM
Update for the update.  You must update ShaderLib or it will crash, by the way.

Download Interstellar Imperium 1.1.1 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.1.1.zip)
Download Mirror (https://www.mediafire.com/?k1rj6gjij0vgdbi)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.5 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Requires Starsector+ 1.5 (http://fractalsoftworks.com/forum/index.php?topic=7679.0) or Exerelin Dev (http://fractalsoftworks.com/forum/index.php?topic=6053.0))

Version 1.1.1 (June 9, 2014):
- Updated normal and material maps for ShaderLib Alpha v1.5
- Fixed Olympus normal/material maps
Title: Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
Post by: Dark.Revenant on June 09, 2014, 04:45:57 PM
New stuff!

(http://www.sc2mafia.com/Starsector/ii_scutum.png) (http://www.sc2mafia.com/Starsector/ii_scutum.png)
Scutum-class Defense Fighter
Slow and has virtually no offensive capability; basically a hunk of armor with engines and a shield. Extremely durable and an excellent meat shield. Requires no crew.

(http://www.sc2mafia.com/Starsector/ii_sagittarius_turret_base.png)
Sagittarius ADC
Everything the Thumper wished it could be. Excellent suppressive fire and area-denial capabilities.

(http://www.sc2mafia.com/Starsector/ii_sledgecannon_turret_base.png)
New Sledge Cannon sprite
Muh asymmetry.

Download Interstellar Imperium 1.2.1 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.2.1.zip)
Download Mirror (https://www.mediafire.com/?m5mo8568mlx70g1)
(Requires LazyLib 1.8c (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.5 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Requires Starsector+ 1.5 (http://fractalsoftworks.com/forum/index.php?topic=7679.0) or Exerelin Dev (http://fractalsoftworks.com/forum/index.php?topic=6053.0))

Version 1.2.1 (June 9, 2014):
- Fixed sound and stats issue with Sagittarius ADC

Version 1.2 (June 9, 2014):
- Added Scutum-class Defense Fighter
- Added Sagittarius ADC weapon
- Updated Sledge Cannon sprite
- Updated sound for Matter Accelerator Cannon
- Updated default variants

Edit: Updated again.  Please re-download.
Title: Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
Post by: Vinya on June 14, 2014, 07:57:41 PM
Can you release a version that doesn't require ShaderLib?

My computer can't quite handle it over 15 frames. :/
Title: Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
Post by: The Soldier on June 14, 2014, 08:02:27 PM
There is a "basic" version of Shaderlib now (without all the distortions and more CPU-expensive stuff), will that help?
Title: Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
Post by: Dark.Revenant on June 14, 2014, 08:53:14 PM
You can disable the mod by editing the settings.json in the ShaderLib folder.
Title: Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
Post by: Linnis on June 25, 2014, 08:57:08 PM
Great mod! I love the visuals and style  ;D
Title: Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
Post by: RandomnessInc on July 09, 2014, 10:39:21 PM
*opens thread* "hmm... looks like a cool mod. *looks at TITAN and Apocalypse MIRV* "well... you are insane and my best friend.
Title: Re: [0.6.2a] Interstellar Imperium v1.0
Post by: RandomnessInc on July 26, 2014, 09:17:11 AM
I guess you could call them cruise missi- *gets shot*
Hilarious
Title: Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
Post by: Dark.Revenant on July 26, 2014, 11:34:19 PM
Added a video to the front page:
http://youtu.be/TX8yw09Ogk8

Also, there will be some more ships in an update, soon.
Title: Re: [0.6.2a] Interstellar Imperium v1.3
Post by: Dark.Revenant on July 28, 2014, 08:37:50 PM
(http://i.imgur.com/29cPyOI.png) (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.3.zip)

Download Interstellar Imperium 1.3 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.3.zip)
Download Mirror (https://www.mediafire.com/?8s75h3gs98gq39d)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Requires Starsector+ 1.7 (http://fractalsoftworks.com/forum/index.php?topic=7679.0) (Updated!) or Exerelin Dev (http://fractalsoftworks.com/forum/index.php?topic=6053.0))


Version 1.3 (July 28, 2014):
- Added Auriga-class Tug
- Added Basileus-F-class Freighter
- Added Maximus-class Advanced Frigate
- Added Jupiter-class Defense Platform
- Added Gravity Cannon (built-in)
- Stability improvements
- Minor polish and AI improvements


(http://www.sc2mafia.com/Starsector/ii_basileus_f_ff.png)
Basileus-F-class Freighter

(http://www.sc2mafia.com/Starsector/ii_auriga_ff.png)
Auriga-class Tug

(http://www.sc2mafia.com/Starsector/ii_maximus_ff.png)
Maximus-class Advanced Frigate

(http://www.sc2mafia.com/Starsector/ii_jupiter_cc.png)
Jupiter-class Defense Platform
Title: Re: [0.6.2a] Interstellar Imperium v1.3
Post by: Nanao-kun on July 28, 2014, 10:51:52 PM
The Jupiter looks pretty damn cool.
Title: [0.6.2a] Interstellar Imperium v1.3.1
Post by: Dark.Revenant on August 13, 2014, 11:12:54 AM
(http://i.imgur.com/29cPyOI.png) (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.3.1.zip)

Download Interstellar Imperium 1.3.1 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.3.1.zip)
Download Mirror (https://www.mediafire.com/?rd9367m5s09wbo5)
(Requires LazyLib 1.9 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Alpha v1.66 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Requires Starsector+ 1.8.2 (http://fractalsoftworks.com/forum/index.php?topic=7679.0) (Updated!) or Exerelin Dev (http://fractalsoftworks.com/forum/index.php?topic=6053.0))


Version 1.3.1 (August 13, 2014):
- Maximus stats adjusted
- Flamen wing reduced to 2 supplies/day from 3 supplies/day; other CR stats adjusted
- Vicarius wing CR stats adjusted
- Scutum wing reduced to 2 supplies/day from 3 supplies/day
- Phase Jaunt system now has 5 regenerating charges
- Minor polishing improvements
Title: [0.6.2a] Interstellar Imperium v1.4
Post by: Dark.Revenant on August 30, 2014, 11:13:27 PM
Surface maps for everybody!

(http://i.imgur.com/29cPyOI.png) (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.4.zip)

Download Interstellar Imperium 1.4 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.4.zip)
Download Mirror (https://www.mediafire.com/?89x2k07p5daodpd)
(Requires LazyLib 1.9b (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires ShaderLib Alpha v1.7 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Requires Starsector+ 1.10 (http://fractalsoftworks.com/forum/index.php?topic=7679.0) (Updated!) or included in Uomoz's Sector 1.4 Dev (http://fractalsoftworks.com/forum/index.php?topic=7679.0))


Version 1.4 (August 30, 2014):
- Surface maps added for all ships and weapons
- Cargo and burn speeds adjusted to match vanilla levels
- Version Checker support added
- Small bugs and AI issues resolved
Title: Re: [0.6.2a] Interstellar Imperium v1.4
Post by: ahrenjb on November 04, 2014, 10:10:10 AM
Can't wait to see this in 0.6.5
Title: Re: [0.6.2a] Interstellar Imperium v1.4
Post by: Dark.Revenant on November 04, 2014, 12:44:55 PM
Unfortunately, you will have to wait because this mod is on a lower priority than Starsector+ and The Knights Templar.  Due to the features and functionality I am forced to add for both, it may be as much as a week before I even start on the Imperium campaign stuff (which will not be trivial, since it has to do more stuff than most factions).
Title: Re: [0.6.2a] Interstellar Imperium v1.4
Post by: ahrenjb on November 04, 2014, 01:37:43 PM
Unfortunately, you will have to wait because this mod is on a lower priority than Starsector+ and The Knights Templar.  Due to the features and functionality I am forced to add for both, it may be as much as a week before I even start on the Imperium campaign stuff (which will not be trivial, since it has to do more stuff than most factions).

Wasn't a sign of impatience at all, just showing support for the mods that I enjoy. As a mod author, I'm sure you like knowing people are interested in your work. Starsector+ should definitely be the first one to receive attention.
Title: Re: [0.6.2a] Interstellar Imperium v1.4
Post by: Dark.Revenant on November 04, 2014, 01:43:37 PM
Yeah, it just feels like such a moving target.  With other mod authors adding stuff to their mods, while I am struggling just to get my old basic features working (I can dedicate maybe four hours per day, maximum), my to-do list keeps getting larger.  There are certain concessions I can make (like SS+ won't be fixing all the vanilla problems, II won't depict the full intended Imperium-Hegemony war on release, etc.) there are some things I have to do, like a Crusade event for the Templars, which I predict to take about four days of work.
Title: Re: [0.6.2a] Interstellar Imperium v1.4
Post by: Sunfire on November 05, 2014, 08:21:22 PM
Yeah, it just feels like such a moving target.  With other mod authors adding stuff to their mods, while I am struggling just to get my old basic features working (I can dedicate maybe four hours per day, maximum), my to-do list keeps getting larger.  There are certain concessions I can make (like SS+ won't be fixing all the vanilla problems, II won't depict the full intended Imperium-Hegemony war on release, etc.) there are some things I have to do, like a Crusade event for the Templars, which I predict to take about four days of work.

Well take your time. We understand there's lots of work involved and we just want you to work at your own pace. I know that I'll be excited whenever you finish.
Title: Re: [0.6.2a] Interstellar Imperium v1.4
Post by: WKOB on November 05, 2014, 10:04:33 PM
Ha, definitely know the feeling, Revenant. Not only are all of my mod files vastly outdated, my graphics and concepts just aren't up to snuff with the very cool ships and weapons other mods have to offer.

It gets to a point where it's like, ***, my faction just can't keep up on the quality scale, why bother? ::)

Anyway though, your mod definitely has some unique aspects that I really like, so I hope you get ahead of the curve.
Title: Re: [0.6.2a] Interstellar Imperium v1.4
Post by: Darloth on November 06, 2014, 06:59:17 AM
You should bother because some people are more than willing to play mods that aren't totally polished.  Usually this is easier with some niche or gimmick or other fancy thing you have that nobody else does, but even without it, it's not totally worthless just to release something.  The community here is pretty supportive, even!
Title: [0.65.1a] Interstellar Imperium v1.5
Post by: Dark.Revenant on November 14, 2014, 02:57:42 AM
Big update:

(http://i.imgur.com/29cPyOI.png) (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.5.zip)

Download Interstellar Imperium 1.5 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.5.zip)
Download Mirror (https://www.mediafire.com/?ra2e912p405pgf8)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 2.0.6 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.5 (November 14, 2014):
- Updated for Starsector 0.65a
- Compatibility adjustments for ShaderLib Beta
- Falcon (I)-class Cruiser added (alternate Falcon hull)
- Eagle (I)-class Cruiser added (alternate Eagle hull)
- Thracia system revamped; given markets and custom fleets
- Imperial/Hegemony fleets will travel into other systems and harass each other
- Price updates
- Prices, fuel usage, and other various stats updated to keep in line with 0.65
- Updated ship bounding polygons
- High Maintenance added to Maximus
- Fighter balance adjustments
- Apocalypse MIRV has many more missiles
- Apocalypse MIRV AI update
- Apocalypse and Ballista LRM stats and appearance adjusted
- Gravity Cannon and Photon Beam Cannon now charge up before firing; stats updated
- Praetorian armor increased to 700 from 600
- Interrex armor increased to 500 from 400
- Ballistae reduced to 350 damage from 400; hit points reduced to 75 from 100
- Pulsar flux costs slightly increased
- Light Ballista Rack ammo reduced to 6 from 10; OP reduced to 5 from 6
- Basileus OP increased to 38 from 35; built-in Expanded Missile Racks removed; CR stats adjusted; Fast Missile Racks replaced with Flare Launcher


(http://www.sc2mafia.com/Starsector/ii_falconi_cc.png)
Falcon (I)-class Light Cruiser

(http://www.sc2mafia.com/Starsector/ii_eaglei_cc.png)
Eagle (I)-class Cruiser
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Regularity on November 14, 2014, 08:28:43 AM
Quick question, are the bases/planets in the Thracia system supposed to be missing the ability to purchase storage space? Or does it have a special unlock requirement that I've overlooked?
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Dark.Revenant on November 14, 2014, 08:54:06 AM
I suppose I could add storage to Byzantium, but the lack of storage on Babylon and Traian is deliberate (there's no space/infrastructure).
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Regularity on November 14, 2014, 10:09:34 AM
The system sits at the relative center of the map so it's a perfect place for acting as a trader warehouse or fleet storage depot that's readily accessible from any direction. Babylon would be ideal since it's right beside the jump node itself (which is important for those agonizingly slow capital fleets). But if that's not possible, Byzantium is better than nothing.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: ahrenjb on November 14, 2014, 04:11:34 PM
Damn, you're killing my ability to play a save for more than a couple of days! I should have just sworn off SS for a month. Great stuff, DR.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Dark.Revenant on November 14, 2014, 08:01:37 PM
So, uh, I heard you liked missile trails.  A certain MIRV looks pretty good in this update:

(http://i.imgur.com/HY2BQhA.jpg)
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Debido on November 14, 2014, 08:17:19 PM
Time to duck and cover!
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Midnight Kitsune on November 14, 2014, 08:26:32 PM
Time to duck and cover!
No, that would be for the TITAN
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Nanao-kun on November 15, 2014, 12:15:21 AM
I would love to see two Titans and several of Scy's large missile swarm weapons fire at each other at the same time. Sadly, I don't have the ships needed yet. :V
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: garfu on November 15, 2014, 12:02:22 PM
I agree with adding some storage to Babylon or something.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Regularity on November 16, 2014, 12:13:48 PM
Exploit found: Unlike almost every other system, Thracia effectively has two super-city ports (Babylon and Byzantium), so if one of them ever has a shortage you can go to the other and ship the tens of thousands of goods it has in its open/military/black markets.  It's much shorter (less than a day, as opposed to interstellar trade routes which take a week+) so are also much cheaper in terms of supply usage, to say nothing of the fact you don't need to burn a single drop of fuel since it's in-system. It effectively makes almost every other possible trade route obsolete while either of the two has a shortage. You can make hundreds of thousands of credits in real-world minutes, with nil risk.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Ishman on November 16, 2014, 12:25:15 PM
Every space trader needs an Opal run.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Dark.Revenant on November 16, 2014, 02:35:30 PM
Exploit found: Unlike almost every other system, Thracia effectively has two super-city ports (Babylon and Byzantium), so if one of them ever has a shortage you can go to the other and ship the tens of thousands of goods it has in its open/military/black markets.  It's much shorter (less than a day, as opposed to interstellar trade routes which take a week+) so are also much cheaper in terms of supply usage, to say nothing of the fact you don't need to burn a single drop of fuel since it's in-system. It effectively makes almost every other possible trade route obsolete while either of the two has a shortage. You can make hundreds of thousands of credits in real-world minutes, with nil risk.

I'm somewhat confused that either of those entities can ever have a food shortage.  They've got massive fleets running between them day in and day out, and Byzantium is a huge food producer, near the level of Tartessus.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Regularity on November 16, 2014, 08:03:38 PM
Well, there are a number of things:
- Shortages don't have to be just for food, after all. Since both ports carry (almost) every type of good in large amounts, a shortage of any good can be capitalized by shipping stuff from one of the ports to the other.
- Food shortages can and do occur, however. Most notably trade disruptions from the Knights Templar. And even player-driven ones if they buy out all the food (as I once did, delivering food to a neighbouring star system and buying out all the food).

At this point I've honestly stopped trading in Thracia out of choice because it feels too much like cheating. I make far, far more credits (measured in both in-game days and real life time) doing Babylon-Byzantium runs than I do with any other run. Or bounty-hunting. There's also no risk to them, unlike real interstellar trade routes, which have not only marauding pirates but the risk of a shortage ending before you reach your target system.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Dark.Revenant on November 17, 2014, 02:09:46 AM
There's basically no fix to that.  Babylon is hyper-reliant on food, being a massive station with little ability to grow food.  I made Byzantium specialized towards food with a very high demand met percentage (90%-ish) to avoid this sort of thing.  If that doesn't work, nothing will.

If I remove Byzantium, the market will be in a perpetual food shortage and be extremely sensitive to mods and such; just installing Shadowyards could swing Babylon from 9 stability to 2.  Even just moving it out of system into some other system (aside from requiring a lot of work -- trust me, it's not easy to make good systems) would cause major issues.

Basically, the only thing I can do is throw away the entire campaign implementation and start again from scratch with a completely different idea.  I do not have time to do this in 2014.

I'm considering releasing an update with the campaign mode stuff completely removed.  This is unacceptable and I can't fix it in a reasonable amount of time.


Edit: It was quite honestly a mistake to release this mod at all.  I should have waited until January when I will have time to actually test and balance things.  This applies to the Templars as well.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Sovietpride on November 17, 2014, 12:48:01 PM


Edit: It was quite honestly a mistake to release this mod at all.  I should have waited until January when I will have time to actually test and balance things.  This applies to the Templars as well.

Please don't say that. At least we can play it. Installed it, got it running and having so much fun with it.

ALthough if i did have a quibble, the templar ships being immune to the TITAN launcher (non-MIRV olympus-class launcher) did make me cry.

Also, is it deliberate that the launcher crashes to like, 7% CR after launch?

Also weighing in on an earlier comment about aesthetics - I personally like the fact the models here actually "look" like they belong in the game.
Nothing against other mods, but none of them seem quite as... gritty. And it has a great charm to it.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Nori on November 17, 2014, 01:07:53 PM
Agree with Sovietpride. I'm having a blast with it. My only quibble is that for some reason I can't buy storage on any of the Imperium bases.
But otherwise it works out really well. Hegemony shows up trying to beat up the Imperium and they fight back and it's lotsa fun.   :)
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Dark.Revenant on November 17, 2014, 04:26:28 PM
The fact of the matter is that their system has a major, unfixable exploit.  As you demonstrated, not even removing storage was able to prevent major abuse.  The best I could do is make them immune to trade disruptions by forcing them to end as soon as they start.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Regularity on November 17, 2014, 05:21:53 PM
I know no one likes to retcon their lore, but what about just making Babylon a military fortress instead of a metropolis tradepost? That way it'd only carry military-style goods, drastically cutting down on the number of potential intra-system trade runs. You could even nerf the population a bit so that when there is a fuel/supply/gun shortage, it can only be exploited for one or two runs.
Title: Re: [0.65.1a] Interstellar Imperium v1.5
Post by: Dark.Revenant on November 17, 2014, 05:25:03 PM
I know no one likes to retcon their lore, but what about just making Babylon a military fortress instead of a metropolis tradepost? That way it'd only carry military-style goods, drastically cutting down on the number of potential intra-system trade runs. You could even nerf the population a bit so that when there is a fuel/supply/gun shortage, it can only be exploited for one or two runs.

I suppose that is an option, but that still requires a total redo of Thracia.  I would not be able to keep much.
Title: [0.65.1a] Interstellar Imperium v1.5.1
Post by: Dark.Revenant on November 17, 2014, 10:37:14 PM
Market balance change update.  I didn't have time for anything else, so I just made Babylon and Byzantium the same market, pushed them closer together (and cleaned up the orbits etc.), and there you go.

(http://i.imgur.com/29cPyOI.png) (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.5.zip)

Download Interstellar Imperium 1.5.1 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.5.1.zip)
Download Mirror (https://www.mediafire.com/?5dl5ai89d5fas20)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.01 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supported by Starsector+ 2.0.6 (http://fractalsoftworks.com/forum/index.php?topic=7679.0))

We also recommend Version Checker 1.2 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.5.1 (November 18, 2014):
- Babylon and Byzantium are now one connected market called Interstellar Bazaar
- Minor fixes and balance changes
Title: Re: [0.65.1a] Interstellar Imperium v1.5.1
Post by: Regularity on November 21, 2014, 11:08:26 AM
If you've combined the markets to prevent intra-system, does this mean you can safely re-add storage space without running the risk of market exploitation! I, and many others it seems, would like to see some storage on Babylon, or at the very least , Byzantine? Thracia's central location on the map makes it great for a primary warehouse for ships and goods. Pretty please!
Title: Re: [0.65.1a] Interstellar Imperium v1.5.1
Post by: Dark.Revenant on November 21, 2014, 03:50:53 PM
Babylon is a very strong market that you can get good prices at for many goods at the same time.  Storage there would be rather imbalanced.  You can travel to the other planets in the system for storage.
Title: Re: [0.65.1a] Interstellar Imperium v1.5.1
Post by: Reh on November 29, 2014, 07:51:06 AM
Couldn't download your mod, it says you've gone over your bandwidth.

I've taken it onto myself today to point out the download mirror link, just underneath the main link.
Title: Re: [0.65.1a] Interstellar Imperium v1.5.1
Post by: TartarusMkII on December 02, 2014, 09:03:19 AM
Hello, I apologize that I have not read the entire thread, but I want to ensure you, Revenant, that I think this mod and the templars are better to exist than not, even if they are not perfectly balanced yet.

I wanted to share something I found playing SS+ today though. There is intel for a trade disruption at "Interstellar Bazaar", and it took me a while to figure out where that is actually reffering to. In the Intel screen it says location: Babylon (Thracia). I'm sure this is just a naming issue, but otherwise it could be confusing as to where the intel is actually referring to.

Hope I could help!
Title: Re: [0.65.1a] Interstellar Imperium v1.5.1
Post by: Dark.Revenant on December 02, 2014, 02:19:50 PM
For balance reasons, Babylon and Byzantium are both the Interstellar Bazaar.

It is not standard naming convention but I think it adds flavor. Plus once you get to Thracia, it is pretty obvious where the trade hub is.
Title: Re: [0.65.1a] Interstellar Imperium v1.5.1
Post by: OOZ662 on December 04, 2014, 08:16:35 PM
Anyone have a trick for gaining Imperium reputation that doesn't involve slugging it out with gigantic Hegemony fleets?
Title: Re: [0.65.1a] Interstellar Imperium v1.5.1
Post by: ahrenjb on December 05, 2014, 08:47:47 AM
Just doing bounties. It's slow, slow going when you've got 10 factions posting bounties, but it seems to work over time. That and intercepting pirate fleets that fly close to their system, sometimes by luring them over there.
Title: [0.65.1a] Interstellar Imperium v1.6
Post by: Dark.Revenant on December 08, 2014, 01:50:18 AM
Big update!  We've got a new ship, a new mission, a new star system, and updated art for every ship!

Spoiler
(http://i.imgur.com/wRmztrb.png) (http://i.imgur.com/wRmztrb.png) (http://i.imgur.com/wRmztrb.png) (http://i.imgur.com/wRmztrb.png)
Flamen-class Interceptor
(http://i.imgur.com/kpGXEBI.png) (http://i.imgur.com/kpGXEBI.png)
Scutum-class Defense Fighter
(http://i.imgur.com/ZMvym7d.png) (http://i.imgur.com/ZMvym7d.png) (http://i.imgur.com/ZMvym7d.png)
Draconarius-class Heavy Fighter
(http://i.imgur.com/w9E38uJ.png) (http://i.imgur.com/w9E38uJ.png)
Vicarius-class Modular Fighter

(http://i.imgur.com/sGwLrqS.png)
Basileus-F-class Freighter
(http://i.imgur.com/Filod9d.png)
Auriga-class Tug
(http://i.imgur.com/LJkSadQ.png)
Basileus-class Missile Frigate
(http://i.imgur.com/3F4V6Gp.png)
Invictus-class Gunship

(http://i.imgur.com/EFSkJS3.png)
Decurion-class Frigate
(http://i.imgur.com/tcBfJw8.png)
Maximus-class Advanced Frigate
(http://i.imgur.com/mLOqKOq.png)
Praetorian-class Destroyer
(http://i.imgur.com/Tj3fxbd.png)
Interrex-class Destroyer

(http://i.imgur.com/5F2R47v.png)
Centurion-class Destroyer
(http://i.imgur.com/G4wjXsu.png)
Princeps-class Combat Carrier
(http://i.imgur.com/wdQlBRr.png)
Sebastos-class Cruiser
(http://i.imgur.com/95r1Ne5.png)
Dictator-class Heavy Cruiser

(http://i.imgur.com/D1cEjiP.png)
Falcon (I)-class Cruiser
(http://i.imgur.com/PONYW2C.png)
Eagle (I)-class Cruiser
(http://i.imgur.com/bajnyCi.png)
Jupiter-class Defense Platform
(http://i.imgur.com/YbEuiCg.png)
Leviathan-class Combat Freighter
(http://i.imgur.com/vAsjAyu.png)
Dominus-class Battlecruiser
(http://i.imgur.com/MyPgiHy.png)
Olympus-class Launcher
(http://i.imgur.com/dHqH3NZ.png)
Caesar-class Dreadnought
[close]

(http://i.imgur.com/29cPyOI.png) (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.6.zip)

Download Interstellar Imperium 1.6 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.6.zip)
Download Mirror (https://www.mediafire.com/?t5alobkagv448gt)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.02 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 2.3 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)

We also recommend Version Checker 1.2b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.6 (December 8, 2014):
- Code review and cleanup
- Added Corsica star system and markets
- Added Leviathan-class Combat Freighter
- Added Bear-Baiting mission
- Fixed background images for missions and Thracia
- Art upgrade/improvement pass; most ships are updated for shading and consistency
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Velox on December 08, 2014, 12:18:46 PM

Oh, great news!  As a somewhat-lapsed classicist and not-at-all-lapsed fan of armed spacecraft this mod makes me particularly happy - Thracia seems pretty quiet much of the time so I'm excited to see anything that gives us more chances to interact with the faction.  Thanks very much for your work on this, it's way cool stuff.
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Mazuo on December 08, 2014, 04:08:34 PM
Love the first glimpse of the Leviathan.  Never thought I'd be excited to see a freighter.  Might take me a while in the new version to get one, but looking forward to pursuing it.
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: isaacssv552 on December 09, 2014, 01:37:43 PM
Awesome mod. The only thing I really dislike is the lack of storage but I just mod in a storage submarket so its not a big deal.
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Cromodus on December 16, 2014, 10:07:34 AM
Awesome mod. The only thing I really dislike is the lack of storage but I just mod in a storage submarket so its not a big deal.

What do you mean? I'm interested.
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Velox on December 16, 2014, 01:48:07 PM

I like the Corsica system very much - seems to always be a good bit going on there pirate-wise and when the bounties pile up it can be excellent for scraping up some cash and salvage.  I typically stash it somewhere and then haul it away to sell elsewhere, though, since the factions are so pissy about what gets done in-system.  It definitely seems less like a "Core World" type system than Thracia, which is typically a solid mass of trade fleets piled up around the Bazaar and trailing away to the gate.  It's nice to have another spot to search out TriTach ships as well.  It's lucky there are multiple jump points, though - slogging across it is painful enough in a fast frigate fleet, I doubt I'll ever be doing it in much heavier.  I love the look of the new ship as well - good stuff!
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Cromodus on December 17, 2014, 05:56:37 AM

I like the Corsica system very much - seems to always be a good bit going on there pirate-wise and when the bounties pile up it can be excellent for scraping up some cash and salvage.  I typically stash it somewhere and then haul it away to sell elsewhere, though, since the factions are so pissy about what gets done in-system.  It definitely seems less like a "Core World" type system than Thracia, which is typically a solid mass of trade fleets piled up around the Bazaar and trailing away to the gate.  It's nice to have another spot to search out TriTach ships as well.  It's lucky there are multiple jump points, though - slogging across it is painful enough in a fast frigate fleet, I doubt I'll ever be doing it in much heavier.  I love the look of the new ship as well - good stuff!


I'm not sure if it's a coincidence but the Imperius ships really remind me of the yellow ships in MoO2 http://3ln.org/articles/master-of-orion-2-ship-images-by-color (http://3ln.org/articles/master-of-orion-2-ship-images-by-color)
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Canis Lupus on December 18, 2014, 06:15:09 AM
I've started an "Aetius" campaign with the Hegemony being the Huns, but I've found that Babylon has no storage to keep some spare ships, which breaks its use as a home port for me. After reading this thread, I've found out why (money exploits). BUT, since I'm not planning to exploit Byzantium's beefed-up resource production, I've been trying to add a storage facility back.

It's been proving to be a difficult task. Apparently the place to do it is in the II.jar file, which is, apparently, a zip file, which holds some .class files, which are, apparently, binaries, and I need some weird program do edit them properly because, apparently, I am not AI, soo... I've found such a program (Class Editor!), which comes in a file, with extension of .tar.gz, with both .tar and .gz being, apparently, some kind of zip thing that 7-zip can extract... sooooo now I'm finally inside that II.jar file, but I'm at a loss of how to actually add back storage to Interstellar Bazaar. I am, apparently, completely new to all of this. Any tips?

BTW, IMHO you should move Babylon even closer to Byzantium, to further reinforce that they combined make one entity, Interstellar Bazaar. I figured this out early on, but it feels a bit unnatural for them to be one entity and so far apart (the whole thing with space stations/planets being single entities doesn't make much sense to me, but hopefully they get differentiated down the line as Starsector matures to beta).

P.S.: Those Sledges could use a bit more ammo (i keep running out of ammo!). They're wonderfully balanced otherwise, and fill a niche that needed filling.

P.P.S.: The AI has problems with the Maximus, my new favorite frigate. It's mostly related to the use of its 5-charge, quick-recharge skimmer, which the AI seems to treat like a Hyperion's Phase Teleporter.

P.P.S.: This is probably my favorite mod in terms of ship balance / fleet design / aesthetics. There really isn't much room for criticism, wonderful work!
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Dark.Revenant on December 18, 2014, 04:12:46 PM
Good point about the Babylon orbit.  I'll bring them closer.

I believe the jar contains .java files, which is the actual source code.  In order to compile your own jar, you need to set up a project with an IDE, import the source code, make your changes, compile, etc.  It would probably be easier for you to just make a separate mod that adds an abandoned station next to Babylon or something.

Sledge ammo will be infinite (like many other weapons) after the update, so I am not concerned.

I might be able to to throw in the AI I made for the Zero boss to handle the short range teleport the Maximus has.  Should make it better in AI hands.

Edit: Actually, I'll add storage to Interstellar Bazaar, it'll just cost 500,000 credits instead of 5,000.
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: isaacssv552 on December 18, 2014, 05:52:32 PM
Yay! I made a mod to override the thracia system with one that has storage but I didn't realize I could change the cost.
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Canis Lupus on December 20, 2014, 02:45:02 AM
Good point about the Babylon orbit.  I'll bring them closer.

I believe the jar contains .java files, which is the actual source code.  In order to compile your own jar, you need to set up a project with an IDE, import the source code, make your changes, compile, etc.  It would probably be easier for you to just make a separate mod that adds an abandoned station next to Babylon or something.

Sledge ammo will be infinite (like many other weapons) after the update, so I am not concerned.

I might be able to to throw in the AI I made for the Zero boss to handle the short range teleport the Maximus has. Should make it better in AI hands.

Edit: Actually, I'll add storage to Interstellar Bazaar, it'll just cost 500,000 credits instead of 5,000.

Cheers!

I'll postpone learning Java things to 2015  ::)
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Canis Lupus on December 21, 2014, 12:33:49 PM
A couple of notes:

Mostly an opinion, but Byzantium and Perinthus come too close to each other every revolution.  

If the Olympus MIRV rocket isn't destroyed in-combat, the game crashes at the end of the battle.

The Leviathan is a nice looking ship. I see it as Atlas+Ox+Lasher+Dram. The only problem of the jack-of-all-trades approach is that while it performs great on its own, I've found no use for it in a fleet setting (a sad thing given that it's pretty). Maybe it could also be an Avalon (a very expensive to deploy Avalon)? ::)

This is more related to SS+:

The Logistical Conservation skill is a bit too OP for some frigates and destroyers. I can run the numbers if you'd like, but the general observation is that with Logistical Conservation in the equation, the Atlas is now rendered largely useless, as some destroyers and frigates can compete in every regard while being much faster.

P.S.: A carry-over from the old Falcon, some medium-sized ballistic weapons look funky when mounted on the Falcon (I) (e.g. Hypervelocity Driver)

P.S.: IMHO the Ballista LRM's cost could safely be brought down a bit. It's an alternative to the Pilum, with better dps, but runs out sooner, has worse tracking, and has less range.

P.P.S.: I'm not sure if this is intended, but Traian is covered by Serdica's ring.
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Dark.Revenant on December 21, 2014, 02:40:20 PM
Mostly an opinion, but Byzantium and Perinthus come too close to each other every revolution.  

If the Olympus MIRV rocket isn't destroyed in-combat, the game crashes at the end of the battle.

The Leviathan is a nice looking ship. I see it as Atlas+Ox+Lasher+Dram. The only problem of the jack-of-all-trades approach is that while it performs great on its own, I've found no use for it in a fleet setting (a sad thing given that it's pretty). Maybe it could also be an Avalon (a very expensive to deploy Avalon)? ::)

This is more related to SS+:

The Logistical Conservation skill is a bit too OP for some frigates and destroyers. I can run the numbers if you'd like, but the general observation is that with Logistical Conservation in the equation, the Atlas is now rendered largely useless, as some destroyers and frigates can compete in every regard while being much faster.

P.S.: A carry-over from the old Falcon, some medium-sized ballistic weapons look funky when mounted on the Falcon (I) (e.g. Hypervelocity Driver)

P.S.: IMHO the Ballista LRM's cost could safely be brought down a bit. It's an alternative to the Pilum, with better dps, but runs out sooner, has worse tracking, and has less range.

P.P.S.: I'm not sure if this is intended, but Traian is covered by Serdica's ring.

Didn't notice that about Perinthus.  I'll pull it slightly closer to the sun.

The Leviathan is a combat frieghter; bring it into battle!  It's an excellent supporting ship for a destroyer fleet; with a tug and augmented engines it can cruise along at burn 5 and lend a huge amount of cargo/fuel space.  It has destroyer-tier firepower in combat, but tanks like a cruiser.


An Atlas provides 2000 cargo and 400 fuel for 6.5 supplies; overall, this is 307.7 cargo and 61.5 fuel per logistics point.  A Buffalo, by comparison, provides 142.9 cargo and 42.9 fuel per logistics point.  A Hermes provides 96.2 cargo and 57.7 fuel per logistics point.

These numbers change if you add on Logistical Conservation: an Atlas remains at 307.7 / 61.5, a Buffalo increases to 235.3 / 70.6, and a Hermes increases to 188.7 / 113.2.  As you can see, this makes smaller freighters more competitive, but doesn't make the Atlas obsolete.  This is actually the intended effect of the hull mod.


The Falcon art is not exactly my problem.  What do you expect me to do, redraw it?

The Ballista LRM is more expensive because it has more overall killing potential, and scales up better.  Try getting a whole fleet shooting Ballistae at once: it becomes a cloud of death capable of wiping out anything with its shields down.

Traian is meant to be on top of the rings.  Guess I'll move it slightly further out.
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Canis Lupus on December 22, 2014, 02:38:00 AM

Didn't notice that about Perinthus.  I'll pull it slightly closer to the sun.
Traian is meant to be on top of the rings.  Guess I'll move it slightly further out.

Cheers!

Quote
The Leviathan is a combat frieghter; bring it into battle!  It's an excellent supporting ship for a destroyer fleet; with a tug and augmented engines it can cruise along at burn 5 and lend a huge amount of cargo/fuel space.  It has destroyer-tier firepower in combat, but tanks like a cruiser.

The Ballista LRM is more expensive because it has more overall killing potential, and scales up better.  Try getting a whole fleet shooting Ballistae at once: it becomes a cloud of death capable of wiping out anything with its shields down.

Got it, I'll experiment with these some more.

Quote
An Atlas provides 2000 cargo and 400 fuel for 6.5 supplies; overall, this is 307.7 cargo and 61.5 fuel per logistics point.  A Buffalo, by comparison, provides 142.9 cargo and 42.9 fuel per logistics point.  A Hermes provides 96.2 cargo and 57.7 fuel per logistics point.

These numbers change if you add on Logistical Conservation: an Atlas remains at 307.7 / 61.5, a Buffalo increases to 235.3 / 70.6, and a Hermes increases to 188.7 / 113.2.  As you can see, this makes smaller freighters more competitive, but doesn't make the Atlas obsolete.  This is actually the intended effect of the hull mod.

While this assessment is factual, it is not exhaustive. Please check the file to see my point... and it's a similar story with tankers.

http://www.filedropper.com/starsector_1 (http://www.filedropper.com/starsector_1)

Quote
The Falcon art is not exactly my problem.  What do you expect me to do, redraw it?

IDK, just mentioning it because it also affects the Falcon (I).

Edit: small fix in the file
Title: Re: [0.65.1a] Interstellar Imperium v1.6
Post by: Dark.Revenant on December 22, 2014, 04:50:30 AM
While this assessment is factual, it is not exhaustive. Please check the file to see my point... and it's a similar story with tankers.

In other words, the issue is not with Logistical Conservation but the combination of that hull mod with the other logistics hull mods.

Whatever; I'll just make the hull mod give a 25% reduction to logistics down the line, rather than different amounts per ship size.
Title: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Dark.Revenant on January 08, 2015, 07:00:30 PM
Small update to get a few things fixed and polished up.

(http://i.imgur.com/29cPyOI.png) (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.6.1.zip)

Download Interstellar Imperium 1.6.1 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.6.1.zip)
Download Mirror (https://www.mediafire.com/?ak6vwyda9wxq3mm)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.03 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 2.4 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)

We also recommend Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.6.1:
- Crash involving TITAN and Apocalypse MIRV resolved
- Phase Jaunt AI improved
- Traian and Perinthus moved
- Jupiter and Dictator sprites updated
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: OOZ662 on January 10, 2015, 07:04:07 AM
The Corsica Beta gate in hyperspace is a mirror of the gas giant it orbits instead of a generic empty "hole" like the other gates.
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Dark.Revenant on January 10, 2015, 01:01:23 PM
The Corsica Beta gate in hyperspace is a mirror of the gas giant it orbits instead of a generic empty "hole" like the other gates.

All jump points mirror the stellar body they orbit; only the fringe gate is empty.  I'll set the related planet to Carthage, though, so it looks prettier.
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Blaze on January 20, 2015, 04:40:34 AM
Could you consider nerfing the light ballista rack? Perhaps changing it to a single missile instead of dual?

While pilums do have significantly higher ammo count and range, ballistas are much faster and far more easier to field. Everyone and their mother has small missile slots, while medium missiles slots are only held by a handful of ships; and even fewer have missile loaders to make pilums effective.

For example, a stock, no-skill Basileus can hold a MBallista and 4LBallistas and still fit either an ECCM or Expanded Missile Rack (Or both with 4 more OP points). That's a salvo of 12 missiles every 5 seconds. Granted, it only lasts for 4 salvos, but you can easily field dozens of the things across frigates.
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Dark.Revenant on January 20, 2015, 04:59:50 AM
Then you would still have 8 ballistae, the same as if you stuck two mediums on a decurion.  Assuming you get fifty basileus, that's 400 ballistae every five seconds, more than enough to kill anything. Fourty decurions is 320 missiles.  Eleven archers is 132 missiles, but you get FMR to make up for it.

The problem is in the concept of long-range missiles.  Get enough of them and you win.  End of story.

I can, and probably will, make it a single-fire missile.  After all, LRMs are getting regenerating ammo soon.  But that doesn't solve the underlying problem.  Removing the weapon entirely would not fix it either, since the problem exists with pilums as well.
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Blaze on January 20, 2015, 05:28:03 AM
The issue I find isn't with the total number of missiles, but the ease of getting a large amount of missiles in the air at one time to overwhelm PD and shields. A thousand missiles fired in groups of 10 is very different from 300 missiles fired in groups of 100. There's also Deployment cost to worry about...

Fleet specializing in missile barrages tend to be based on highly specialized ships; their only defense is their attack and they're dogmeat once that's gone, but while they can still attack it's devastating. LBallistas can be thrown on most ships as a incredibly potent secondary.

Well, they're going to be brought down a notch and that's all I really wanted. Thanks for listening.
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Tommy on January 20, 2015, 07:12:26 AM
Just wanted to say that the idea of unlimited ammo missiles seems horrible. It makes no sense why we would want this in this game :)
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Blaze on January 22, 2015, 04:51:49 AM
Does anyone who uses this mod have a problem with the price of luxury goods? I think it might be due to Babylon producing 10k-20k per market cycle.

Even on Luddic Church worlds, prices of luxuries has dropped to single digit numbers; Local stockpiles exceeding demand by 500+%
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Silver Silence on January 22, 2015, 12:21:31 PM
Just wanted to say that the idea of unlimited ammo missiles seems horrible. It makes no sense why we would want this in this game :)

Because ammo is a feature that doesn't come into play except to say that any ballistics-based ship is not allowed to go for the long haul and missile slots are rendered inert for the most part after fighting one or two ships, again, no good for the long haul.
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Velox on January 22, 2015, 01:47:00 PM
Just wanted to say that the idea of unlimited ammo missiles seems horrible. It makes no sense why we would want this in this game :)

Because ammo is a feature that doesn't come into play except to say that any ballistics-based ship is not allowed to go for the long haul and missile slots are rendered inert for the most part after fighting one or two ships, again, no good for the long haul.

You're right, missiles are no good for the long haul now. 

It's almost as if you could focus on missiles for alpha strikes that do immense damage to the enemy as your ships close in... until the launchers run dry!
Or rely on very high-powered/long range shots and burst damage to do terrible damage sniping, or use accelerated ammo feeders and close range to rip things to pieces... until the magazines are empty!
Or build your ships to counter some enemy fire and shrug off the rest, while putting unavoidable, relentless damage that can burn through shields and armor alike on them for as long as it takes to turn them into floating globs of slag.

Like ... I don't know, there was some difference between weapon types, and they played differently.  A missile ship in it for the long haul is fighting the wrong fight.  A beam ship relying on annihilating half the enemy's key assets in the first shock of battle is in the wrong fight.  And a ballistics ship just blind-firing every weapon it has at every range at both shields and armor ... is fighting the wrong fight.

Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Tommy on January 22, 2015, 02:07:52 PM
I didn't want to hijack this thread. So I am sorry for starting and now continuing this discussion here.

I was just implying that unlimited ammo missiles are neither realistic nor appropriate for this jewel of a game.

Ballistics have limited ammo, missiles have limited ammo. That's how it should be. Makes strategy a lot tighter and making smart decisions a hell of a lot more important.

One could actually improve the AI when it comes to missiles usage, instead of just relying on unlimited numbers. There are many threads that suggest some form of individual AI for weapons or for a ship. "Use this missile slot only on capital grade ships, and only when it's shield are down". This kind of individual AI.

These are just my thoughts, don't kill them with fire :)
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Toxcity on January 22, 2015, 02:52:01 PM
I'm sorry for continuing the off topic discussion, but only Salamanders, Pilums, and Hurricanes are getting unlimited ammo (Pilums and Hurricanes regen).

Besides unlimited ammo won't make that much of a difference considering you still have stuff like flux capacity to limit fire. Besides ammo never was a problem really; by the time you ran out the battle was over.
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Dark.Revenant on January 22, 2015, 03:11:31 PM
Weapons that I intend to have limited ammo will still have limited ammo.  For instance, Pulsar Cannons and Photon Beam Cannons will continue to have ammo limitation.  However, Sledge Cannons, the Sagittarius, and the Hailfire will have unlimited ammo.  Ballistae will regenerate in a similar manner to Pilums.
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Tommy on January 22, 2015, 05:05:47 PM
Besides ammo never was a problem really; by the time you ran out the battle was over.

Currently, out of the probably hundreds of different missile weapons in the game (throughout all the mods I use daily), only the long range missiles (and not all of them) don't really have an ammo issue. Every other missile weapons have to be used wisely and sparingly.

@Dark, good to know.

And with this, I put this subject to bed. Let's discuss the mod itself :p
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Toxcity on January 22, 2015, 05:54:05 PM
I meant ballistic ammunition. Sorry, I didn't convey that well  :-\.

To get back on topic, are all the ballistae sizes going to regenerate at the same rate?
Title: Re: [0.65.1a] Interstellar Imperium v1.6.1
Post by: Dark.Revenant on January 22, 2015, 06:16:36 PM
I meant ballistic ammunition. Sorry, I didn't convey that well  :-\.

To get back on topic, are all the ballistae sizes going to regenerate at the same rate?

No; that would be ludicrous.  The small version will come in at barely a trickle while the large version will be relatively quick.
Title: [0.65.1a] Interstellar Imperium v1.6.2
Post by: Dark.Revenant on January 26, 2015, 11:13:43 PM
Small update, once again.

(http://i.imgur.com/29cPyOI.png) (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.6.2.zip)

Download Interstellar Imperium 1.6.2 (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.6.2.zip)
Download Mirror (https://www.mediafire.com/?ulc0cxggeay1exi)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.03 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supported by Starsector+ 2.5 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)

We also recommend Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Version 1.6.2:
- Corsica is now a binary system
- Light Ballista Rack now shoots one missile at a time
- Interstellar Bazaar produces fewer luxury goods
- New Photon Beam Cannon sound
Title: [0.65.2a] Interstellar Imperium v1.7
Post by: Dark.Revenant on February 17, 2015, 07:22:44 PM
Major campaign feature added: Sieges!  The Imperium will now lay siege to hostile worlds, doing damage and closing off their market.  You can protect the siege fleets or strike them down...

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?6d1qc7fd8jkbviw)

Download Interstellar Imperium 1.7 (https://www.mediafire.com/?6d1qc7fd8jkbviw)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.7.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.04 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 2.6.1 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Version 1.7:
- Updated for Starsector 0.65.2a
- Market conditions improved slightly
- Weapon rebalance pass
- Siege event added
Title: Re: [0.65.2a] Interstellar Imperium v1.7
Post by: vilehydra on February 18, 2015, 01:09:08 AM

Version 1.7:

- Siege event added

Would it be possible to make it so that sieges, if left alone long enough, would start decreasing the population of a planet until it became a dead planet? It just seems like it could be an interesting way to make warring factions actually gain/lose ground against each other.
Title: Re: [0.65.2a] Interstellar Imperium v1.7
Post by: Dark.Revenant on February 18, 2015, 07:41:31 AM
While that's possible, the game isn't really set up for that in a way that would make such a mechanic desirable.
Title: Re: [0.65.2a] Interstellar Imperium v1.7
Post by: Toxcity on February 18, 2015, 09:45:29 AM
So how long are sieges supposed to last? I've had one on Jangala for a long time, and it doesn't seem to be ending anytime soon.

EDIT: nvm, it just ended.
Title: Re: [0.65.2a] Interstellar Imperium v1.7
Post by: Voiddweller on February 18, 2015, 10:36:18 AM
Awesome mod! One of the best i think. Though this ship-sized missile sprites looks a bit out of place.
Title: [0.65.2a] Interstellar Imperium v1.7.1
Post by: Dark.Revenant on February 18, 2015, 06:54:51 PM
Crash fix!

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?wk7gqc97qcbg282)

Download Interstellar Imperium 1.7.1 (https://www.mediafire.com/?wk7gqc97qcbg282)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.7.1.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.04 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supported by Starsector+ 2.6.1 (http://fractalsoftworks.com/forum/index.php?topic=7679.0))

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Version 1.7.1:
- Fixed Siege crash
Title: Re: [0.65.2a] Interstellar Imperium v1.7.1
Post by: OOZ662 on February 18, 2015, 08:38:43 PM
Crash fix!

Good news, my existing save loaded up and kept rolling along fine, so I can keep missing trade opportunities while I yearn for a Nevermore to reappear on market. ;D
Title: Re: [0.65.2a] Interstellar Imperium v1.7.1
Post by: HeartofDiscord on February 19, 2015, 03:01:52 PM
Hey, just wanted to drop in and say that while I haven't interacted with this faction much, it feels really nice to fight. Well balanced, good variety. I like the fighters a whole lot too, heavy fighters seem under used far too often.
Title: [0.65.2a] Interstellar Imperium v1.7.2
Post by: Dark.Revenant on February 22, 2015, 01:22:54 AM
Balance changes (buffs) here:

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?3ul11qckc8gy867)

Download Interstellar Imperium 1.7.2 (https://www.mediafire.com/?3ul11qckc8gy867)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.7.2.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.05 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 2.6.5 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Version 1.7.2:
- Ballista damage increased to 400 from 350
- Turbo Drive ballistic rate of fire, energy damage, and flux dissipation bonuses increased to 50% from 33%
- Drive Booster flux usage reduced to 150% base dissipation from 200%
- Decurion flux dissipation increased to 200 from 175
- Dominus maneuverability increased
Title: Re: [0.65.2a] Interstellar Imperium v1.7.2
Post by: Ahne on February 23, 2015, 08:19:06 AM
Awesome! I'm ready to fight for the Interstellar Imperium!

Title: Re: [0.65.2a] Interstellar Imperium v1.7.2
Post by: Ahne on February 25, 2015, 06:50:35 AM
Hey man, i would like to see some improvements to the "Jupiter-class Defense Platform". I can't tell if you have already change some stuff in the new 65.2a version because i wait for all the mods to be updated but from my previous 50+ hours of gameplay with your faction i wanted to make some comments.

I really tried to use them but they have too much disadvantages for their costs. Yes their role is to annihilate massive amounts of fighter wings and to give supportive destruction power when an enemy shield is down. But all this doesn't work really well. The in-build cannon of the jupiter has explosive damage type so its very uneffective vs the most time in fight against shields etc. , its super unmanuverable so it can't follow little fighter to shoot down, its weapon range is great "on paper" but still not enough range to really support from way behind, that also brings in some new problems. Most of the times the jupiter can't even shoot because this little friendly fighter or this frigate or that destroyer or this cruiser is in his way because they fight in the front against multiple enemies. The poor jupiter never catches up because its something like stationary and because of its steadily try to shoot at something. But it can't because most of the time there is something in its way or the enemy is too fast or the enemy is a strong ship with still enabled shield so it can't make a big difference with its beam explosive weapon.
Title: Re: [0.65.2a] Interstellar Imperium v1.7.2
Post by: Dark.Revenant on February 25, 2015, 08:01:39 AM
Hey man, i would like to see some improvements to the "Jupiter-class Defense Platform". I can't tell if you have already change some stuff in the new 65.2a version because i wait for all the mods to be updated but from my previous 50+ hours of gameplay with your faction i wanted to make some comments.

I really tried to use them but they have too much disadvantages for their costs. Yes their role is to annihilate massive amounts of fighter wings and to give supportive destruction power when an enemy shield is down. But all this doesn't work really well. The in-build cannon of the jupiter has explosive damage type so its very uneffective vs the most time in fight against shields etc. , its super unmanuverable so it can't follow little fighter to shoot down, its weapon range is great "on paper" but still not enough range to really support from way behind, that also brings in some new problems. Most of the times the jupiter can't even shoot because this little friendly fighter or this frigate or that destroyer or this cruiser is in his way because they fight in the front against multiple enemies. The poor jupiter never catches up because its something like stationary and because of its steadily try to shoot at something. But it can't because most of the time there is something in its way or the enemy is too fast or the enemy is a strong ship with still enabled shield so it can't make a big difference with its beam explosive weapon.

Jupiter is mainly intended for AI fleets, also it does fragmentation damage.  The Jupiter's purpose is actually to push capital ships away.  Isolate an enemy capital ship and the Jupiter can keep it pushed out a few thousand units forever.  I'll buff up its turn stats and weapon force to facilitate this.
Title: Re: [0.65.2a] Interstellar Imperium v1.7.2
Post by: Ahne on February 25, 2015, 08:30:14 AM
Yeah its fragmentation, i mixed up.
Title: Re: [0.65.2a] Interstellar Imperium v1.7.2
Post by: OOZ662 on February 25, 2015, 01:48:49 PM
The new methodology of projectile weapons has made the Hellfire Chaingun quote a really weird damage number, something like "25x19998." While cosmetic it certainly made me doubletake. ;D
Title: [0.65.2a] Interstellar Imperium v1.7.3
Post by: Dark.Revenant on March 07, 2015, 11:14:26 PM
More balance, more Exerelin

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?s4gmhoj3idskwg0)

Download Interstellar Imperium 1.7.3 (https://www.mediafire.com/?s4gmhoj3idskwg0)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.7.3.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.05 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supported by Starsector+ 2.6.5 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.2.2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (New!)

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Version 1.7.3:
- Juptier maneuverability increased
- Gravity Cannon force increased by 40%
- Siege fleet size nerfed
- Light Ballista nerfed again
- Exerelin compatibility
Title: Re: [0.65.2a] Interstellar Imperium v1.7.3
Post by: Ahne on March 08, 2015, 01:16:54 PM
OMG NEW VERSION!

Thank you very much dark.revenent!

Quote
- Exerelin compatibility

(N)-Exerelin ;) i assume

greetings
 Ahne
Title: [0.65.2a] Interstellar Imperium v1.8
Post by: Dark.Revenant on March 14, 2015, 07:11:33 PM
New art! New skins!

(http://i.imgur.com/fZUkmbJ.png) (http://i.imgur.com/s5jGjxh.png) (http://i.imgur.com/Srg3lEE.png) (http://i.imgur.com/VeUYDd5.png) (http://i.imgur.com/6wsvTBP.png) (http://i.imgur.com/7RMc41X.png) (http://i.imgur.com/b1BZYNe.png) (http://i.imgur.com/3p4eR1f.png)
(http://i.imgur.com/2MsAc4z.png) (http://i.imgur.com/YxyGITj.png) (http://i.imgur.com/6fQYikK.png) (http://i.imgur.com/ImKjjDM.png) (http://i.imgur.com/gWyPNdN.png) (http://i.imgur.com/Lr58MCD.png) (http://i.imgur.com/dWrWHGQ.png)

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?tl0td82ccv4uj7p)

Download Interstellar Imperium 1.8 (https://www.mediafire.com/?tl0td82ccv4uj7p)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.8.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.06 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 2.7.1 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.3 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated!)

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.8:
- New artwork for Decurion, Dominus, Invictus, Jupiter, Maximus, and Sebastos
- Hammerhead (I) added
- Wolf (I) added
- (D) versions added: Decurion, Dictator, Interrex, Invictus, Praetorian
- Pirate versions added: Decurion, Interrex
Title: Re: [0.65.2a] Interstellar Imperium v1.8
Post by: Nanao-kun on March 14, 2015, 07:22:27 PM
Woah! Those look amazing. That Imperium Hammerhead looks great in those colors.
Title: Re: [0.65.2a] Interstellar Imperium v1.8
Post by: Toxcity on March 14, 2015, 09:01:04 PM
Those new sprites look great overall. Might just be me being used to the old sprite, but the smooth sections look a bit weird, especially on the Jupiter.
Title: Re: [0.65.2a] Interstellar Imperium v1.8
Post by: Sabaton on March 15, 2015, 01:51:30 AM
A stellar new entry! I personally like some curves and smoothness on a ship. The new Jupiter and battle cruiser look better this way.
Title: Re: [0.65.2a] Interstellar Imperium v1.8
Post by: Ahne on March 15, 2015, 07:53:43 AM
Awesome man!!
Title: Re: [0.65.2a] Interstellar Imperium v1.8
Post by: NightfallGemini on March 17, 2015, 06:37:04 PM
All the Imperium variants of vanilla stuff look (and feel) great. <3
Title: Re: [0.65.2a] Interstellar Imperium v1.8
Post by: Sabaton on March 18, 2015, 12:37:23 PM
Imagine a Dominator with an extra large slot instead of its missiles.
Title: Re: [0.65.2a] Interstellar Imperium v1.8
Post by: MesoTroniK on March 18, 2015, 03:25:51 PM
Imagine a Dominator with an extra large slot instead of its missiles.

Heh evil, I would fly it.
Title: [0.65.2a] Interstellar Imperium v1.8.1
Post by: Dark.Revenant on March 28, 2015, 12:59:29 PM
Balance changes, a few fixes, and general goodness.  If you use TwigLib, make sure you use an up-to-date version.

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?7c2jgdnrl9advuy)

Download Interstellar Imperium 1.8.1 (https://www.mediafire.com/?7c2jgdnrl9advuy)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.8.1.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.06 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supported by Starsector+ 2.7.2 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.3.3 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated!)

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.8.1:
- Sledge Gun and Sledge Cannon given RNG damage mechanic: on a hull hit, a chance for extra damage
- Sledge Gun overall DPS increased to 85 from 65
- Sledge Cannon overall DPS increased to 132 from 100
- Sieges nerfed
- Campaign fuel shortages should be less severe
- TwigLib compatibility improved
Title: Re: [0.65.2a] Interstellar Imperium v1.8.1
Post by: Mass Driver on April 04, 2015, 09:28:09 AM
Hi!

I love this mod. Just wanted to note a few things.

1) Sebastos doesn't respond to "Rally Carrier" command, even when it's the only carrier in fleet.

2) I'm using SS+, and even after severe nerfing II siege fleets wreck Hegemony at Jengala and just stand there for months blocking the station with delicious cheap supplies.

Thank you for your time.
Title: Re: [0.65.2a] Interstellar Imperium v1.8.1
Post by: OOZ662 on April 04, 2015, 09:47:29 AM
1) Sebastos doesn't respond to "Rally Carrier" command, even when it's the only carrier in fleet.

Currently in Starsector's game engine, you have two choices: a ship is a carrier, or it isn't. Regardless of how many flight decks it has or what its name or class is, there's a flag to either be ignored or positively set that states whether the ship is a carrier. A ship that is not a carrier behaves normally, entering fights as one would expect of a combat ship; it does not respond to Rally Carrier points, and basic move orders are given as Rally Taskforce. A ship that is a carrier behaves extremely cautiously, skirting the edge of the battle and attempting to avoid any credible threats unless given direct orders to hold ground or attack; it will respond to Rally Carrier and create those points when ordered to move. Thus, generally only ships designed around being a hangar with defenses get flagged as carriers, while front- or mid-line combat ships that have a "bonus" flight deck are not.
Title: Re: [0.65.2a] Interstellar Imperium v1.8.1
Post by: Dark.Revenant on April 04, 2015, 10:22:48 AM
Sebastos is a mid-lines cruiser.  It does best about 1000 units from the enemy, firing away.  This is also the optimal range for refitting fighters, hence its design.  Compare the Jupiter, which should be as far back as possible and ideally escorted, and the Dictator, which does best up close and personal.
Title: Re: [0.65.2a] Interstellar Imperium v1.8.1
Post by: cardgame on April 11, 2015, 05:12:31 PM
Sebastos is a mid-lines cruiser.  It does best about 1000 units from the enemy, firing away.  This is also the optimal range for refitting fighters, hence its design.  Compare the Jupiter, which should be as far back as possible and ideally escorted, and the Dictator, which does best up close and personal.

My Dictators work great at long ranges too. Two HVDs and eight Sludges means I can stay a long way away, usually unshielded. 
Title: Re: [0.65.2a] Interstellar Imperium v1.8.1
Post by: Funk on May 05, 2015, 01:51:56 PM
First of all, big fan of your mod, love your designs and ethos. One thing I would love to have as part of the mod (and to go with the whole siege armada theme) is a dedicated troop transport that iss destroyer/Cruiser in scale, much like the SCY Hydra Troop Transport. Perhaps in a battle it has an armoured prow (kind of like the warships of ancient Rome), and its ship system is either a speed boost or an EMP type device to make it a utility vehicle.

Just spit-balling, but I would love to see such a ship as part of the faction, even though the destroyer/cruiser selection is already quite nice.
Title: [0.65.2a] Interstellar Imperium v1.8.2
Post by: Dark.Revenant on May 17, 2015, 06:30:40 PM
General balance/polish improvement update.  Saves should remain compatible.

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?nxlw50cn2wbo09v)

Download Interstellar Imperium 1.8.2 (https://www.mediafire.com/?nxlw50cn2wbo09v)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.8.2.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.06 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supported by Starsector+ 2.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.3.8b (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated!)

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.8.2:
- Sledge Gun and Sledge Cannon descriptions include RNG damage numbers
- The Hegemony now tries harder to fight off sieges
- Light Ballista Rack range decreased to 2000 from 8000; now effectively an MRM
- Ballista LRM Launcher range decreased to 5000 from 8000
- Basileus and Basileus-F universal turret changed to energy turret
- Basileus and Basileus-F shield removed
- Basileus fleet points increased to 6 from 4
- Sebastos OP increased to 100 from 95
- Dictator OP decreased to 155 from 160
- Dominus OP increased to 190 from 180
- Centurion medium universal slots changed to ballistic (hardpoint) and energy (turret)
- Decurion medium universal slots changed to energy slots
Title: Re: [0.65.2a] Interstellar Imperium v1.8.2
Post by: Toxcity on May 19, 2015, 05:24:27 PM
I think it would be better to give the Light Ballista Rack finite ammo, rather than decrease the range. In my opinion the regenerating ammo doesn't make up for the small range (smaller than a harpoon).
Title: Re: [0.65.2a] Interstellar Imperium v1.8.2
Post by: Dark.Revenant on May 19, 2015, 05:54:40 PM
Finite ammo was tried but it wasn't enough.  Small LRMs are seriously broken.
Title: Re: [0.65.2a] Interstellar Imperium v1.8.2
Post by: Histidine on June 03, 2015, 07:45:03 AM
Three of the missions (The Battle of Corvus, Invasion, Bear-Baiting) reference variants that no longer exist for Decurion and Basileus (possibly other ships too, but these are the ones that generate the errors first).
Title: Re: [0.65.2a] Interstellar Imperium v1.8.2
Post by: Dark.Revenant on June 03, 2015, 07:57:53 AM
Yeah, found that a while back but never got around to updating as of yet.
Title: Re: [0.65.2a] Interstellar Imperium v1.8.2
Post by: OOZ662 on August 19, 2015, 01:13:11 AM
Boy, I've tried a few times to mainline Imperium ships from new game starts and just can't get a hang of it. Keep your bow pointed at the enemy and don't get surrounded, but you're slow to both slip and rotate unless using the engine system that forces you forward and thus causes you to circle where your guns don't point. I've been spoiled by BRDY.
Title: Re: [0.65.2a] Interstellar Imperium v1.8.2
Post by: HELMUT on August 19, 2015, 03:35:31 AM
BRDY and II have radically different combat doctrines. One is hit & run, the other is tank & grind. When you play with II, you will be surrounded, almost always. They use similar tactics as Exigency, a deathball formation works very well with an usual sledge/Hvel build.

You'll get something like this.

(http://image.shutterstock.com/display_pic_with_logo/704362/107998274/stock-photo-high-resolution-d-render-of-an-spartan-defense-formation-like-the-roman-tortoise-formation-107998274.jpg)

They can't hit your back if your allies are covering you and Imperials ships are the best at holding the line. Unlike most other factions, you can't go solo against a whole fleet as you won't have the mobility anyway.

Honestly i feel the Imperials are the easiest faction to play. All you have to do is to buy more ships and for once you can trust the AI with them. Just hold the line and bid your time, the enemy will try to close the gap to break your formation and they'll have to beat you in a slugfest, which is where the Imperials excels.
Title: Re: [0.65.2a] Interstellar Imperium v1.8.2
Post by: OOZ662 on August 19, 2015, 03:39:23 AM
I suppose my usual tactic of piloting the largest ship, then doubling the number of each class below it (1DD/2FR, 1CR/2DD/4FR, etc) won't work in the early game then. As soon as I moved up to a solo destroyer from the solo frigate I got mutilated by anything with more than two ships. Guess I'll have to try starting with a frigate swarm.
Title: Re: [0.65.2a] Interstellar Imperium v1.8.2
Post by: HELMUT on August 19, 2015, 04:17:24 AM
Imperial frigates works well against other frigates but will struggle against anything bigger. While they can be reconfigured as long range fire-support (Decurion, Basileus) or point defenses boats (Invictus, swarmer Basileus) they can't tank against heavy ordnance.

In my last campaign i went with a bunch of Centurions (long range, very tough) as the backbone of the fleet, one or two Sebastos (have a launch bay like the Princeps but at least it can actually fight on its own) and a Dictator (unkillable, lot of dakka).

Both the Dominus and Caesar also makes perfect anchors ships for your fleet. With the launch bays, you can (should) also add some fighters as well. The support Vicarius is extremely vicious in defense with its dual railguns.
Title: Re: [0.65.2a] Interstellar Imperium v1.8.2
Post by: Cycerin on August 19, 2015, 07:36:37 AM
If you want to lonewolf as Imperials your best bet is to get a Maximus and flank while your deathball camps an objective. That or the Dominus can do some pincer maneuvers (within reason, it has no way out if you get into a bad spot)
Title: [0.65.2a] Interstellar Imperium v1.8.3
Post by: Dark.Revenant on September 27, 2015, 07:24:02 PM
General update, mainly so I can push out stuff that's been on the buffer for a long time.

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?2kcb40i0fm76kff)

Download Interstellar Imperium 1.8.3 (https://www.mediafire.com/?2kcb40i0fm76kff)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.8.3.zip)
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.07 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 2.10.0 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.6.0 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated!)

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.8.3:
- Dominus hull increased to 12500 from 11000
- Dominus flux dissipation increased to 800 from 700
- Nexerelin implementation updated for Corvus Mode
- TITAN and Apocalypse MIRV now always show up on the Olympus in refit
- Tariff increased to 30%
- Sagittarius ADC animation improved
Title: Re: [0.65.2a] Interstellar Imperium v1.8.3
Post by: zoe_zucchini on September 30, 2015, 06:31:38 PM
What's the best way to use an olympus? I don't really trust the AI to use it without giving it super specific orders. I kinda wanna use the planetbreaker?
Title: Re: [0.65.2a] Interstellar Imperium v1.8.3
Post by: Dark.Revenant on September 30, 2015, 07:50:11 PM
I recommend piloting the Olympus manually.
Title: Re: [0.65.2a] Interstellar Imperium v1.8.3
Post by: Adraius on September 30, 2015, 11:55:41 PM
Keep in mind that you can freely switch ships in combat - you don't have to be flying the Olympus the whole time.  Maybe give it a rally point behind the front lines and dive into the early fray in a fast ship, then switch to the Olympus when the time comes to fire it off, then switch again and tell the Olympus to retreat?
Title: Re: [0.65.2a] Interstellar Imperium v1.8.3
Post by: Adraius on November 08, 2015, 12:33:01 PM
Any previews for the stats and function of the three new ships, pretty please?  I was just browsing the ships list for fun and tumbled across the new sprites and change list!
Title: [0.7a] Interstellar Imperium v1.9.0
Post by: Dark.Revenant on November 27, 2015, 02:35:16 PM
New ships!  New weapons!  New stuff!  Warning: Olympus will crash until 0.7.1a.

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?nx7bano775xofa4)

Download Interstellar Imperium 1.9.0 (https://www.mediafire.com/?nx7bano775xofa4)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.9.0.zip)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires ShaderLib Beta v1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 3.0.0 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated Soon)
(Supported by Nexerelin 0.6.0 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated Soon)

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.8.3:
- Portraits added
- Lynx added
- Malleus and Scalprum Drones added
- Matriarch added
- Reduced Pulsar Repeater OP to 10 from 11
- Javelin MRM Rack, Javelin MRM Launcher, and Scorpio Javelin Launcher added
- Updated many ships for Hybrid slots, new campaign mechanics, etc.
- Better custom fleet AI behaviors
- New Caesar sprite and Dictator sprites
- Updated Falcon (I) and Eagle (I) sprites
- Pulsar weapons no longer regenerate ammo, but use slightly less flux to fire
- Another SS+ boss bounty added
- OP values updated
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Vinyl Dash on November 27, 2015, 03:15:13 PM
Warning: Olympus will crash until 0.7.1a.

Can you expand on this? Having it in your fleet crashes the game? Piloting it? Having it spawn anywhere on the map?
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Dark.Revenant on November 27, 2015, 03:50:00 PM
After a battle in which it shot a Titan/Apocalypse, it will crash.  Don't use or encounter one and you're fine.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Cik on November 27, 2015, 04:01:44 PM
siiiiiiick

been waiting

edit: crashes on load with fatal null

any idea?
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Dark.Revenant on November 27, 2015, 04:08:18 PM
You are going to have to post the end of your log.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Cik on November 27, 2015, 04:37:35 PM
i assume you mean this?


13943 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Cik on November 27, 2015, 04:40:23 PM
ah, i'm a dummy. didn't have shaderlib installed

woops  ::)
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Toxcity on November 27, 2015, 07:22:13 PM
The Hegemony, Imperium conflict is much better now that the Hegemony has their own ship variants. Pitting an Eagle (I) vs an Eagle (XIV) is really cool.

EDIT: I thought the pulsar weapons were supposed to have extremely low flux generation. Why were they changed to have standard flux generation?
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Dark.Revenant on November 27, 2015, 07:42:23 PM
That was an interface bug.  All I did was remove the tiny amount of ammo regen.  They're meant to be close-in slugger weapons that melt through armor after your longer-ranged guns messed up their shields - very effective with Imperial tactics.  To avoid being unilaterally better than pulse lasers, they have ammo.  Flux use was supposed to merely be average.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: SpacePoliticianAndaZealot on November 29, 2015, 03:20:59 AM
Why are supplies so damn expensive everywhere? In vanilla, the usual price is 50-ish credits per unit, but in my game w/ II enabled, it's ~237 credits! Is this intentional or a problem on my side?
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Tartiflette on November 29, 2015, 03:28:52 AM
It depends on the mods you are playing with: The economy changed a fair bit and the mods markets need probably to produce more than before for the prices to get back to their normal levels.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: SpacePoliticianAndaZealot on November 29, 2015, 03:36:54 AM
Right. Just checked - similar thing happened in my vanilla playthrough: starting prices were around 150 cr and eventually dropped to 50-ish (Cycle 210).


Makes early game all the harder  :-[
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: cardgame on November 29, 2015, 08:15:27 AM
It might just be random, but yeah, supplies are 100-200 and fuel is 100-200 as well after I started a new game for II; two previous vanilla games had normal prices 50-100.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: SpacePoliticianAndaZealot on November 29, 2015, 09:11:52 AM
Well, one cycle in, and Supplies prices on Hedgy and II worlds have skyrocketed at a spectacular 400 credits per unit on Jangala.

Obviously this is because of the war straining the economy, amirite?
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Toxcity on November 29, 2015, 05:51:21 PM
I was messing around with variants in devMode, and it seems that the TITAN's explosion ignores shields. I had a paragon with a 360 fortress shield up and I still had it damage my armor/hull.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Dark.Revenant on November 29, 2015, 07:21:30 PM
Yep, the initial damage is unblockable (even phase won't save you).
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: SpacePoliticianAndaZealot on November 30, 2015, 11:40:21 AM
And that is not a bug - that is an intentional feature  ;D
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Cik on December 02, 2015, 12:38:28 AM
i like the faction but holy jesus a single enemy ship with salamanders kills half my fleets it's ridiculous

my poor, poor interrex. i really like them *** hell that shield is not good enough. first time an engine flares out they get roasted in seconds.

even with reduced engine damage it is a big problem. most of the ships don't have a single rear facing PD and fighters just are not up to the task of picking off salamander waves before they hit you.

the amount of stuff i lose to salamander/harpoon spam from the enemy front line is almost embarrasing.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: liriotn on December 02, 2015, 05:15:16 AM
Hi guys

need some help... I want to play this mod and others but no luck

I have downloaded them all to a separate file, I then extracted them to the mods folder via the correct pathway but they will not appear in the launcher screen

please help see screenshot below



[attachment deleted by admin]
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: The Soldier on December 02, 2015, 07:48:49 AM
@liriotn
Check inside the first folder of each mod - is there a mod.info file?  If there isn't, re-extract the mod.  Most mods are packaged so you just have to extract it and that's it - no need to extract to folder like you might have or anything.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Toxcity on December 02, 2015, 07:59:19 AM
i like the faction but holy jesus a single enemy ship with salamanders kills half my fleets it's ridiculous

my poor, poor interrex. i really like them *** hell that shield is not good enough. first time an engine flares out they get roasted in seconds.

even with reduced engine damage it is a big problem. most of the ships don't have a single rear facing PD and fighters just are not up to the task of picking off salamander waves before they hit you.

the amount of stuff i lose to salamander/harpoon spam from the enemy front line is almost embarrasing.

Unfortunately a lot of Imperium ships lack good turret coverage needed for dedicated PD. If you really need help I'd recommend getting a Monitor or Enforcer.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: OOZ662 on December 02, 2015, 08:42:57 AM
Hi guys

need some help... I want to play this mod and others but no luck

I have downloaded them all to a separate file, I then extracted them to the mods folder via the correct pathway but they will not appear in the launcher screen

please help see screenshot below

You've extracted them one folder too deep. What you've done is taken, for instance, [Interstellar Imperium 1.9.0.zip] which contains the folder [Interstellar Imperium] and made it [Starsector\mods\Interstellar Imperium 1.9.0\Interstellar Imperium\(Mod Files)] when it should be [Starsector\mods\Interstellar Imperium\(Mod Files)].

Also note that a few of the mods you have in that folder won't work with Starsector 0.7a, and if you're using 0.65.2a then you probably need older versions of the mods that have been updated.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Dark.Revenant on December 02, 2015, 09:08:21 AM
i like the faction but holy jesus a single enemy ship with salamanders kills half my fleets it's ridiculous

my poor, poor interrex. i really like them *** hell that shield is not good enough. first time an engine flares out they get roasted in seconds.

even with reduced engine damage it is a big problem. most of the ships don't have a single rear facing PD and fighters just are not up to the task of picking off salamander waves before they hit you.

the amount of stuff i lose to salamander/harpoon spam from the enemy front line is almost embarrasing.

All of the Imperium destroyers have at least one rear-facing point that you can stick stuff on.  A Vulcan or Burst PD there can help.  But mostly, they're designed to simply tank hits; increase EMP resistance, engine health, and/or repair speed if it becomes a problem.

The Interrex is the squishiest destroyer of the faction, btw; it's meant to have support.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: DeathRay on December 05, 2015, 07:01:54 AM
The changelog says that you already updated to version 1.9.1.

Is it also possible to download it?
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Tartiflette on December 05, 2015, 08:09:06 AM
I think it has to do with a setback from the latest Hotfix (0.7.1aRC4) Hopefully it will be fixed soon in the next Hotfix.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: speeder on December 05, 2015, 08:16:13 AM
I think it has to do with a setback from the latest Hotfix (0.7.1aRC4) Hopefully it will be fixed soon in the next Hotfix.

Care to explain this?
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Serenitis on December 05, 2015, 08:30:19 AM
Javelins are the derpiest missiles ever.
It's like throwing hyperactive Jack Russels (http://smalldoghq.com/wp-content/uploads/2013/03/800px-Gizmo_the_Jack_Russell.jpg) at folk and watching them run in circles until they get "tired" and smack into something. (Or more usually fling themselves off into the wild black yonder.)
They are not the most effective thing ever, but they are so fun to use.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Cik on December 05, 2015, 12:35:54 PM
i really like javelins, they are good at splatting annoying wolves and vigilances hanging out at the max range of my weapons, the scattershot effect they have when you throw them out means that even an omnishield is basically useless at protecting you from them; the damage isn't great against large targets, but you can always use more javelin.

might want to increase the small mount ammo though (please)
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Serenitis on December 05, 2015, 01:51:39 PM
The only (sort of) gripe I have with them is that they seem to frequently "orbit" thier targets before sailing off in some random direction when thier fuel runs out.
I say sort of, because I find it more amusing than irritating.

The momentary pause just after launch before they fire thier engine though, looks slick as hell.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Troika on December 05, 2015, 01:59:26 PM
Those siege missile platforms are so wrong x_x Even if you manage to get the missile, it's probably going to take out whatever killed it.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: sycspysycspy on December 05, 2015, 08:52:29 PM
This faction doesn't seem to offer commision :-[
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: MesoTroniK on December 05, 2015, 09:03:39 PM
It won't either until it is updated for 0.7.1a.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Blaze on December 05, 2015, 11:45:07 PM
Will have to test when I get back, but isn't it as simple as opening the interstellarimperium.faction file and adding the "offersCommissions":true under the "custom" section?
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: MesoTroniK on December 06, 2015, 12:41:42 AM
Indeed it is.
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Nanao-kun on December 06, 2015, 09:54:16 AM
Indeed it is.
Wait, really?
Title: Re: [0.7a] Interstellar Imperium v1.9.0
Post by: Surge on December 06, 2015, 01:50:42 PM
....well I guess I'm downloading this anyways and fixing it myself.
Title: [0.7.1a] Interstellar Imperium v1.9.1
Post by: Dark.Revenant on December 06, 2015, 08:26:11 PM
Quite a number of fixes.

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?q1l7m8j35c8szyj)

Download Interstellar Imperium 1.9.1 (https://www.mediafire.com/?q1l7m8j35c8szyj)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.9.1.zip)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta v1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 3.0.0 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.7 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated!)

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.


Version 1.9.1:
- Updated for 0.7.1a
- Fixed Olympus crashing
- Updated economy
Title: Re: [0.7.1a] Interstellar Imperium v1.9.1
Post by: sycspysycspy on December 17, 2015, 05:41:15 PM
II's siege operation will have a HUGE impact on the economy. after they conduct the siege against Chicomoztoc, almost everything there sell for 1 credit per unit, including harvested organs which is quite insane... And the effect would last a couple of weeks.
Title: Re: [0.7.1a] Interstellar Imperium v1.9.1
Post by: Cik on December 17, 2015, 05:45:13 PM
it says in there faction fluff that the imperium is a friend to traders.

now you know why!
Title: Re: [0.7.1a] Interstellar Imperium v1.9.1
Post by: Dark.Revenant on December 17, 2015, 09:22:33 PM
II's siege operation will have a HUGE impact on the economy. after they conduct the siege against Chicomoztoc, almost everything there sell for 1 credit per unit, including harvested organs which is quite insane... And the effect would last a couple of weeks.

Next update fixes that by wrecking their stockpiles -- so they don't have a huge glut o' 1-credit things.
Title: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Dark.Revenant on December 22, 2015, 09:41:03 PM
New update!  Hot and fresh from the oven.

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?woq5b8a151jcocj)

Download Interstellar Imperium 1.9.2 (https://www.mediafire.com/?woq5b8a151jcocj)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.9.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 3.1.0 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.7 (http://fractalsoftworks.com/forum/index.php?topic=9175.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Version 1.9.2:
- Siege fleets are less hardcore; sieges are less common
- Siege events improved overall
- Javelins redone as anti-cruiser MRMs (hybrid torpedoes)
- Updated economy
- The Interstellar Imperium is no longer hostile toward the Sindrian Diktat
- New background image for Thracia
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: SpacePoliticianAndaZealot on December 23, 2015, 12:29:14 AM
R.I.P Jack Russels :(
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: taerkar on December 26, 2015, 04:35:24 PM
Getting this error and considering it names Thracia I'm wondering if it's something with II and SS+?

94129 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/imperium/backgrounds/ii_thracia.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexelrin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mayorate,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tiandong Heavy Industries 1.0.5,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/imperium/backgrounds/ii_thracia.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexelrin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mayorate,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tiandong Heavy Industries 1.0.5,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MusicLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.update(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

ii_thracia.jpg is sitting in Mods\Interstellar Imperium\Graphics\Imperium\Backgrounds.

It was working fine for a while, then just stopped. Shaderlib is installed but is disabled in its options since it causes my graphics to mess up on this PC.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Dark.Revenant on December 26, 2015, 08:43:18 PM
You have to start a new save, since the background filename changed from .jpg to .png.  Also, you should delete your II folder and replace it; copying over an existing folder isn't supported, if you did any of that.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: taerkar on December 26, 2015, 09:44:40 PM
Apparently that fixed it, but that doesn't make any sense since this was all fresh install stuff.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Dark.Revenant on December 26, 2015, 10:03:36 PM
It happened to me at some point; Starsector probably caches stuff that it shouldn't.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: sycspysycspy on December 27, 2015, 06:49:39 PM
The IBB missile platform can be board? It is destroyed every time when I disable it.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Dark.Revenant on December 27, 2015, 07:26:49 PM
The IBB missile platform can be board? It is destroyed every time when I disable it.

Nope, it's not boardable.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Serenitis on December 28, 2015, 02:30:07 AM
Siege events.
Is there any way of limiting which commodities get the bottom kicked out of thier prices in an affected market?
It is hillariously broken when Chico gets Imperium'd and ends up with a stack of organs with a value of 1. (Weren't stockpiles supposed to be ruined on siege worlds anyway?)

I wonder if it might be possible to do it in the opposite direction?
Planet gets a siege event.
Market gets wiped almost clean.
Prices increase as folk rebuild from imported goods.
When market stock reaches some defined level prices begin to stabilise.

There is still opportunity to make money out of it, but there is no longer a huge (or any) source of essentially free goods.

 ???
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Dark.Revenant on December 28, 2015, 03:44:01 AM
Are you people even using the correct version?  I tested with a siege on Chicomoztoc and the prices seemed fine.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Serenitis on December 28, 2015, 07:15:24 AM
Spoiler
(http://i12.photobucket.com/albums/a224/Tifi78/ssmods_zps9hro3chp.png)
[close]
???
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Wyvern on December 28, 2015, 10:34:29 AM
I'm not certain, but I suspect the issue may be with the stockpiles naturally replenishing before the siege stability penalty goes away.  For example, if I haven't been to Chicomoztoc for 30 days, and then I visit after a siege, I believe the game immediately make some attempt to update stockpiles of stuff?

I've also seen this behavior even with the most recent II build, though in my case it was compounded by a templar crusade in the system.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: c0nr4d1c4l on December 31, 2015, 01:12:44 PM
Ship vs TITAN= rekt
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Gezzaman on January 03, 2016, 04:55:34 PM
I fought my first Olympus X missile platform.

never again.

Holy *** that Titan X explosion nearly froze my computer and wiped 1/2 of my fleet LOL scary stuff
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Weltall on January 04, 2016, 12:39:37 AM
Largest I have found is the normal one (A). I really want to find an X one or even a T one! But I can imagine it making my computer beg for mercy. I mounter a handful of ships with in total 20 Heavy Ballista Launchers.. yeah.. that lag.. that destruction.. that chaos.. :D I love it!
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: SpacePoliticianAndaZealot on January 04, 2016, 02:05:37 AM
When I was helping out Hedgy break the siege of Jangala.
Intercepted a Olympus-T myself in my Hyperion. Scary stuff, killed it mere moments before detonation  :-X
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Surge on January 10, 2016, 04:22:51 PM
you'll need to check Prism Freeport (iirc added by Tartiflette's scyan nation mod) for an Olympus-X after you beat the bounty fleet for it.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Tartiflette on January 11, 2016, 01:07:37 AM
you'll need to check Prism Freeport (iirc added by Tartiflette's scyan nation mod) for an Olympus-X after you beat the bounty fleet for it.
Actually, only Histidine's version of Prism in Nexerelin does that for now. Reminds me I have to port that bit of code in mine ><
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Gezzaman on January 11, 2016, 01:31:54 PM
I'd actually like to see prism freeport free float in hyperspace like it used to do =[
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Tartiflette on January 11, 2016, 03:18:00 PM
That's the Nexerelin version, Prism Freeport never did that in Scy and it's goal was actually quite the opposite: To make the Acheron system worth visiting. But we are derailing this thread.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Dark.Revenant on January 16, 2016, 06:16:23 PM
I've been busy...

Spoiler
(http://i.imgur.com/fDfCxd5.png)

(http://i.imgur.com/I7GOtCz.png)

(http://i.imgur.com/H6dH5N3.jpg)

(http://i.imgur.com/QgSsnJj.png)

(http://i.imgur.com/CRbUDnQ.jpg)

(http://i.imgur.com/5SpB28F.png)

(http://i.imgur.com/vwY7LL6.png)

(http://i.imgur.com/89OxR0K.png)
[close]
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: The Soldier on January 16, 2016, 07:30:59 PM
I see that Interstellar Imperium is borrowing some Tiandong technology - nice to see ship conversions!
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: SpacePoliticianAndaZealot on January 17, 2016, 01:53:11 AM
Amazing, just amazing! Retrofits and conversions are possibly the best thing I've ever seen in Starsector mods :)
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: grinningsphinx on January 17, 2016, 03:57:59 AM
very nice work....I would love to see ship conversions and custom hull mods for all the factions:). Sets them quite apart, like Blackrock.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Cycerin on January 17, 2016, 12:45:47 PM
I'm making a bunch of music and helping out with other stuff for this release too. get hype!
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: SpacePoliticianAndaZealot on January 17, 2016, 01:19:20 PM
I'm making a bunch of music and helping out with other stuff for this release too. get hype!
PUMP IT UP!
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Gezzaman on January 17, 2016, 04:53:21 PM
You should make a custom tune for Titan X about to explode ( think Worms Holy Hand grenade)
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Mesnomer on January 22, 2016, 04:14:39 PM
Let's be real, there's only one soundbyte for this mod.

https://www.youtube.com/watch?v=FsqJFIJ5lLs

Really, you could just play the entire film in the background. Verisimilitude is so overrated.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: grinningsphinx on January 24, 2016, 12:53:00 AM
Just a note....the II dreadnought is pretty undergunned having zero large mounts at all....the 8 mediums dont make up for that fact, nor does the MAC.  its speed 20 and turns like a slug.   I cant ever, ever see a reason to field one that something else cant do better. It mentions Strike at range capability in the description, but this slug has none to speak of. A Mimir with its 3 large E-turrets will blow you apart long before your mediums do anything to it, and its much much faster and has a relocate system.




Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Dark.Revenant on January 24, 2016, 01:28:59 AM
Just a note....the II dreadnought is pretty undergunned having zero large mounts at all....the 8 mediums dont make up for that fact, nor does the MAC.  its speed 20 and turns like a slug.   I cant ever, ever see a reason to field one that something else cant do better. It mentions Strike at range capability in the description, but this slug has none to speak of. A Mimir with its 3 large E-turrets will blow you apart long before your mediums do anything to it, and its much much faster and has a relocate system.

https://www.youtube.com/watch?v=jqXNCsHEVXg
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: JohnDoe on January 24, 2016, 01:33:51 AM
Just a note....the II dreadnought is pretty undergunned having zero large mounts at all....the 8 mediums dont make up for that fact, nor does the MAC.  its speed 20 and turns like a slug.   I cant ever, ever see a reason to field one that something else cant do better. It mentions Strike at range capability in the description, but this slug has none to speak of. A Mimir with its 3 large E-turrets will blow you apart long before your mediums do anything to it, and its much much faster and has a relocate system.

Spoiler
https://www.youtube.com/watch?v=jqXNCsHEVXg
[close]

 :D
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: DrakonST on January 24, 2016, 01:49:38 AM
Just a note....the II dreadnought is pretty undergunned having zero large mounts at all....the 8 mediums dont make up for that fact, nor does the MAC.  its speed 20 and turns like a slug.   I cant ever, ever see a reason to field one that something else cant do better. It mentions Strike at range capability in the description, but this slug has none to speak of. A Mimir with its 3 large E-turrets will blow you apart long before your mediums do anything to it, and its much much faster and has a relocate system.

https://www.youtube.com/watch?v=jqXNCsHEVXg
Here on it I don't use the Shadow ships. They are insufficiently effective even in comparison with Imperium. Though "Caesar" I too don't use but already because AI doesn't use shield for designated purpose, it completely trusts "Active armor" active sustem. Because of it it is destroyed very quickly during fight.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Dark.Revenant on January 24, 2016, 02:07:45 AM
The AI is very effective with Active Armor.  In my experience, it actually uses its shield a little too much.  It works extremely well against high-explosive weapons, saving lots of flux in most cases.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: DrakonST on January 24, 2016, 02:33:19 AM
The AI is very effective with Active Armor.  In my experience, it actually uses its shield a little too much.  It works extremely well against high-explosive weapons, saving lots of flux in most cases.
Unfortunately usually I conduct a battle against much superior forces. 4 (including a leader) my large the ship go into battle more than about 30 frigates and cruisers. And sometimes meet to 7 large ships. And when "Caesar" participates in this long fight he receives on the armor much "Reaper`s" or others dangerous torpedoes. They anyway destroy its armor then the 75% bonus "Active Armor" ceases to influence the received loss. And the ship deprived of armor perishes very quickly. Instead of "Caesar" I use "Onslaught" or "Spinel - AiWar". Universal fighting vehicle for AI. I choose as the flagship one of these: "Dominus", "Paragon", "Onslaught XIV", "Donar - NGO" or "Vidar - NGO".

And a question not on a subject: the armor of the ships "Knight Templar" will be how strongly strengthened? At the moment their ships perish too quickly from kinetic arms. All than are dangerous their ships it only rockets "Clarent". And IBB ships. They aren't so dangerous as it would be desirable.

Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Dark.Revenant on January 24, 2016, 04:56:39 AM
The AI is very effective with Active Armor.  In my experience, it actually uses its shield a little too much.  It works extremely well against high-explosive weapons, saving lots of flux in most cases.
Unfortunately usually I conduct a battle against much superior forces. 4 (including a leader) my large the ship go into battle more than about 30 frigates and cruisers. And sometimes meet to 7 large ships. And when "Caesar" participates in this long fight he receives on the armor much "Reaper`s" or others dangerous torpedoes. They anyway destroy its armor then the 75% bonus "Active Armor" ceases to influence the received loss. And the ship deprived of armor perishes very quickly. Instead of "Caesar" I use "Onslaught" or "Spinel - AiWar". Universal fighting vehicle for AI. I choose as the flagship one of these: "Dominus", "Paragon", "Onslaught XIV", "Donar - NGO" or "Vidar - NGO".

And a question not on a subject: the armor of the ships "Knight Templar" will be how strongly strengthened? At the moment their ships perish too quickly from kinetic arms. All than are dangerous their ships it only rockets "Clarent". And IBB ships. They aren't so dangerous as it would be desirable.

I'll make the Caesar use the system less when its hull is decreased.  However, the damage reduction still applies even if the armor is gone; it's a 75% reduction overall, regardless of armor state.

Kinetic weapons are a good choice against Templars if you have tons of it, otherwise it will only really serve to slowly wear down their armor.  It's one of the most viable methods of fighting them.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: grinningsphinx on January 28, 2016, 08:17:35 PM
Just a note....the II dreadnought is pretty undergunned having zero large mounts at all....the 8 mediums dont make up for that fact, nor does the MAC.  its speed 20 and turns like a slug.   I cant ever, ever see a reason to field one that something else cant do better. It mentions Strike at range capability in the description, but this slug has none to speak of. A Mimir with its 3 large E-turrets will blow you apart long before your mediums do anything to it, and its much much faster and has a relocate system.

https://www.youtube.com/watch?v=jqXNCsHEVXg

So what youre showing me is that the AI used its burn drive system to suicide into your ship yes?  Exactly why i dont let the AI control them when I field one. Before you put your ship on auto, wait until the Mimir has used its burn drive suicide rush.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: ProdigyToby on January 28, 2016, 09:25:17 PM
 So uh.....about these "capitals".  Where are the large mounts?

Edit:  Whats worse about that clip is the ai is using the default loadout for that shadowyards capital which consists of three wave pulse cannons that over flux the ship in like 5 seconds.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Jim.jhd on January 28, 2016, 11:23:29 PM
Just a note....the II dreadnought is pretty undergunned having zero large mounts at all....the 8 mediums dont make up for that fact, nor does the MAC.  its speed 20 and turns like a slug.   I cant ever, ever see a reason to field one that something else cant do better. It mentions Strike at range capability in the description, but this slug has none to speak of. A Mimir with its 3 large E-turrets will blow you apart long before your mediums do anything to it, and its much much faster and has a relocate system.






That ship is quite op on it crazy amount of armor and the ship system, it just never die……So it's the tanker of your II fleet. Also it has 2 large missiles…… those are the core weapons of it, you can do whatever you want...
However, if you prefer fast attack and more fire power, the Battlecruiser of II is your choice.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Dark.Revenant on January 28, 2016, 11:25:19 PM
So uh.....about these "capitals".  Where are the large mounts?

II don't use large ballistic/energy.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: ValkyriaL on January 28, 2016, 11:36:35 PM
And they don't have to, more medium mounts easily make up for a few large ones. :)
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Gezzaman on January 28, 2016, 11:58:52 PM
A few medium mount weapons are more flux effective than 1 big large mount tbh and do more
Title: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Dark.Revenant on January 30, 2016, 06:58:36 PM
Huge campaign update!  New system!  New markets!  New mechanics!  New ships!  New weapons!

(http://i.imgur.com/0LfYHUk.png) (http://i.imgur.com/PU8GAUT.png) (http://i.imgur.com/4Lx6ZqW.png) (http://i.imgur.com/jtShc0O.png) (http://i.imgur.com/13ppEGj.png) (http://i.imgur.com/NFOj43Y.png)

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?xh5h1witw63sm0t)

Download Interstellar Imperium 1.10.0 (https://www.mediafire.com/?xh5h1witw63sm0t)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.10.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supported by Starsector+ 3.2.0 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated!)

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Version 1.10.0:
- Lynx-S added
- Sebastos-F added
- Telum Autocannon added
- Solis Cannon added
- Heavy Pulse Laser added
- Lux Repeater added
- Javelin ASM (Single) added
- Added ISA Energized Armor hull mod
- Added ISA Fire Control System hull mod
- Added star system Ex Vis (three markets, a new terrain type, some unique mechanics)
- Added Military Complex submarket for Nova Capitalis
- Added Imperial Conversions submarket for Nova Capitalis
- Added Production Boom/Drop event for Nova Capitalis
- Interstellar Bazaar now has The Great Starship Market, a special market that replaces the military market
- Improved Thracia and Corsica systems; added content
- New terrain type for the terrain around Arafa (gas giant)
- Added Imperial Embassy station to Yma
- Added encounter and market music
- Improved/added descriptions to campaign elements (planets, stations, etc.)
- Sieges no longer crush the economy
- Sieges can be broken by peace treaties
- Leviathan renamed to Barrus
- Lynx and Sebastos sprites touched up
- Javelin HP reduced to 75 from 125
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: OOZ662 on January 31, 2016, 03:02:15 AM
Minor typo in Byzantium's description; "fed by oceans filled by with redirected comets."
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Dark.Revenant on January 31, 2016, 08:41:39 AM
Minor typo in Byzantium's description; "fed by oceans filled by with redirected comets."

That's been there for over a year now, it turns out.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: grinningsphinx on January 31, 2016, 10:09:13 AM
A few medium mount weapons are more flux effective than 1 big large mount tbh and do more

you will never have the range with mediums that you do with large.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Cycerin on January 31, 2016, 10:35:50 AM
How about using literally any other faction if you care about large weapons so much
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: grinningsphinx on January 31, 2016, 10:53:27 AM
Thats...really not the point.


theres also a compilation error with II regarding the Leviathan.

13498 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [F:\StarSector\starsector-core\..\mods\Interstellar Imperium\data\variants\ii_leviathan_arm.variant]
13609 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [ii_leviathan] not found!
java.lang.RuntimeException: Ship hull spec [ii_leviathan] not found!
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.float(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.float(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: SpacePoliticianAndaZealot on January 31, 2016, 10:57:22 AM
Ninja'ed by grinningsphinx, same here.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Dark.Revenant on January 31, 2016, 11:10:32 AM
You have to replace the old folder, not install on top of it.

Also, large weapons don't generally have that much more range.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Marcus Garvey on January 31, 2016, 11:11:40 AM
A few medium mount weapons are more flux effective than 1 big large mount tbh and do more

you will never have the range with mediums that you do with large.

Please stop making weird, ignorant blanket statements about mods without actually trying them to see how they actually work.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Tartiflette on January 31, 2016, 11:46:17 AM
you will never have the range with mediums that you do with large.
In vanilla, the single and only weapon that has more range than a medium Mauler or a medium HVD, or a medium Graviton Beam is the Gauss Cannon.
With II, not a single one, large or not, outrage the medium Sledge Cannon... Well, except two weapons built-in II ships.
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: grinningsphinx on January 31, 2016, 12:15:43 PM
A few medium mount weapons are more flux effective than 1 big large mount tbh and do more

you will never have the range with mediums that you do with large.

Please stop making weird, ignorant blanket statements about mods without actually trying them to see how they actually work.

I wasnt aware there was a censor on the forum!!!  Thank you for your enlightening comment!!!
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: grinningsphinx on January 31, 2016, 12:25:34 PM
you will never have the range with mediums that you do with large.
In vanilla, the single and only weapon that has more range than a medium Mauler or a medium HVD, or a medium Graviton Beam is the Gauss Cannon.
With II, not a single one, large or not, outrage the medium Sledge Cannon... Well, except two weapons built-in II ships.

That may be true, but were discussing the II *mod* yes?  I dont think too many people are only using the one mod so we may as well consider the rest of the commonly used mods with SS+ and Nex.  Most mediums still hit out to 700-800. Beams have an exception with AO. Not that youre going to be doing any kiting with the Caesar but..yeah. No Artillery, Gauss, or Mauler batteries, no accelerators if youre lucky enough to nab one.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Tartiflette on January 31, 2016, 12:51:57 PM
Okay then, with all SS+ integrated mods installed plus PBC but without Mayorate and Junk Pirates:
- Two modular weapon outrange the medium II Sledge Cannon (the most ranged medium weapon):
   . The Scyan ORION Artillery,
   . the Citadel Zeus.
- If you check against the vanilla HVD, Mauler, or Graviton Beam:
   . The Templar Arondight Accelerator,
   . the Templar Joyeuse Fractal Laser,
   . the TianDong Mauler Battery,
   . the Diable Avionics Uhlan Siege Laser ,
   . and the Gauss cannon.

On all those integrated mods, only seven large weapons outrange the medium vanilla ones, 10.4% of the 67 available. And a mere two are outranging the best modded medium weapon, that's 3.0% of the larges, or 0.9% of all 215 available energy and ballistic weapons.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Cycerin on January 31, 2016, 01:10:18 PM
And the Caesar has a built in hullmod which gives it the most range of all capitals, including ones with large mounts, even more so with ITU and ISA FCS.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: grinningsphinx on February 01, 2016, 01:53:35 PM
And the Caesar has a built in hullmod which gives it the most range of all capitals, including ones with large mounts, even more so with ITU and ISA FCS.

What is ISA FCS?
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Cycerin on February 01, 2016, 01:58:44 PM
New hullmod that adds flat range to non beam weapons + some drawbacks
Title: Re: [0.7.1a] Interstellar Imperium 1.9.2
Post by: Gezzaman on February 04, 2016, 10:06:14 PM
A few medium mount weapons are more flux effective than 1 big large mount tbh and do more

you will never have the range with mediums that you do with large.

ummm... most medium mounts outrange large mounts just so you know
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: grinningsphinx on February 06, 2016, 01:19:24 PM
Super pulse beam, gauss cannon, tachyon lance, SKT Cannon, T3 Cannon,  Mauler Battery, Orion artillery, Arondight Accelerator, High Energy Laser, Idun beam generator, Joyuese Fractal Laser, Juger heavy cannon, Mark 9 Autocannon, Ferrocannon, Flux Torpedo, heavy disruptor, Mjolnir Cannon, Grav Drive, P9 Raala Rayblaster, Quarks Accelerator Cannon, Thrymm Artillery Platform, Uhlan Siege Laser, Whirlwind Cannon,  and probably 6-8 others that arent loaded into my Omni factory yet....Also i havent included all the large mount point defence systems like the Guardian and Aegis which are more efficient OP wise then clusters of smaller modules.......not to mention all the large missile systems that have ranges from 1k to 10k.

How many mediums are there over 900?  The large majority of mediums stop at 800.    Also, dps wise, larges usually beat out mediums by a fair margin...some are on par, but most arent.


Further compounded by the extra range bonuses given to ship class in SS+, plus range enhancing hull mods and skills...and you can easily see why mediums are FAR outdistanced by large mounts, even if its only an extra 100 range over.(multiplied via bonuses).

Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Dark.Revenant on February 06, 2016, 02:00:42 PM
A Caesar with ISA FCS, ITU, and 5 ranks of Gunnery Implants has a 95% range bonus to all weapons, plus 400 for non-beams.  It has the following ranges with its mediums:
Assault Chaingun (450) = 1278 units
Pulse Laser (600) = 1570 units
Heavy Autocannon (800) = 1960 units
Hypervelocity Driver (1000) = 2350 units
Sledge Cannon (1500) = 3325 units

An Onslaught or Paragon with ITU, Advanced Optics, and 5 ranks of Gunnery Implants has a 75% range bonus to all weapons, plus 200 for beams.  It has the following ranges with its larges:
Autopulse Laser (700) = 1225 units
Storm Needler (800) = 1400 units
Mark IX Autocannon (900) = 1575 units
Tachyon Lance (1000) = 1950 units
Gauss Cannon (1200) = 2100 units

You've got no idea what you are talking about.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Tartiflette on February 06, 2016, 02:03:41 PM
Further compounded by the extra range bonuses given to ship class in SS+, plus range enhancing hull mods and skills...and you can easily see why mediums are FAR outdistanced by large mounts, even if its only an extra 100 range over.(multiplied via bonuses).
Range bonuses are exactly the same for any weapon size, so that argument is irrelevant.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Gezzaman on February 07, 2016, 12:24:50 AM
I dont think he has played with intersteller ships enough to understand medium mounts > Large mounts on the IIcapitals
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Cik on February 07, 2016, 01:41:56 AM
II ships are very atypical

look at the dictator, it's basically just a pile of small / medium mounts and it's a heavy cruiser

it works out really well because sledge/railgun spam is incredibly nasty. that and as is standard on II the armor is incredibly durable. i don't even bother raising the shield.

in general II ships are very purpose-built, they really like the frontal standoff role, and the weapons and mount configs enable this. if you don't think medium/small II weapons compete against larges you're a fool or inexperienced or both. the ships in the mod are plenty effective.

Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Lopunny Zen on February 12, 2016, 02:57:30 PM
Ok the big ass bomb missle I get...it sucks but Ill accept losing a ship in a miserable death...but the MIRV one is *** ***...i mean im all for playing the game but I would love to play the game...it launches so many missles it killed half my fleet.....doesnt help that those missles go across the battlefield....I would say to get rid of that missile...also the missile should not be trying to ram me...as much as that is ineffective after it is done killing half my fleet. Another issue is getting this faction to like me in vanilla is absurd...I dont even think they give out bounties so its so slow to be able to afford the things i need....leaving me to fight fleets double my size all the time because I keep chanting " I have money...I HAVE MONEY" at their station but unable to buy anything...I still need to figure out what commissioning is done but I am not even CLOSE to that
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Dark.Revenant on February 12, 2016, 03:07:30 PM
Ok the big ass bomb missle I get...it sucks but Ill accept losing a ship in a miserable death...but the MIRV one is *** ***...i mean im all for playing the game but I would love to play the game...it launches so many missles it killed half my fleet.....doesnt help that those missles go across the battlefield....I would say to get rid of that missile...also the missile should not be trying to ram me...as much as that is ineffective after it is done killing half my fleet. Another issue is getting this faction to like me in vanilla is absurd...I dont even think they give out bounties so its so slow to be able to afford the things i need....leaving me to fight fleets double my size all the time because I keep chanting " I have money...I HAVE MONEY" at their station but unable to buy anything...I still need to figure out what commissioning is done but I am not even CLOSE to that

Sorry.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Tartiflette on February 12, 2016, 03:28:04 PM
[...] also the missile should not be trying to ram me... [...]
That made me laugh.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Lopunny Zen on February 12, 2016, 04:30:29 PM
Im serious once its out of ammo it has a booster and it tries to ram into me....never had a missile so clingy...like a bad relationship...it never watched Frozen i guess
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Tartiflette on February 12, 2016, 11:59:44 PM
... Hitting you is kinda the whole the point of any missile.  ???
Or has my life been a lie all along and those missiles that where pursuing my ships only wanted a hug, and I'm a monster when I shoot them down instead?
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: ValkyriaL on February 13, 2016, 02:42:22 AM
Mass genocide when you "deny" the Exigency missile spam, aaaall those little missiles, all they wanted was a friend... ::)
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Mr. Nobody on February 13, 2016, 07:39:41 AM
Ok the big ass bomb missle I get...it sucks but Ill accept losing a ship in a miserable death...but the MIRV one is *** ***...i mean im all for playing the game but I would love to play the game...it launches so many missles it killed half my fleet.....doesnt help that those missles go across the battlefield....I would say to get rid of that missile...also the missile should not be trying to ram me...as much as that is ineffective after it is done killing half my fleet. Another issue is getting this faction to like me in vanilla is absurd...I dont even think they give out bounties so its so slow to be able to afford the things i need....leaving me to fight fleets double my size all the time because I keep chanting " I have money...I HAVE MONEY" at their station but unable to buy anything...I still need to figure out what commissioning is done but I am not even CLOSE to that

I'm not 100% sure but i think you can donate money to the "foundation representative" to boost relationship (you can find it in the same place where you can find mission postings/mercenary officers).

Also, commissioning means that you pretty much a corsair (a state-sponsored pirate/buccaneer/privateer more or less) for that faction, you first need to be at least favorable with the faction (or friendly i don't remember) and once you accept the commission you get money and relationship for every ship you kill that belong to a enemy's faction fleet (i.e. blackrock hates hegemony, get a commission from blackrock, get paid for blowing up hegemony ships), plus you get access to the best military ships of that faction.

That or agents.


For the MIRV missile thing i'd suggest to first bring in big ships (cruisers and bigger) with lots of PD to tank the volley and then bring in anything smaller once it has expended it's payload

For the BIG missile i'd suggest to bring only one fast ship, kite and hope you can catch a enemy ship or two in the blast. I guess
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Nanao-kun on February 13, 2016, 01:32:52 PM
I'm not 100% sure but i think you can donate money to the "foundation representative" to boost relationship (you can find it in the same place where you can find mission postings/mercenary officers).

Foundation representative is from the Steiner Foundation mod.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Serenitis on February 13, 2016, 02:02:49 PM
So... Why is storage on II worlds 10x more expensive than anywhere else?
(Didn't it used to be more than that as well?)
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Dark.Revenant on February 13, 2016, 03:40:20 PM
So... Why is storage on II worlds 10x more expensive than anywhere else?
(Didn't it used to be more than that as well?)

It's only expensive for Interstellar Bazaar.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Pulgrin on February 16, 2016, 07:21:52 PM
I think the ISA FCS hull mod is increasing beam turret turn speed which I imagine is unintended considering it "Does not effect beam weapons".

It seems to be by about 50%, I noticed it when poking around in simulator with a Wolf (I) and a tactical laser. Tested it with a few other beam weapons as well.

That aside, I love the faction and it's my favorite by a decent margin. Thanks for making it!
Title: Re: [0.7.1a] Interstellar Imperium 1.10.0
Post by: Dark.Revenant on February 17, 2016, 09:17:11 AM
Under the hood, that hullmod lowers the speed of all turrets but then buffs beams back up to normal.  It's possible that I got the math wrong or that Alex messed something up.
Title: [0.7.1a] Interstellar Imperium 1.10.1
Post by: Dark.Revenant on February 20, 2016, 06:04:43 PM
Maintenance update.

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?9e6n5dtr3ybx65f)

Download Interstellar Imperium 1.10.1 (https://www.mediafire.com/?9e6n5dtr3ybx65f)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.10.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=7958.0))
(Supported by Starsector+ 3.2.1 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated!)

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Version 1.10.1:
- Centurion renamed to Legionary
- Made Javelins less likely to ram into allies
- Gravity Cannon now does energy damage instead of fragmentation damage (all other stats the same)
- Minor bugfixes
Title: Re: [0.7.1a] Interstellar Imperium 1.10.1
Post by: SpacePoliticianAndaZealot on February 22, 2016, 12:02:15 PM
Why does the Gravity Cannon do Energy damage now? Fragmentation damage was much more plausible.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.1
Post by: CitizenJoe on February 22, 2016, 01:25:39 PM
Oi, whats with the save-breaking file name changes every other patch ???
Title: Re: [0.7.1a] Interstellar Imperium 1.10.1
Post by: Midnight Kitsune on February 22, 2016, 01:45:09 PM
Oi, whats with the save-breaking file name changes every other patch ???
Use console commands and Save transfer and you wont have to worry about broken saves any more
Title: Re: [0.7.1a] Interstellar Imperium 1.10.1
Post by: CitizenJoe on February 22, 2016, 01:49:39 PM
Oi, whats with the save-breaking file name changes every other patch ???
Use console commands and Save transfer and you wont have to worry about broken saves any more

Well I kinda do, since the invalid file names seem to somehow try and carry over and the game crashes.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.1
Post by: Dark.Revenant on February 22, 2016, 02:42:23 PM
You are supposed to copy save, update, then make a new pilot and load save.
Title: Re: [0.7.1a] Interstellar Imperium 1.10.1
Post by: CitizenJoe on February 22, 2016, 04:13:41 PM
You are supposed to copy save, update, then make a new pilot and load save.

Heh, thats an awful description of how to use save transfer there Dark  :'(

Anywho, after actually thinking and realizing this probably wasn't intended behavior nor neglecting save transfer's potential use considering you also made save transfer Dark, I did some testing of things and it appears something really screwy is going on with just a couple of my saves, but most seem fine. Could be an actual bug. The game is closing to desktop after trying to load the save data for specific saves into a new one. Log just cuts off mid-stream.

Will update with useful info later, I need to sleep now.
Title: [0.7.2a] Interstellar Imperium 1.10.2
Post by: Dark.Revenant on March 01, 2016, 12:25:48 AM
Now works in 0.7.2a!

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?v16azg6nj8797vw)

Download Interstellar Imperium 1.10.2 (https://www.mediafire.com/?v16azg6nj8797vw)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.10.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 3.3.0 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.7.4 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Compatibility update soon!)

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Version 1.10.2:
- Javelin damage increased to 1000 from 900
- Slot adjustments (Composite/Synergy)
- Adjustments for 0.7.2a
Title: Re: [0.7.2a] Interstellar Imperium 1.10.2
Post by: sycspysycspy on March 01, 2016, 12:44:11 AM
Thank you so much! Damn, you are fast  ;D
Title: Re: [0.7.2a] Interstellar Imperium 1.10.2
Post by: Taverius on March 01, 2016, 01:39:52 AM
The mediafire link is to v1.0 :)
Title: Re: [0.7.2a] Interstellar Imperium 1.10.2
Post by: Dark.Revenant on March 01, 2016, 07:47:20 AM
Mediafire is a pile of absolute *** garbage.
Title: Re: [0.7.2a] Interstellar Imperium 1.10.2
Post by: The Soldier on March 01, 2016, 08:18:33 AM
Dropbox FTW.
Title: Re: [0.7.2a] Interstellar Imperium 1.10.2
Post by: OOZ662 on March 01, 2016, 11:13:55 AM
Dropbox FTW.

If they didn't require you to either use their special folder or create filesystem links everywhere, I'd love them.
Title: Re: [0.7.2a] Interstellar Imperium 1.10.2
Post by: Serenitis on March 18, 2016, 02:56:43 PM
Things I've found. (Opinions may or may not coincide with your own.)

Lynx is groovy.
Not a very good flagship, but a pretty decent support ship. I actually prefer the S variant because mobility.

Solis cannon is something that should have existed long long ago, it fits nicely in the huge gap between chaingun & mauler.
Telum cannon is metal as hell. Eats through flux, but wrecks anything in front of it. 5 of these on an Enforcer is quite amusing.
Lux cannon is a super fun counterpart to the light needler.
Hv. Pulse laser is nice, but a flux hog. Doesn't seem to "fit" on frigates very well.

The fire control hull mod is a right bugger. I can never make my mind up if I want to use it or not.
Think you've nailed this one first go.

Sieges are no longer loot Piñatas.

The starship market is a pretty nice "something extra" if you're struggling to find a new toy.

My only negative thing is the Ex Vis system.
You've all the less than fun traits of Valhalla, and not only magnified them but added a literal minefield as well.
It looks amazing.
It is tedious to play there though. And that means it's not going to get visited much. (Like Valhalla.)

Suggestion:
Compress the system a little to reduce content free hold-shift-travelling.
Reduce the density of the central minefield to allow clearer passages as it has the same derpy hit detection as the hyperspace storms which are v. frustrating when you avoid them but still get hit anyway.

Solid job.
Thank you for all your effort. (We do appreciate you, even if we do complain endlessly. :P)
Title: Re: [0.7.2a] Interstellar Imperium 1.10.2
Post by: Surge on April 02, 2016, 11:28:34 PM
I have been trying thoroughly, THOROUGHLY, for weeks to get an imperium playthrough going in nexerlin, and it just doesn't work, there just doesn't seem to be anything there to use, you can't fight any speed or frigate based faction for obvious reasons, which rules out the pirates, luddic path, and roughly half of the mod factions, you can't fight any of the offensively focused factions because it's a slugging match you won't win, which rules out everything else.
Don't get me wrong, when the Imperium ships work they work beautifully, and I even made some good headway into the IBB in one of my attempts, but they always end the same way, me dying to an otherwise easy fleet because of my complete inability to choose when and where I'm even willing to engage, never mind where I want to, and heavy flux inefficiency of my ships due to expensive weapons and poor shields.
Honestly I'm just gonna have to say that an even predominately II player fleet is not feasible unless you can fill up half your 35 ships cap out of the gate, and honestly I find myself simply passing up II ships (except the Lynx) when I find them, unless I'm looking to try something silly that almost never works, because they just become such a liability in mixed fleets due to the below average agility and the resultant inability to effectively disengage and reengage as needed without the support of a large II battle line.
Now there is one thing I haven't tried yet, because going all into the combat skill tree with the emphasis on high OP weapons and fleet tactics seemed like a poor choice, but I'll have to try that when I get back home next week, trying to get this running now has eaten up many hours of persistent failure and humiliation.
Edit: you know maybe I'm going about this wrong and it's not the Imperium who suck early on it's the starter fleet Nexerlin gives me, though I didn't have any luck when I totally replaced all of those ships either, I don't know. I am thinking the Malleus is probably a bad flagship for a fleet of 3, and the basilius is just invalid 90% of the time.
Title: Re: [0.7.2a] Interstellar Imperium 1.10.2
Post by: Dark.Revenant on April 03, 2016, 12:20:38 AM
Wow, that starting fleet sounds terrible.  It should have probably been a Sebastos, Legionary, Decurion, and Invictus.  That said, the Malleus eats frigates for breakfast.

The trick to a starting II fleet is to get Invicti and Decurions.  The Decurions are fast enough to engage at will and have slots that can punch through cruiser-tier defenses (if you have enough of them), and the Invictus can slug it out very effectively, like the old Brawler.  It can't face-tank indefinitely like the Brawler can, but it's basically a really meaty Lasher in practice.  After that, get a core of Legionaries before branching out.

Imperial ships don't really need to disengage and re-engage rapidly, due to how resilient they are.  In a mixed fleet, so long as the allies aren't too fast and leave them behind (or ahead), it works fine.  The problem is when your allies are really fast and leave the Imperial ships exposed or outnumbered.  The best way to prevent this is to pile on the range; use ITU and the FCS so that they stay as far back as possible.

If you're worried about poor shield performance, they're actually either about on par with midline ships most of the time, or somewhere between low-tech and midline otherwise.  Given that they're so tough on top of that (even more than low-tech, sometimes), this averages out to very resilient ships.  You can make them into mobile fortresses with Heavy Armor and Energized Armor; a Legionary with those mods can be hit by multiple cruisers at once and make it back with minor hull damage.

You don't have to use the 15-OP weapons; they're meant to be premium choices that fill in for their lack of large slots.  Imperial ships work fine with bog-standard vanilla gear.
Title: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Dark.Revenant on April 03, 2016, 01:07:34 AM
This update doesn't have much in terms of gameplay, but it features a sound/graphics overhaul!  There are dozens of new/updated sounds, plus most of the ship sprites were updated.

Examples:
(http://i.imgur.com/Y35Ibqk.png) (http://i.imgur.com/NYBOPfl.png) (http://i.imgur.com/cKjeSYO.png) (http://i.imgur.com/AFb15hi.png) (http://i.imgur.com/KCDEc41.png)
(http://i.imgur.com/r5SvprN.png) (http://i.imgur.com/D4m2uiu.png) (http://i.imgur.com/GKdhBH4.png) (http://i.imgur.com/SvL0ELr.png) (http://i.imgur.com/7ZOl8Tm.png)
(http://i.imgur.com/YRKT5Jh.png) (http://i.imgur.com/pwxMiCz.png) (http://i.imgur.com/kgtx5qP.png) (http://i.imgur.com/IQ7k1yP.png)

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?leghz655jz27ete)

Download Interstellar Imperium 1.11.0 (https://www.mediafire.com/?leghz655jz27ete)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.11.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires ShaderLib Beta 1.2.1b (http://fractalsoftworks.com/forum/index.php?topic=7958.0)) (Updated!)
(Supported by Starsector+ 3.4.0 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Updated!)
(Supported by Nexerelin 0.7.4c (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated!)

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.11.0:
- Major sound overhaul for many weapons, effects, and abilities
- Sprite update to all ships, improving clarity and colors
- Added Tachyon Field in Ex Vis, which increases fleet speed
- Improved Javelin 100%
- Ballista weapons rebalanced
- Additional bug fixes
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Ahne on April 03, 2016, 04:11:27 AM
Awesome!
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Bastion.Systems on April 03, 2016, 05:25:24 AM
Excellent, on first look the sprites look way more uniform and nice.
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Dudley Dickerson on April 03, 2016, 05:27:13 AM
sweet baby jesus
Title: Re: [0.7.2a] Interstellar Imperium 1.10.2
Post by: Surge on April 03, 2016, 07:16:07 PM
Wow, that starting fleet sounds terrible.  It should have probably been a Sebastos, Legionary, Decurion, and Invictus.  That said, the Malleus eats frigates for breakfast.

The trick to a starting II fleet is to get Invicti and Decurions.  The Decurions are fast enough to engage at will and have slots that can punch through cruiser-tier defenses (if you have enough of them), and the Invictus can slug it out very effectively, like the old Brawler.  It can't face-tank indefinitely like the Brawler can, but it's basically a really meaty Lasher in practice.  After that, get a core of Legionaries before branching out.

Imperial ships don't really need to disengage and re-engage rapidly, due to how resilient they are.  In a mixed fleet, so long as the allies aren't too fast and leave them behind (or ahead), it works fine.  The problem is when your allies are really fast and leave the Imperial ships exposed or outnumbered.  The best way to prevent this is to pile on the range; use ITU and the FCS so that they stay as far back as possible.

If you're worried about poor shield performance, they're actually either about on par with midline ships most of the time, or somewhere between low-tech and midline otherwise.  Given that they're so tough on top of that (even more than low-tech, sometimes), this averages out to very resilient ships.  You can make them into mobile fortresses with Heavy Armor and Energized Armor; a Legionary with those mods can be hit by multiple cruisers at once and make it back with minor hull damage.

You don't have to use the 15-OP weapons; they're meant to be premium choices that fill in for their lack of large slots.  Imperial ships work fine with bog-standard vanilla gear.
That's the primary reason I kept trying to make it work, the quad sledge cannons could punish anything so thoroughly if it held in range, but I just don't think there was any synergy between the Malleus, a particle cannon Interrex, and a harpoon Basilius.
Honestly I'm gonna make a few more cracks at it with some different skill setups and then recommend in the Nexerlin thread a Falcon (I), Praetorian, and Invictus once I'm back home and have some time.
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: SierraTangoDelta on April 05, 2016, 02:27:01 PM
What do you mean by 'Improve Javelins 100%'?
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Rathorn on April 10, 2016, 07:02:17 AM
Warning: long story
Just started trying this faction out, and so far I love it. the aesthetic is really cool. Since I'm new to starsector (read: not very good) I started off with enough money to get a small fleet together. So far, a preatorian destroyer, 2 invictus, 2 decurion frigates, and a draconarius hvy fighter wing. Whilst shopping for more goodies, I noticed a Hegemony strike fleet, (it was big and scary) and 2 II strike fleets, just chilling out near eachother  ??? So I tried out the "follow me" button, and it worked. Our 2 fleets were both about the same size as the Hegemony fleet, so I felt good about the odds. I kept most of my puny fleet in the back, capturing nav buoys and such, while I endeavored to take my flagship destroyer into the fray and try to contribute. As it turns out, I felt comfortable going toe to toe with most of the enemy destroyers, and even flanked a couple of cruisers that didn't notice me. In the end, we won with minimal losses, and the enemy reserves (about 10 ships) weren't combat ready, so we just picked them off....including the flagship, an Onslaught (XIV)...which I had the opportunity to board afterwards... I was excited, but the Onslaught had over 400 crew still aboard, and I had a mere 40 marines  :'(

TL;DR: Big battle, lots of fun, II fleet AI seemed really good at holding a solid battle line, really sad I didn't bring like a zillion marines to my first huge battle
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Surge on April 12, 2016, 09:43:38 AM
Crack #2 with the new SS+ start features and...well the same issues prevail, the imperium fleet just can't get a ball rolling because normally *** easy fleets turn into thorough deathtraps that simply outrange and outmaneuver the slow and cumbersome Imperium ships. An advantage of numbers, class, and firepower can and often is made null and void simply by any lone frigate with a halfway functional engine. Without ridiculous quantities of often rare and expensive standoff weapons most fights are one-sided and drag on as such until the timid AI simply runs out of CR and the Imperium ships can finally descend upon them, but then even with them circumstances don't change, the enemy just has to pull back and vent more often and it shifts from them pressuring me for no benefit to me pressuring them for no benefit.
God help you if the enemy decides to disengage too, you'll never catch anything smaller than a dreadnought.
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Dark.Revenant on April 12, 2016, 10:11:54 AM
What are you using to catch ships?  Decurions, Legionaries, and Sebastos can go pretty fast.
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Surge on April 12, 2016, 10:18:45 AM
well the Decurion can catch ships pretty readily, the problem is that it can't disengage and has no staying power. Decurions overload and die in droves in any even engagement, and the Invictus putters around alongside most destroyers until it's lack of both staying power and overpowering damage output put it in the same boat. So by the time the enemy decides to disengage they've more or less gone around anything they can'y kill outright and mobbed what they can, even a Decurion parked next to a Dictator at all times is little more than a free kill because the Dictator can't effectively ward off a hungry wolf pack of frigates out for its escort.

Unfortunately I didn't get my hands on a Sebastos, it certainly looks like it would solve my problems of even destroyers dancing around the hardpoints in my line and readily abusing my frail little frigates, but I honestly doubt it would be even marginally effective against a group of frigates determined to avoid the brunt of its wrath until they have a clear shot at the engines
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: HELMUT on April 12, 2016, 12:25:37 PM
I suppose you're talking about early/mid game scenarios, because later on your fleet should have more than enough dakka to rip apart anything the size of a frigate that enters your range, even for a moment. Until then, yeah, you'll have to find a way to intercept those agile threats.

Catching fast targets shouldn't be the job of the AI, it's not smart enough to do that. They're more at home flying the big, slow ones. Personally, it's always me that does the frigate hunting/flanking job in my fleet, so i need a fairly mobile ship. The Decurion, Invictus, Wolf(I), Legionary or Falcon(I) are reasonably fast enough to catch most threats. But if for some reasons you really need more speed, you can still mount Safety Override on top of that. Unless you're chasing a phase ship, there's not much that can outrun a charging SO Legionary boosting at nearly 300 speed.

Here are some of my favourite level 0 loadouts :

Spoiler
(http://i.imgur.com/Utr4kov.png?1)
[close]

Otherwise if you don't like dirtying your hands, fighters are a slightly inefficient, but cheap alternative to catch frigates. Plus they doesn't suck any more now that SS+ changed the ship cap system.
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Surge on April 12, 2016, 12:32:15 PM
Well I'm currently on my third attempt and it's finally going my way, I'm trying to build my fleet around a large core of destroyers and frigates before expanding into cruisers, usually with a draco and flamen wing for harassment and killing the really annoying glass cannon frigates.

Though I typically have issues with biting off more than I can chew in the mid-game and not making it to capitals, but I'll see how this goes.

edit: unsurprisingly back-to-back fleet battles with numerically superior opponents has once again been my undoing, but I had a pretty good fleet going so some thoughts.

Decurion: Expensive way to lose a bunch of crew and two medium weapons. It can get into battle very quickly and has some respectable firepower to leverage, but no ability to sustain that firepower and nothing else will keep pace with its attack, so any given Decurion will overextend, overload and die, even with a long range standoff build, in 1 out of every 2 fleet battles.

Wolf (I): A slightly better Decurion. The Wolf everyone knows and loves now with inconsequential changes to its armor and speed, as well as a medium hybrid slot instead of a medium energy! Unfortunately the Wolf (I) is a pretty straightforward downgrade from the regular Wolf since 50 armor won't make any appreciable difference nor will 10u off the top speed, but the hit to flux stats, and the fact that very few if any ballistic weapons can be said to be any good at all by themselves means this Wolf is even more prone to overloading at inopportune times than the already high-flux base model.

Invictus: Surprisingly decent, an Invictus can traverse the battlefield at a good pace for an Imperium ship, though it remains inadequate for pursuit, the lack of medium slots and only one potential missile slot however mean that the Invictus is stuck only being truly competent at ranges it will be hard pressed to close to, and once it gets there the generous arsenal of weapons it carries will see to it that it overloads within 2-3 seconds even with good flux perks, and then it will find itself thoroughly unable to disengage or quickly vent the flux, and will just die like a Decurion. However I was able to mitigate some of this by making my pair fly together and screen for the cruisers, where they ran into the fact that they have no means to FORCE a favorable engagement, with middling speed and an autoloader for a ship system anything that simply doesn't want to overload under the withering DPS can easily just disengage and the Invictus will be more or less unable to give chase.

Praetorian: The backbone of any Imperium fleet good or bad, it has actual PD, is reasonably priced, reasonably agile, well armed, and not a pushover like some light destroyers, if it were a little bit faster this would be a recurring staple in all my fleets.

Princeps: A Praetorian that trades away all durability for better PD and a flight deck, won't ever make any meaningful contribution to a battle but that's not what you want from it anyways.

Legionary: All aboard the XL Decurion! I kinda like the Legionary, it's far meatier than any destroyer has any right to be, but it has the same issue as the Decurion where it rushes in and gets itself killed all the time, but this manifests differently in the form of a turbo boost that can't be canceled and disables the shields, allowing whatever the Legionary is trying to close with to momentarily stop kiting and simply *** slap the Legionary out of existence. If I could turn off the turbo drive wholesale I would love it to bits, but as is I wouldn't consider one once capitals are involved.

Interrex: The Praetorian's eccentric cousin. Literally just a Praetorian for energy weapons and missiles, fitting the Interrex is kinda awkward because it shares the Praetorian's ballistic oriented hardpoint layout, but with energy weapons. It is basically the fastest II destroyer you'll find, but still too slow and unwieldy for a proper short range build, all the same 4 missiles mean it fills a good niche for providing burst damage.

Falcon (I): I was a bit skeptical of removing the medium energy slots for twice as many small hybrid slots, until I ran it with 4 lux repeaters and a pair of telums. This ship definitely gets my seal of approval, but only because of weapons like the lux and railgun that can really wring some power out of those small slots.

Eagle (I): It's an eagle with a fixed spinal weapon, the weapon is pretty good though, no complaints really.

Flamen: Pretty okay for an interceptor, they do just about everything I'd expect an interceptor to but the lower rate of fire means they do more damage per shot, which I can get behind even if there are far better options.

Draconarius: This...this....THING. I wanted so badly to like these, the pulsar cannons they carry can be so mean to frigates and sometimes even destroyers, but they are basically incapable of killing anything smaller than a Cerberus. I once caught my Draconarius wing engaging a fleeing bomber wing, the Draconarius' almost lost because between the already bad aim of fighters using spinal weapons, and the momentum based physics of the pulsar cannon, maybe only 1/20 shots hit, and the Draconarius just kept taking hits on its unshielded chin the entire time. It's good super early but any other time it's an active detriment to have around because of what it costs you in pilots and flight deck space.

Vicarius: The jack of all trades. The bomber was another unit I really wanted to like, but it was always more interested in using the particle repeater than bombs, and then presenting its broadside to the enemy as it puttered past, another disappointment. The assault was a gift from the GODS, this thing could actually chew through frigates with only minimal support, I didn't even care how slow it was, the payoff when it got into position was too sweet. The support scaled a bit better, being able to effectively punish shielded enemies rather than unshielded ones, I wanted to pair the two wings with each other but never got the chance.

Scutum: A cool idea and neat bulwark, but like the Centurion I just can't find any compelling reason to use it, it's too slow to work alongside other fighters, doesn't have enough firepower to be a good escort, and is too small and fragile to depend on as a PD screen for larger ships.
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Huginn on April 13, 2016, 10:28:42 AM
Im a bit confused about why Interestellar Imperium's supply and fuel cost is this high. I had to pay 100,000 for 300 supplies and 300 fuel. It's not like that with other factions, and it's making me crazy because each bounty covers pretty much the fuel and supply cost without giving me any proper progress.
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Dark.Revenant on April 14, 2016, 12:59:33 AM
(https://giant.gfycat.com/DecimalCompleteKakapo.gif)
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Orikson on April 14, 2016, 04:47:52 AM
(https://giant.gfycat.com/DecimalCompleteKakapo.gif)

Oh my, a teaser? My A.I. is going to crash the ships into each other sense is tingling.
Title: Re: [0.7.2a] Interstellar Imperium 1.11.0
Post by: Surge on April 14, 2016, 10:47:45 AM
This is EXACTLY what the II needed. I love it.
Title: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Dark.Revenant on April 15, 2016, 12:45:24 AM
Unlike the previous one, this update DOES have much in terms of gameplay.  Most of the ship systems were redesigned, the Maximus is redesigned, and frigates/destroyers in general are a little faster but less maneuverable than before.  Also, II doesn't screw with supply/fuel costs as much as it used to.

(http://i.imgur.com/29cPyOI.png) (https://www.mediafire.com/?ji8sti6me2d4t5n)

Download Interstellar Imperium 1.12.0 (https://www.mediafire.com/?ji8sti6me2d4t5n)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.12.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.0 (http://fractalsoftworks.com/forum/index.php?topic=10982)) (Updated!)
(Supports Starsector+ 3.4.0 (http://fractalsoftworks.com/forum/index.php?topic=7679.0)) (Legacy)
(Supports DynaSector) (Coming Soon)
(Supports Nexerelin 0.7.4e (http://fractalsoftworks.com/forum/index.php?topic=9175.0)) (Updated!)

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.12.0:
- Reworked Turbo Drive, renamed to Infernium Turbo
- Remade Drive Booster from the ground up
- Draconarius redesigned around a Lux Repeater instead of Pulsar Cannon
- Scutum speed increased dramatically
- Frigate and destroyer speed and acceleration adjusted for higher top speed and more inertia
- Maximus reworked; updated system, new built-in weapons (Fusion Pulse Cannon)
- Adjusted economy
- Buffed Javelin HP
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: sycspysycspy on April 15, 2016, 03:08:18 AM
Quote
DynaSector
So I guess this is happening. The first mod split from SS+.
I guess it must be "Dynamic Sector" where ship variants would be generated randomly.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: ANGRYABOUTELVES on April 15, 2016, 03:15:36 PM
So II now requires GraphicsLib, and GraphicsLib specifically says it doesn't work with SSP. Is this recent update to II incompatible with SSP?
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Dark.Revenant on April 15, 2016, 03:26:21 PM
You can use ShaderLib with this mod; I just didn't want to make yet another row.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: ANGRYABOUTELVES on April 15, 2016, 04:04:50 PM
Cool, thanks.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Serenitis on April 16, 2016, 02:09:55 PM
Also, II doesn't screw with supply/fuel costs as much as it used to.

You're not kidding.
Gone from a base fuel price of 300 to just short of 60.

Whatever you did, thanks. :)
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Rathorn on April 17, 2016, 11:44:45 PM
Anyone have any tips on getting the starting decurion frigate to survive salamanders? I can't seem to put enough PD on to stop them  ::) insulated engine assembly helps a little, but by the time I can get that I've usually died a couple times and I'm buying a new one
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Dark.Revenant on April 18, 2016, 12:59:46 AM
You can dodge them.  Being able to jump to the left or right at 600 speed is enough to shake a salamander.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Rathorn on April 18, 2016, 03:27:48 PM
You can dodge them.  Being able to jump to the left or right at 600 speed is enough to shake a salamander.

I'm trying to get good enough to do that xD I've been practicing by fighting lashers in mock battles. seems to work ok, :)
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: dertien on May 07, 2016, 06:22:11 AM
Hi, never had issues with this mod before but...


Starsector 0.72a
Lazylib and GraphicsLib installed (downloaded latest version)

I get this error in a JRE popup window:

Fatal: Ship hull variant [ii_maximus_arm] not found!
check starsector log for more info

and in the log:

15801 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [ii_maximus_arm] not found!
java.lang.RuntimeException: Ship hull variant [ii_maximus_arm] not found!
   at com.fs.starfarer.loading.A.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.ooOo$Oo.<init>(Unknown Source)
   at com.fs.starfarer.loading.ooOo.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


I'm using version 1.12 of the mod. Any ideas as to what might cause this ?
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Dark.Revenant on May 07, 2016, 11:50:45 AM
The word "ii_maximus_arm" doesn't appear in any of my mods.  Most likely, it's something left over in a save file or mission.  Try deleting saves/missions.  However, you never told me when the crash happens.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: ProdigyToby on May 07, 2016, 12:18:49 PM
where the large hardpoints at?
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Dark.Revenant on May 07, 2016, 12:55:43 PM
where the large hardpoints at?

The Caesar has large missile hardpoints, and the Matriarch has a large missile turret.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: dertien on May 07, 2016, 12:57:25 PM
The word "ii_maximus_arm" doesn't appear in any of my mods.  Most likely, it's something left over in a save file or mission.  Try deleting saves/missions.  However, you never told me when the crash happens.

I 've installed the mod on a new installation of Starsector v 0.72a, so there are no saves/missions to delete.

The crash happens right after pressing 'play starsector' on the launcher, so before the game even gets loaded. I have circumvented the problem by installing Interstellar Imperium 1.11.0 and then copying the contents of 1.12.0 over that and overwriting all files. It resolves the crash, but I dunno if it has any other influences on the faction in general.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Dark.Revenant on May 07, 2016, 02:04:39 PM
It will crash later if that's the case; the old ii_maximus_arm variant won't work with the updated maximus hull.  There's a reason it's deleted.

The problem is you have some other mod that apparently references the ii_maximus_arm variant.  I have no idea what that mod may be, since it's not any of the ones I have in my mods folder - a grep for "ii_maximus_arm" turns up absolutely nothing in all of my mods, including II 1.12.0.  To find which mod is doing it, I suggest getting Cygwin (if you're on Windows), cd to your mods directory, and use the command

Code
grep -R ii_maximus_arm *

It will print out anything that has the phrase "ii_maximus_arm".
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: ValkyriaL on May 17, 2016, 06:58:53 AM
I noticed a few changelog entries are either missing or are incomplete, could you also (plzz) put the changelog in a spoiler? its extremely long.


BTW... NO matriarch supercarrier hype anywhere??? what is going on? O.o
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Cyan Leader on May 20, 2016, 03:44:07 PM
Spoiler
Having the exact same issue, I'm running:

Audio Plus
Blackrock Drive Yards
Common Radar
Console Commands
DIABLEAVIONICS
GraphicsLib
Interstellar Imperium
LazyLib
mayorate
Neutrino corp
Nexerelin
pbc
Save Transfer
SCY
Ship and Weapon Pack
Templars
Tiandong Heavy Industries
TwigLib
Underworld

I will try to find which conflict is doing the issue but I have no idea initially.

EDIT.

Wait oops, my log is a bit different.

93458 [Thread-4] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v2.1 for Starsector 0.7a
93458 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
94212 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: ?00000
java.lang.NoSuchFieldError: ?00000
   at data.scripts.SetUnlockBySkill$SortByLevel.compare(SetUnlockBySkill.java:83)
   at data.scripts.SetUnlockBySkill$SortByLevel.compare(SetUnlockBySkill.java:75)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.ArrayList.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:48)
   at data.scripts.NCModPlugin.onApplicationLoad(NCModPlugin.java:68)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
EDIT2: Never mind, this is a problem with Neutrino.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.0
Post by: Surge on May 20, 2016, 07:06:38 PM
I already did my stint in the Matiarch, it is far more imposing than any carrier has a right to be but is otherwise just an ultra rare toy.
Title: [0.7.2a] Interstellar Imperium 1.12.1
Post by: Dark.Revenant on May 21, 2016, 01:53:31 PM
Added a little something:

(http://i.imgur.com/CcEB9qZ.gif)

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.12.1.7z)

Download Interstellar Imperium 1.12.1 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.12.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.12.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982)) (Updated!)

- Supported by DynaSector 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.5c (http://fractalsoftworks.com/forum/index.php?topic=9175.) (Updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.12.1:
- Added Inferna-class bomber, reworked Vicarius-B
- General compatibility update
Title: Re: [0.7.2a] Interstellar Imperium 1.12.1
Post by: NightKev on May 22, 2016, 01:16:42 AM
The bitbucket download doesn't work, it seems like you set the repo to be private?
Title: Re: [0.7.2a] Interstellar Imperium 1.12.1
Post by: Dark.Revenant on May 22, 2016, 11:30:44 AM
I thought I set them all public.  FFS.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.1
Post by: Dostya on May 23, 2016, 12:19:10 PM
As others have said, this is a solid faction that's balanced, fun, and fits in with others to make a colorful and diverse game. One bit in particular stands out - the Sledge Gun/Cannon's SFX. That thing's firing and hit sounds are beastly, and to be honest would fit well with a bigger gun that does more damage. When that sound plays as a shot strikes home, I sit up and take notice before remembering that the sound belongs to a long-range weapon with effectively plink damage. I never use them because they just don't hit for much. It does keep me paying attention in II fights, as whenever I don't it sounds like my ships are getting pulverized. Still, I'd prefer if my ships were actually being pulverized in connection with that sound because that audio earns it.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.1
Post by: Dark.Revenant on May 23, 2016, 06:50:41 PM
When that sound triggers, it's an armor/hull hit that proced a critical hit, meaning it is actually a fair chunk of damage and will eat through armor quickly.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.1
Post by: Gorgonson on May 30, 2016, 04:31:46 AM
The IBB mission for Helmut Murkoph seems to be broken.

After engaging and destroying the fleet, the game continually prompts me to re-engage, stating 'The wanted fighter wing maneuvers for another engagement.'
When I accept the engagement, no enemies are deployed and I am forced to accept victory after a moment, at which point the issue repeats itself.

I can't say if this is an issue on Interstellar Imperium's end, or if it's to do with another IBB enabling mod.

Edit: On the upside, after reloading the issue didn't persist.  I can't say what caused it, but since searching only turned up one other example, we can assume the problem is an outlier.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.1
Post by: Orikson on May 30, 2016, 07:04:41 AM
The IBB mission for Helmut Murkoph seems to be broken.

After engaging and destroying the fleet, the game continually prompts me to re-engage, stating 'The wanted fighter wing maneuvers for another engagement.'
When I accept the engagement, no enemies are deployed and I am forced to accept victory after a moment, at which point the issue repeats itself.

I can't say if this is an issue on Interstellar Imperium's end, or if it's to do with another IBB enabling mod.

Edit: On the upside, after reloading the issue didn't persist.  I can't say what caused it, but since searching only turned up one other example, we can assume the problem is an outlier.

I think I faced this issue before too. It basically killed my entire fleet.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.1
Post by: Dark.Revenant on May 30, 2016, 10:00:35 AM
That depends on whether you're using SS+ or not.
Title: Re: [0.7.2a] Interstellar Imperium 1.12.1
Post by: Gorgonson on May 30, 2016, 06:54:09 PM
Sorry Dark.Revenant, I should have listed my mods.

I haven't used SS+ since the split.
I'm using Dynasector and Nexerelin, as well as a slew of faction mods (BRDY, Diable, II, Junk Pirates / ASP / PACK, Mayorate, SRA, SWP, Templar, Tiandong, Underworld)

The other account of this issue was from this post (http://fractalsoftworks.com/forum/index.php?topic=7679.msg178959;topicseen#msg178959) in January of 2016, where the poster in question was using SS+.

The issue didn't persist when I reloaded and engaged Helmut Murkoph a second time, so I can't say what caused it for sure.  The only thing I can think of, is that during the second engagement the Olympus-X didn't fire any TITAN missiles, and it definitely did in the first engagement.

Even though I'm here posting bugs, my experience with your mods overall has been stellar.  Keep up the fantastic work, and thanks.
- G
Title: Re: [0.7.2a] Interstellar Imperium 1.12.1
Post by: Dark.Revenant on May 30, 2016, 07:58:44 PM
It's never going to be fixed unless you use SS+; it involves a rewrite of the fleet encounter dialog logic.
Title: [0.7.2a] Interstellar Imperium 1.13.1
Post by: Dark.Revenant on September 17, 2016, 07:42:54 PM
In true 1984 fashion, 1.12.1 is retroactively changed to 1.13.0.  Beyond that, this update features various balance updates (mostly buffs).

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.13.1.7z)

Download Interstellar Imperium 1.13.1 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.13.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.13.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982))

- Supported by DynaSector 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.5c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.13.1:
- Improved Drive Booster hulk-avoidance
- Energized Armor bonus increased to 100% from 75%
- Drive Booster recovers charges more quickly (by about 33%)
- Rebalanced Hailfire Chaingun (lower DPS, less flux, lower OP)
- Drastically reduced the flux cost of the Photon Beam Cannon
- Small tweaks
Title: Re: [0.7.2a] Interstellar Imperium 1.13.1
Post by: DownTheDrain on September 18, 2016, 03:53:15 AM
updates everywhere

Damn...
Did something happen that I missed, couldn't you sleep for the last week and decided to use that time productively or do you always update in bulk and I just never noticed?
Not that I'm complaining of course.
Title: Re: [0.7.2a] Interstellar Imperium 1.13.1
Post by: Dark.Revenant on September 18, 2016, 02:21:33 PM
I slowly make changes over time on all my mods.  I decided to release them yesterday.
Title: Re: [0.7.2a] Interstellar Imperium 1.13.1
Post by: kruqnut on October 02, 2016, 07:24:18 PM
I have a similar problem to that described above, only way to resolve it is by not loading your mod, but then i can't load my save! It crashes right on startup and this is the message from the log:

33712 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [ii_centurion] not found!
java.lang.RuntimeException: Ship hull spec [ii_centurion] not found!
   at com.fs.starfarer.loading.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


how can i fix this?
Title: Re: [0.7.2a] Interstellar Imperium 1.13.1
Post by: Orikson on October 02, 2016, 08:11:44 PM
I have a similar problem to that described above, only way to resolve it is by not loading your mod, but then i can't load my save! It crashes right on startup and this is the message from the log:

33712 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [ii_centurion] not found!
java.lang.RuntimeException: Ship hull spec [ii_centurion] not found!
   at com.fs.starfarer.loading.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


how can i fix this?

I don't recall Imperium having a variant of the Centurion class frigate. Not yet anyway.

Also, which problem are you referring to?

Can you list the mods you have on so we can check if any compatibility issues are present?
Title: Re: [0.7.2a] Interstellar Imperium 1.13.1
Post by: Dark.Revenant on October 02, 2016, 08:53:17 PM
You had an old version and overwrote it.  If you do that, it will crash.  Delete and try again.
Title: Re: [0.7.2a] Interstellar Imperium 1.13.1
Post by: Dark.Revenant on October 24, 2016, 02:52:55 AM
Sneak peek:

(https://giant.gfycat.com/AggressiveWelllitKestrel.gif)
Title: Re: [0.7.2a] Interstellar Imperium 1.13.1
Post by: Phearlock on October 24, 2016, 03:35:10 AM
Oh wow. This looks both maneuverable and scary. Big laser, javelin banks, couple of medium ballistic slots... oh boy.
Title: Re: [0.7.2a] Interstellar Imperium 1.13.1
Post by: Asauski on October 31, 2016, 09:26:54 PM
Can't convert Olympus-A-class.

Spoiler
(http://imgur.com/a/qYt5P)
[close]

I had converted one Sebastos-F for some time ago in the same save.
Title: Re: [0.7.2a] Interstellar Imperium 1.13.1
Post by: Asauski on October 31, 2016, 09:32:21 PM
hmm... it should have a picture up there...  ???

But anyway, I can not convert an Olympus-A in an Olympus-T in Nova Capitalis.

I am in Nexerelin / Corvus Mode.

http://imgur.com/a/qYt5P that image :P
Title: Re: [0.7.2a] Interstellar Imperium 1.13.1
Post by: Takion Kasukedo on November 05, 2016, 03:03:29 PM
Is that sneak peek a Punisher/Archon conversion? @[email protected]
Title: [0.7.2a] Interstellar Imperium 1.14.0
Post by: Dark.Revenant on January 08, 2017, 02:03:26 AM
Behold!

(http://i.imgur.com/8vKNaOw.png)
(http://i.imgur.com/7qBALC9.png) (http://i.imgur.com/Y3Rw6dq.png) (http://i.imgur.com/2t5oCbm.png) (http://i.imgur.com/flzjnMp.png)

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar_Imperium_1.14.0.7z)

Download Interstellar Imperium 1.14.0 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar_Imperium_1.14.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.14.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=10982) (Updated!))

- Supported by DynaSector 1.0.5 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.14.0:
- Added the Adamas-class Heavy Cruiser
- Added Imperial Guard variants of the Decurion, Praetorian, Sebastos, and Dominus
- Added Photon Blaster and Lightspear built-in weapons for the Adamas-class
- Improved armor and speed of the TITAN missile
- Improved survivability and power of the Apocalypse MIRV missile
- Reworked Scutum Defense Drone (wing of 5, individually weaker)
- Reworked Sagittarius ADC
- Made Hailfire Chaingun more accurate
- Removed damage bonus to beam weapons from Infernium Turbo (was too OP with photon beam cannon)
- Increased ammo capacity for Pulsar weapons
- Greatly increased Fusion Pulse Cannon projectile speed
- Redesigned/rebalanced Energized Armor
- Various minor bugs fixed
- Updated ship and weapon prices
- Added Colosseum mission
- Added Diamond in the Rough mission
- Fixed Olympus conversions
- Removed Battle of Corvus mission
Title: Re: [0.7.2a] Interstellar Imperium 1.14.0
Post by: Takion Kasukedo on January 08, 2017, 05:22:17 AM
Those Imperial Guard ships represent that Sunflare Yellow/Azure Blue do indeed go well together (unless that blue is Cobalt)
Title: Re: [0.7.2a] Interstellar Imperium 1.14.0
Post by: ANGRYABOUTELVES on February 22, 2017, 07:18:12 PM
The Sagittarius ADC's audio clip only lasts as long as it takes to fire 80 rounds. If you use Expanded Magazines, it will hold up to 120 rounds, fire all of them in the same burst, and the audio clip will cut out while there are still 40 rounds to go.
Title: Re: [0.7.2a] Interstellar Imperium 1.14.0
Post by: Dark.Revenant on February 23, 2017, 12:07:40 AM
Not much I can do about that.  I'd need a completely different sound.
Title: Re: [0.7.2a] Interstellar Imperium 1.14.0
Post by: ANGRYABOUTELVES on February 23, 2017, 01:45:46 PM
Alright. It's not a big deal anyway.
Title: Re: [0.7.2a] Interstellar Imperium 1.14.0
Post by: Nighteyes on March 24, 2017, 06:53:47 AM
Sagittarius ADC with Expanded Magazines isn't reloading properly. In the sim, it starts with 120 but any reloads after are only 80.

Ignore this. The reload speed doesn't change, so I didn't realize I had to wait for a second reload to get all 120. Maybe something that Alex should address?
Title: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Dark.Revenant on March 26, 2017, 03:56:32 PM
New goodies for all!

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.15.0.7z)

Download Interstellar Imperium 1.15.0 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.15.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.15.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982) (Updated!))

- Supported by DynaSector 1.0.7 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.7 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.15.0:
- Changed Caesar shield arc to 60 degree omni from 45 degree front; updated shield stats
- Slightly improved Caesar maneuverability
- Changed Matter Accelerator Cannon to Spheric Cannon (kinetic artillery)
- Removed Active Armor
- Added Galvanic Armor
- Reduced the penalties associated with Imperial Guard ships
- Lux Repeater burst size increased to 14 from 10
- Lux Repeater damage decreased to 40 from 50
- Lux Repeater flux cost decreased to 30 from 40
- Lux Repeater accuracy improved
- Increased power for Drive Booster
- Reworked Infernium Turbo
- Redid Pulsar weapons to be high-burst weapons
- Improved Pulsar and Solis projectile visuals
- Reduced Solid Cannon projectile velocity
- Made the Inferna bomber tougher and more reliable
- Made the Colosseum mission harder
- Updated various scripts to remove frame rate dependence on graphical effects
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Shift on March 26, 2017, 05:32:04 PM
There seems to be a fatal error that occurs when I try to start the game with this mod installed. It gives me the fatal ship_systems.cvs is missing. I narrowed it down to this mod, removing it fixed the issue. It is a same because I was looking forward to playing a campaign through with this faction. It did not occur until after I updated it, and I have updated the prerequisite mods that are required and it hasn't helped. Hope this helps you fix it or help me fix it because I have done a dumb somewhere!
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Dark.Revenant on March 26, 2017, 05:39:40 PM
You have to remove the old version of the mod before adding the new one; if you copy over the folder it will break.
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Ali on March 27, 2017, 05:11:47 AM
Great to see regular SS updates on all your mods inc the cabal bug!  ;D

Have you any plans to do an Imperial Guard Eagle varient!?

Also will you buff the IBB Interstellar ship at all? ( Dominus varient i think ) remember it seeming a little underpowered?

Many thanks for your great work!!  ;D
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Phearlock on March 27, 2017, 06:26:12 AM
The IBB dominus is crazy good at the role of cruiser/capital killer. You have to take into consideration that its main beam cannon does more damage the closer to the target you are. From 500-600 range It'll almost oneshot most cruisers if you get a full duration beam.
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: daggertx on March 27, 2017, 06:51:09 AM
The IBB dominus is crazy good at the role of cruiser/capital killer. You have to take into consideration that its main beam cannon does more damage the closer to the target you are. From 500-600 range It'll almost oneshot most cruisers if you get a full duration beam.

Yes I love fighting that ship...its awesome.
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Wyvern on March 28, 2017, 12:03:39 AM
Finally managed to pick up an Adamas-class... congratulations, that thing is surprisingly fun to fly.
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Tufted Titmouse on March 29, 2017, 07:09:34 PM
Tried starting up the game after i updated this mod and i got this error
Not sure what's causing it.

Code
164615 [Thread-9] ERROR com.fs.graphics.float  - Error reading PNG image data
javax.imageio.IIOException: Error reading PNG image data
at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.float.?0000(Unknown Source)
at com.fs.graphics.float.?0000(Unknown Source)
at com.fs.graphics.float$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: javax.imageio.IIOException: Unknown row filter type (= 9)!
at com.sun.imageio.plugins.png.PNGImageReader.decodePass(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.decodeImage(Unknown Source)
... 8 more
165114 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - javax.imageio.IIOException: Error reading PNG image data
javax.imageio.IIOException: Error reading PNG image data
at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.TextureLoader.String(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.null.super(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: javax.imageio.IIOException: Unknown row filter type (= 9)!
at com.sun.imageio.plugins.png.PNGImageReader.decodePass(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.decodeImage(Unknown Source)
-Edit-
Never mind, i fixed it.
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Gourdman on March 29, 2017, 09:52:53 PM
Anyone having issues with the above, delete your old Interstellar Imperium folder entirely and replace it with a fresh one from the zip/rar.
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Absolutecero on April 01, 2017, 04:15:46 PM
Hello I have been having fun with this mod in Corvus mode in nexerelin however I have notice that Babylon has no or next to no fuel and/or supplies in its market place forcing me  to use the black market just thought I tell you this because I found it odd.
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Dark.Revenant on April 01, 2017, 06:49:37 PM
Starsector's economy is simulated.  It depends on the mods you have and rolls of the dice.
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Rotaryrockstar on May 02, 2017, 07:23:21 AM
Hello Dark, I absolutely love this mod. I have a son who is burning at the corp with anticipation for this to be implemented into 8.0a. Any word on when we may see it?
Again, thanks so much for the great mod!
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Midnight Kitsune on May 02, 2017, 11:32:16 AM
Hello Dark, I absolutely love this mod. I have a son who is burning at the corp with anticipation for this to be implemented into 8.0a. Any word on when we may see it?
Again, thanks so much for the great mod!
Many mods are broken due a a bug in vanilla SS and will have to wait until .8.1 comes out before they can be finished and released as far as I know
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Rotaryrockstar on May 02, 2017, 06:52:49 PM
Thanks for the reply, I guess I missed the memo. I was wondering, because it seemed like things were updating fast in the first few days, then it all suddenly stopped. That explains it.
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: Dark.Revenant on May 03, 2017, 01:06:50 AM
There's also the fact that I have to update half a dozen mods at the same time, totaling dozens of weapons, well over 100 ships, a lot of hull mods, fighters, etc.  And that's not even getting into the major changes and updates necessary for Dynasector, changes in how fleet spawning works affecting SWP, DS, and SS+, campaign events and scripted that need to be updated, the new procgen system needing to be handled in some of the ~5 new systems my mods collectively add...  The list goes on.  0.8 forces changes in almost every aspect of all of my mods.

Add to that my real-estate search, exercise routines, late work hours, etc. and it becomes a very slow process to do everything *right*.  Sit tight, it'll be worth the wait.
Title: Re: [0.7.2a] Interstellar Imperium 1.15.0
Post by: MCWarhammer on May 03, 2017, 10:35:21 AM
You got this Dark.  Thanks for all your hard work. <3
Title: [0.8a] Interstellar Imperium 1.16.0
Post by: Dark.Revenant on May 13, 2017, 09:54:16 PM
At long last!

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.16.0.7z)

Download Interstellar Imperium 1.16.0 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.16.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.16.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires GraphicsLib 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10982) (Updated!))

- Supported by DynaSector 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet updated!) -
- Supported by Nexerelin 0.7.7b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Not yet updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.16.0:
- Updated to support Starsector 0.8a
- Improved fleet spawn scaling
- Siege fleets now have major CR bonuses during the siege, depending on the status of escort fleets
- Significantly weakened Javelin tracking
- Significantly slowed down Javelins, like mini-torpedoes
- Increased Javelin HP to 300 from 150
- Scorpio Javelin Launcher now fires Javelins one at a time
- Adjusted various ship stats to meet new standards
- Energized Armor no longer offers damage reduction, but does raise maximum damage reduction and minimum armor level
- Scalprum Drone converted to wing
- Malleus ship system is now Targeting Feed
- Jupiter's built in hullmods changed to Targeting Supercomputer
- Matriarch ship system is now Reserve Deployment
- Combined all three Vicarius variants into a single variant with a light assault gun and railgun
- Rebalanced fighters
- Princeps reworked as a 1-deck battlecarrier with Reserve Deployment
- Lynx now has built-in ECCM Package
- Lynx-S now has built-in Surveying Equipment
- Enhanced campaign terrain in various ways
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Eternity on May 14, 2017, 05:01:28 AM
Once again many thanks for all your hard & quality works !
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Sy on May 14, 2017, 07:39:43 AM
- Matriarch ship system is now Reserve Deployment
holy crap... o_o
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: arwan on May 14, 2017, 09:46:42 AM
does this faction have a military base somewhere?

i have seen a good number of normal bases but no military outposts yet?

am i blind?
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Serenitis on May 14, 2017, 11:37:40 AM
Just added the II update. It is very comfy so far, but I've been having a problem since starting a new game with II which occurs when saving:
Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Unable to generate any gl lists
This appears and triggers a CTD. The game does save, but it seems to struggle with this when "restarting" time after the save completes.
Anyone else seeing this?

http://fractalsoftworks.com/forum/index.php?topic=12383.0
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: SCC on May 14, 2017, 11:48:00 AM
i have seen a good number of normal bases but no military outposts yet?
Byzantium in Thracia (or whatever it is) has basically military market that works like independents' and also there's normal military market in Ex Vis, in Nova Capitalis.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Troika on May 14, 2017, 06:41:01 PM
What's the best way to deal with the super-missiles? I've found that the most reliable option, other than sinking the ship before it can fire, is taking control of a suicide frigate and just ramming it into the sucker.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: TaLaR on May 14, 2017, 11:02:43 PM
What's the best way to deal with the super-missiles? I've found that the most reliable option, other than sinking the ship before it can fire, is taking control of a suicide frigate and just ramming it into the sucker.

I don't see why killing it with Afflictor (it doesn't damage ships in phase, right?) or Hyperion would be a problem.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Midnight Kitsune on May 15, 2017, 02:19:55 AM
What's the best way to deal with the super-missiles? I've found that the most reliable option, other than sinking the ship before it can fire, is taking control of a suicide frigate and just ramming it into the sucker.

I don't see why killing it with Afflictor (it doesn't damage ships in phase, right?) or Hyperion would be a problem.
Actually it DOES hit phase ships
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Dudley Dickerson on May 15, 2017, 05:15:01 AM
So I have found a slight "exploit" that you may have overlooked. Because of the salvage features introduced in 0.8, it's extremely easy to just follow these Imperium/Hegemony War Fleets and pick up the crumbs that they leave behind. I followed one of these Hegemony War Fleets into the Tharcia space and ended up with two Onslaughts, several Frigates, Destroyers and Cruisers. While being in no danger myself and only costing me a few supplies for maintenance and fuel for the trip, still piloting the Hammerhead you pick up from the tutorial. Every time I go up there, it's free ships floating around everywhere.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: grinningsphinx on May 16, 2017, 08:15:42 AM
Getting a hang every time i launch the game with the mod ticked.  Nearly always at Jan 6 or 7.

Narrowed it down to II or TUP, and seems II is the culprit:(


6046 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[-14042.323, -2356.1436]
86048 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Dassault-Mikoyan
86048 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Shadowyards
86048 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Diable Avionics
86048 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Imperium
86049 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Luddic Church
86049 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Persean League
86049 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Sindrian Diktat
86049 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Hegemony
86049 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Tri-Tachyon
86291 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 3 out of a maximum 17 fleets in play for [data.scripts.world.imperium.II_WarFleetManager]
86297 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Hegemony raiders] at hyperloc Vector2f[4600.0, -11400.0]
86307 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 1 out of a maximum 75 trade fleets in play
86307 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Volturn] to spawn trade fleet from
86309 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send liner fleet to market [Kazeron]
86309 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating liner fleet of tier 4 for market [Volturn], going to [Kazeron]
86312 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 26 point economy fleet from [Volturn] to [Kazeron]
86312 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 3 out of a maximum 20 fleets in play for [data.scripts.campaign.fleets.SSP_MercFleetManager]
86314 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [mercenary scout] at hyperloc Vector2f[4600.0, -11400.0]
86314 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 3 out of a maximum 36 fleets in play for [data.scripts.campaign.fleets.SSP_LuddicPathFleetManager]
86317 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[5700.3438, -7356.809]
86317 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 3 out of a maximum 40 fleets in play for [data.scripts.campaign.fleets.SSP_PirateFleetManager]
86328 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate armada] at hyperloc Vector2f[-6456.1323, 2157.563]
86334 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator  - Created MarketProcurementMission: fuel to Qaras
86561 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 4 out of a maximum 17 fleets in play for [data.scripts.world.imperium.II_WarFleetManager]
86573 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Hegemony raiders] at hyperloc Vector2f[400.0, -9400.0]
86579 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 2 out of a maximum 75 trade fleets in play
86579 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Jangala] to spawn trade fleet from
86580 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Chicomoztoc]
86580 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Organics], bringing back [Supplies,Hand Weapons,Harvested Organs,Recreational Drugs,Heavy Machinery]; volume: 12520
86580 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating trade fleet of tier 4 for market [Jangala] (volume: 12520)
86588 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 59 point economy fleet from [Jangala] to [Chicomoztoc]
86588 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 4 out of a maximum 20 fleets in play for [data.scripts.campaign.fleets.SSP_MercFleetManager]
86590 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [bounty hunter] at hyperloc Vector2f[-10000.0, -1400.0]
86591 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 4 out of a maximum 36 fleets in play for [data.scripts.campaign.fleets.SSP_LuddicPathFleetManager]
86593 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-14087.518, -11345.822]
86594 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 4 out of a maximum 40 fleets in play for [data.scripts.campaign.fleets.SSP_PirateFleetManager]
86596 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate scout] at hyperloc Vector2f[-8438.383, -2086.2563]
86748 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at tartessus, 1 total available
86826 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 5 out of a maximum 17 fleets in play for [data.scripts.world.imperium.II_WarFleetManager]
86830 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Hegemony scouts] at hyperloc Vector2f[400.0, -9400.0]
86840 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 5 out of a maximum 20 fleets in play for [data.scripts.campaign.fleets.SSP_MercFleetManager]
86846 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [mercenary patrol] at hyperloc Vector2f[-1000.0, 1400.0]
86846 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 5 out of a maximum 36 fleets in play for [data.scripts.campaign.fleets.SSP_LuddicPathFleetManager]
86849 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-12700.0, -11400.0]
86849 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 5 out of a maximum 40 fleets in play for [data.scripts.campaign.fleets.SSP_PirateFleetManager]
86853 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate raiders] at hyperloc Vector2f[-10352.756, -8184.0703]
86857 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator  - Created MarketProcurementMission: fuel to Skathi
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Deshara on May 16, 2017, 09:22:30 AM
maybe war fleets should have Scavenger fleets show up who don't care if a war fleet sees them fight you for their scraps
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Bash on May 16, 2017, 10:27:41 AM
ok than.. my next trip goes to antioch :D
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Dark.Revenant on May 16, 2017, 10:36:18 AM
Getting a hang every time i launch the game with the mod ticked.  Nearly always at Jan 6 or 7.

Narrowed it down to II or TUP, and seems II is the culprit:(

I have no idea why you think II is the culprit from that log.  That looks like a completely normal log to me.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Dal on May 16, 2017, 04:27:00 PM
I've narrowed down this startup hang to some conflict with Better Beginnings that doesn't occur with other faction mods. I have no leads on what that conflict is, unfortunately.

Unrelated, I just ran into this, though it's only occurred once and did not prevent a second try from succeeding.
Code
[117573 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.SalvageSpecialAssigner$ShipRecoverySpecialCreator.createSpecial(SalvageSpecialAssigner.java:482)
at com.fs.starfarer.api.impl.campaign.procgen.themes.SalvageSpecialAssigner.assignSpecialForDebrisField(SalvageSpecialAssigner.java:133)
at data.scripts.world.imperium.II_Corsica.generate(II_Corsica.java:150)
at data.scripts.II_ModPluginAlt.initII(II_ModPluginAlt.java:20)
at data.scripts.IIModPlugin.onNewGame(IIModPlugin.java:345)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.while.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.o00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Orikson on May 16, 2017, 04:50:25 PM
I've narrowed down this startup hang to some conflict with Better Beginnings that doesn't occur with other faction mods. I have no leads on what that conflict is, unfortunately.

Unrelated, I just ran into this, though it's only occurred once and did not prevent a second try from succeeding.
Code
[117573 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.SalvageSpecialAssigner$ShipRecoverySpecialCreator.createSpecial(SalvageSpecialAssigner.java:482)
at com.fs.starfarer.api.impl.campaign.procgen.themes.SalvageSpecialAssigner.assignSpecialForDebrisField(SalvageSpecialAssigner.java:133)
at data.scripts.world.imperium.II_Corsica.generate(II_Corsica.java:150)
at data.scripts.II_ModPluginAlt.initII(II_ModPluginAlt.java:20)
at data.scripts.IIModPlugin.onNewGame(IIModPlugin.java:345)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.while.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.o00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

What's your base game version, jre version and list of mods?
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: grinningsphinx on May 17, 2017, 03:52:20 PM
Getting a hang every time i launch the game with the mod ticked.  Nearly always at Jan 6 or 7.

Narrowed it down to II or TUP, and seems II is the culprit:(

I have no idea why you think II is the culprit from that log.  That looks like a completely normal log to me.


Well...when i have II installed, it hangs on Jan 2-6 every time, which is the fleet spawning mechanic.  The last 3 mods i installed were TUP, II, and the update for GSK....so i used process of elimination.


Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Dark.Revenant on May 17, 2017, 07:00:49 PM
That log message is made AFTER the fleet is spawned.  It could still be some other mod.  Can you please list them?
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: grinningsphinx on May 17, 2017, 08:34:30 PM
That log message is made AFTER the fleet is spawned.  It could still be some other mod.  Can you please list them?



Arsenal Expansion
audio plus
Betterbeginning 3
combat chatter
common radar
console commands
DK engineering
diable
GKsec
GRaphics lib
Lazy lib
Hegemony Expeditionary
Lightshow with SS+
Portrait pack
Rebalnced pilums
Shadowyards
SS+
TUP
Unknown Skies
UpgradedRotaryWeapons
Version Checker
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Dark.Revenant on May 17, 2017, 09:22:17 PM
Of those you listed, Tore Up Plenty, Green Knight Security, and possibly Arsenal Expansion are fairly unsafe.  There might be others.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Wyvern on May 18, 2017, 09:10:09 AM
So, I don't have conclusive proof, but recently I've had stuttering, delays, and even one outright crash while saving after a long play-session*, and when I started a new game with Interstellar Imperium disabled (and otherwise the same set of mods), I've had no such problems - yet, at least.

It's entirely possible that II isn't at fault here, but the evidence is suggestive of a memory leak somewhere.

For reference, the other mods I'm running with are: Dassault-Mikoyan Engineering, Shadowyards, Diable Avionics, Outer Rim Alliance, and of course graphicslib and lazylib.

* I ran a test for this: when saving a game was slow and made the music stutter (but didn't crash outright), I then restarted starsector, reloaded the same save, and hit the save copy button; that second save was fast and without stuttering.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Dark.Revenant on May 18, 2017, 09:58:12 AM
Then I will just stop updating the mod and let it die.  I don't have the 50+ hours it would take to track down a memory leak bug that only happens after playing normally for many hours.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Deshara on May 18, 2017, 10:06:52 AM
I was about to update II into my game, will test for conflicts
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Bash on May 18, 2017, 10:37:45 AM
don't let the Imperium just die dude Oo they're my favorite
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Wyvern on May 18, 2017, 11:04:28 AM
Then I will just stop updating the mod and let it die.  I don't have the 50+ hours it would take to track down a memory leak bug that only happens after playing normally for many hours.
Well, I guess that gives me a bit more reason to try and track this down myself.  Hm.  Well, worst case I can get a 15-day trial license for yourkit; I've used that at work and it makes tracking memory problems pretty straightforward.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: McTrigger on May 18, 2017, 11:50:38 AM
Then I will just stop updating the mod and let it die.  I don't have the 50+ hours it would take to track down a memory leak bug that only happens after playing normally for many hours.

Please no  :(

This has become my favorite faction mod.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: ahrenjb on May 18, 2017, 02:15:58 PM
I've been playing with II since DR pushed the 0.8a update out, and I haven't had any issues.

I'm running a pretty good list of mods, but only the well maintained, good quality ones from established mod makers. I've had no crashed, slow downs, or issues.

I guess it needs to be said, thanks Dark.Revenant for your work! Love having II around, whether I'm running their ships in my fleet or clashing with them in orbit.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Phearlock on May 18, 2017, 02:22:23 PM
Can unhelpfully report that I haven't had any issues with this II version so far. Running 64bit Win 10 JRE 1.8.0_77 (8 gigs allocated to SS, fairly regular 5+ hour sessions)

Mod list:
Arsenal Expansion
Audio plus
Autosave
Betterbeginnings_v0.3
Combat Chatter
DME
DA
DissassemableReassemble_v0.3
Graphicslib
Hedgemony Expeditionary Auxiliary
II
Lazylib
Lightshow
Neutrino
ORA
SRA
Templars
Unknownskies
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Dal on May 18, 2017, 04:16:10 PM
Grinningsphinx: The hang I was referring to in my post is the same one you're experiencing. Try disabling better beginnings. I'm not sure why it conflicts with II and nothing else, but apparently it does.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Bash on May 18, 2017, 05:06:07 PM
it crashes anyway
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Wyvern on May 18, 2017, 05:35:02 PM
Can unhelpfully report that I haven't had any issues with this II version so far. Running 64bit Win 10 JRE 1.8.0_77 (8 gigs allocated to SS, fairly regular 5+ hour sessions)
That's actually a -helpful- report (albeit slightly surprising with the combination of no issues and java 8).

By contrast, I've been running SS with its included 32-bit JRE and default one gigabyte of ram.

It's entirely plausible that people running into memory issues simply haven't increased that default allocation and that II just needs more room to work with.
(It's also, of course, entirely plausible that there is some sort of memory leak and it's just too slow to matter when you've got eight gigabytes of ram allocated to the game. I shall see what I can do to figure out which of these is the case.)
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: AxleMC131 on May 18, 2017, 06:23:59 PM
Grinningsphinx: The hang I was referring to in my post is the same one you're experiencing. Try disabling better beginnings. I'm not sure why it conflicts with II and nothing else, but apparently it does.

It's probably because I'm screwing around with the rules file in the game. If II has some mechanics that use its own rules.csv file, then that might cause issues - chances are the same issues that mean so many mods with cool features can't be updated until 0.8.1. I'll take the blame for that, although BB is me experimenting with the rules files, so I can't troubleshoot very well yet.

Either way, @Grinningsphinx you're clean to remove Better Beginning after you've started a save. All it interacts with is the game creation process, and nothing beyond that, so you can safely remove it from an existing save.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Histidine on May 18, 2017, 06:53:08 PM
I've encountered the slow-save issue (and later an outright save failure) while testing Nexerelin + a few utility mods (in a Normal-sized sector) with 0.8a while using default vmparams. Adding a few major mods to the game certainly seems to push things to the limits of a 1 GB memory allocation.

I think Starsector could stand to have a message "The last save took considerably longer than normal. Consider restarting and reloading the game to free up memory."
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: peperoni_playboy on May 18, 2017, 08:18:35 PM
if you're running into mod problems with more than a few mods installed, the first thing you should do is increase java's memory allocation (assuming you haven't already).

instructions here: http://fractalsoftworks.com/forum/index.php?topic=8726

like some others have said, I haven't ran into any problems with this version of II.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: cjuicy on May 18, 2017, 08:25:53 PM
I run SS on both a Windows 10 desktop and (occasionally when bored on the go) an OSX Sierra. Both run this mod with flying colors. Modified vparams, of course. 4.75 gigs on each.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Dark.Revenant on May 18, 2017, 08:59:41 PM
I did my own testing with a dev version of DynaSector, which kicks up memory usage a fair bit and didn't see any leaks using a cursory check, a while back.  If it does leak, it's going to be hard to find.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: grinningsphinx on May 18, 2017, 10:20:22 PM
Hmm...Phearlock running both mods...so now im stumped again.

I run 2048-4096
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: RandomnessInc on May 19, 2017, 11:08:35 PM
For some reason, I cant find the military outpost for the Imperium, help?
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Wyvern on May 20, 2017, 10:23:39 PM
I just spent eight hours testing to see if I could find any evidence of a memory leak.  And the answer is no, there's no reason to believe Interstellar Imperium has a leak.  It -does-, however, expand during play, and a memory allocation that's enough to load and start playing with no problems may not be enough to -keep- playing with no problems.

My advice is to, if you're going to use II, give the game at least one GB more RAM than you think you need.  If it loads & starts to play fine with the default 1GB allocation, give it 2GB.  If you're running enough mods to need to give it 2GB just to get the game to run, make sure to give it 3GB instead.  And so on and so forth.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Dark.Revenant on May 20, 2017, 10:47:07 PM
Thank you so much!

I did my own (shorter) test, and found more or less what Wyvern is saying.  Basically, there isn't a perfect mapping of save file size to memory upon unpack; some state is essentially "lost" because it's unimportant or otherwise ignored for the purposes of retention.  This is why restarting the game with the same save causes memory usage to drop...

As for why II is so hungry, well... The biggest line-items for memory usage are markets and fleets.  II has these in spades.  The next update should cut down on this, but at the end of the day, the Imperium is what it is - and probably shouldn't be played with the baseline 1GB memory settings.
Title: Re: [0.8a] Interstellar Imperium 1.16.0
Post by: Serenitis on May 21, 2017, 08:28:24 AM
The next update should cut down on this
The best kind of news. And thank you for giving up your time to create and maintain all this anyway.
Title: [0.8.1a] Interstellar Imperium 1.17.0
Post by: Dark.Revenant on June 04, 2017, 02:43:06 AM
Hopefully, this is the last refinement pass before I start work on the Big Things that have been planned for the Imperium...

Note: DynaSector is necessary for debris/salvage adjustments to certain Imperium campaign features.  Without certain features added by DynaSector, significantly more gear is possible to salvage than is actually intended, which can negatively impact balance and your enjoyment of the game.  If you don't like certain changes introduced by DynaSector, (nearly) all of them can be turned off in DYNASECTOR_OPTIONS.ini.

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.17.0.7z)

Download Interstellar Imperium 1.17.0 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.17.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.17.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=10982) (Updated!))

- Supported by DynaSector 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Strongly recommended!) -
- Supported by Nexerelin 0.8 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Not yet updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.17.0:
- Updated to support Starsector 0.8.1a
- Removed Saltus Divinus, Duality Research Station, and Traian markets (but kept certain features at those locations)
- Adjusted economy, prevented edge cases that could break things
- Fixed rare TITAN/Apocalypse bug
- TITAN initial damage respects shield placement
- Jupiter now has Advanced Targeting Core instead of Targeting Supercomputer
- Significant rebalance of Siege effects
- D-modded Olympus is no longer usable
- Significant changes to Imperium debris/derelicts
- Made Ballistae slightly more sluggish
- A TITAN intercepted before it detonates has a chance to detonate early for reduced damage
- Increased Interstellar Bazaar tariffs
- Invictus supplies/rec increased to 5 from 4
- Matriarch now has 7 flight decks again
- Matriarch OP increased to 280 from 250
- Changed Matriarch ship system to Wing Command Center
- Increased Vicarius toughness
- Decreased Telum damage to 225 from 250
Title: Re: [0.8.1a] Interstellar Imperium 1.17.0
Post by: Absolutecero on June 08, 2017, 08:37:29 AM
Could you make it so the completed ibb missions sell the modded ship at the bazaar in Thracia because I have been haveing trouble getting them to drop in the later ones because the fleet size makes it so the modded ship drop lower.

ps this is an awesome mod keep up the good work.
Title: [0.8.1a] Interstellar Imperium 1.17.1
Post by: Dark.Revenant on June 10, 2017, 05:22:33 PM
Hopefully, THIS is the last update before the Big Things...

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.17.1.7z)

Download Interstellar Imperium 1.17.1 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.17.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.17.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982) (Updated!))

- Supported by DynaSector 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Strongly recommended!) -
- Supported by Nexerelin 0.8c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.17.1:
- Reduced Flamen OP to 0 from 4
- Adjusted Vicarius Corvette to Vicarius Assault Fighter, now wing of 2 at 20 OP
- Slightly buffed Draconarius Fighters
- Adjusted weapon tiers
- Adjusted weapon prices
- Some ship price adjustments
- Pulsar weapons no longer fire multiple projectiles at the same time, but are far more efficient than before
- Additional DynaSector support
- Improved a few odds and ends
Title: Re: [0.8.1a] Interstellar Imperium 1.17.1
Post by: Krelian on June 10, 2017, 08:47:31 PM
thanks for the update  ;D
Title: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Dark.Revenant on June 19, 2017, 03:22:54 AM
Had to make an update for stability reasons.

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.17.2.7z)

Download Interstellar Imperium 1.17.2 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.17.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.17.2.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982))

- Supported by DynaSector 1.3.2 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Strongly recommended!) (Updated!) -
- Supported by Nexerelin 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.17.2:
- Major save stability fixes
- Optimized textures to not overlap with Unknown Skies, saving VRAM
- Invictus shield changed (front-240 to omni-120, efficiency 0.8 to 0.9)
- Decurion shield changed (omni-120 to front-180, upkeep 0.4 to 0.5)
- Major adjustment to fleet composition ratios for various factions
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Hazard on June 21, 2017, 01:44:52 AM
Is there a small error in the Hailfire Chaingun description? Shouldn't it have twice the Vulcan Cannon's damage, so 25x2 instead of only 25?
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: AxleMC131 on June 21, 2017, 03:17:27 AM
Is there a small error in the Hailfire Chaingun description? Shouldn't it have twice the Vulcan Cannon's damage, so 25x2 instead of only 25?

I thought the Hailfire was a modified pair of vulcans. "Damage" in this case would be damage-per-shot. "25x2" would only appear if the weapon fired in two-shot bursts.

(Inexperienced standpoint)
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Hazard on June 21, 2017, 05:34:06 AM
It seems to fire two shots at once, one from both barrel clusters. Of course, doubling the shots/minute to 2400 would work as well. Currently the Hailfire has the same ROF and damage as a Vulcan, but with twice the DPS which looks a bit odd at a quick glance.
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Midnight Kitsune on June 21, 2017, 05:47:11 AM
It seems to fire two shots at once, one from both barrel clusters. Of course, doubling the shots/minute to 2400 would work as well. Currently the Hailfire has the same ROF and damage as a Vulcan, but with twice the DPS which looks a bit odd at a quick glance.
SS has a hard limit on ROF and I THINK the vulcan is the max it can go
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Hazard on June 21, 2017, 06:46:00 AM
Derp. Seems my brain glitched out and I forgot that the numbers in the description are taken directly from weapon_data.csv. All's as well as can be then, I suppose.
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: FreedomFighter on August 10, 2017, 10:04:54 AM
How is the damage from PlanetBreaker explosion calculate? Sometime it vaporize everything around it. Sometime it doesn't even knock the armor off, even the ship is in the epicenter.
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: AxleMC131 on August 10, 2017, 11:03:30 PM
How is the damage from PlanetBreaker explosion calculate? Sometime it vaporize everything around it. Sometime it doesn't even knock the armor off, even the ship is in the epicenter.

First thought from the inexperienced standpoint: Did it actually detonate in all of these explosions? Remember that the Titan missile can be shot down and destroyed like a ship, and it will make a much smaller (and less damaging) explosion just like a ship dying and exploding - not the same as when it actually hits something and detonates, which is way bigger.

Assuming you've taken that into account, then I'm afraid I don't know.  :-[
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: FreedomFighter on August 10, 2017, 11:20:53 PM
It did exploded, not destroyed. I starting to observe it and seem if it hasn't taking too much damage before it explode, it kinda deal more damage. Though, that thing gaurantee to turn all frigate into spacedust. I like to shoot it into hoard of them. Frigate is annoying to deal with and it split my force apart. Better call PlanetBreaker.
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Whitelock on August 19, 2017, 05:37:19 AM
Hello fellow Imperials!

I appear to have found a bug with the 'Imperium' (And I assume this is where I report this?), relating to the Invictus, specifically the 'ii_invictus_default_D'.
This is the error message I get in the logs:

 
Code
5421021 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [ii_invictus_default_D] not found!
java.lang.RuntimeException: Ship hull variant [ii_invictus_default_D] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at org.lazywizard.omnifac.Shipyard$ShipData.create(Shipyard.java:535)
at org.lazywizard.omnifac.Shipyard.utilCreate(Shipyard.java:224)
at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:300)
at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:171)
at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

What happens on the user end is that the game suddenly crashed, but 'leaves' me a window helpfully informing me that:
(https://puu.sh/xe2us/8ec531d6dc.png)

I find it hard to replicate this error consistently, it just happen sometimes (when I'm in the Sector map and cruising through the core of the Sector, close to all the populated planets).

Interstellar Imperium is not the only mod I run, rather, this is the full list:
Code
Dynasector 1.3.2
Artefact 1.122
Autosave 1.0f
Blackrock Drive Yards 0.9.0
Combat Chatter 1.7.2
Common Radar 2.4c
Dassault-Mykotan Engineering 0.9.5f
Degenerate Portrait pack 1.1
Diable Avionics 1.86
Disassemble Reassemble v 0.6
HKSec v1.4c
Interstellar Imperium 1.17.2
LazyLib 2.2
Looters 1.571
Neutrion Corporation 1.84-RC2. 1
Nexerelin 0.8.1c
Omnifactory 2.2.4
Scy Nation 1.33
Shadowyards 0.6.2c
Ship/Weapon Pack 1.3.0
The Nomads 1.4.11-rc2
Tore Up Pleanty 0.8.2
Version Checker 1.7c
ZZ GraphicsLib 1.2.1

I do hope this bug isn't because of some conflict between all the other mods, and the Imperium. But as I can't see anyone mention this bug, I'm not exactly hopefully. =S

But anyhow, I hope that is enough information for you, to pin down this bug, oh Great and Powerful Dark Imperator...
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: A Random Jolteon on August 19, 2017, 10:18:15 AM
Hello fellow Imperials!

I appear to have found a bug with the 'Imperium' (And I assume this is where I report this?), relating to the Invictus, specifically the 'ii_invictus_default_D'.
This is the error message I get in the logs:

 
Code
5421021 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [ii_invictus_default_D] not found!
java.lang.RuntimeException: Ship hull variant [ii_invictus_default_D] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at org.lazywizard.omnifac.Shipyard$ShipData.create(Shipyard.java:535)
at org.lazywizard.omnifac.Shipyard.utilCreate(Shipyard.java:224)
at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:300)
at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:171)
at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

What happens on the user end is that the game suddenly crashed, but 'leaves' me a window helpfully informing me that:
(https://puu.sh/xe2us/8ec531d6dc.png)

I find it hard to replicate this error consistently, it just happen sometimes (when I'm in the Sector map and cruising through the core of the Sector, close to all the populated planets).

Interstellar Imperium is not the only mod I run, rather, this is the full list:
Code
Dynasector 1.3.2
Artefact 1.122
Autosave 1.0f
Blackrock Drive Yards 0.9.0
Combat Chatter 1.7.2
Common Radar 2.4c
Dassault-Mykotan Engineering 0.9.5f
Degenerate Portrait pack 1.1
Diable Avionics 1.86
Disassemble Reassemble v 0.6
HKSec v1.4c
Interstellar Imperium 1.17.2
LazyLib 2.2
Looters 1.571
Neutrion Corporation 1.84-RC2. 1
Nexerelin 0.8.1c
Omnifactory 2.2.4
Scy Nation 1.33
Shadowyards 0.6.2c
Ship/Weapon Pack 1.3.0
The Nomads 1.4.11-rc2
Tore Up Pleanty 0.8.2
Version Checker 1.7c
ZZ GraphicsLib 1.2.1

I do hope this bug isn't because of some conflict between all the other mods, and the Imperium. But as I can't see anyone mention this bug, I'm not exactly hopefully. =S

But anyhow, I hope that is enough information for you, to pin down this bug, oh Great and Powerful Dark Imperator...

I had this problem with a different mod. I have no idea if it's work, but try the instructions down below. It's on the "New Galactic Order" thread, Shangtai told me it on page 16. It may work here if you follow it correctly.

"Yes i try sim,

And i found fix: in mods\New Galactic Order 1.06\data\campaign\sim_opponents
change (last line) ngo_experimental_phase_fighter_balanced to ngo_experimental_phase_fighter_standard"
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Whitelock on August 19, 2017, 11:41:35 AM
I had this problem with a different mod. I have no idea if it's work, but try the instructions down below. It's on the "New Galactic Order" thread, Shangtai told me it on page 16. It may work here if you follow it correctly.

"Yes i try sim,

And i found fix: in mods\New Galactic Order 1.06\data\campaign\sim_opponents
change (last line) ngo_experimental_phase_fighter_balanced to ngo_experimental_phase_fighter_standard"

Thanks for your suggestion. I didn't manage to get it to work, but it did make me digg a little deeper, and actually look at the error message in more detail, and I think I figured out what is wrong.

I had run into a group of hostile Imperials ships (from some bounty, I assume) while out exploring, and I manage to capture two Imperial ships from them, one Invictus and one Legionary, and both of them has permanent damages.

I returned with these ships to the 'OmniFactory', from the same named mod, and 'scanned in' these ships, before going on my merry way, to give the Factory some time to be ready to produce these lovely ships for me. Yet, when I try to actually look at these damaged ships, I get another error.

(https://puu.sh/xefcl/6e102f0879.png)

My assumption is this: The OmniFactory is trying to display a permanently-damaged ship (in this case an Invictus), but there is no 'hull variant' or 'hull spec' for permanently-damaged Imperial ships. I have tried this before, with non-damaged imperial ships, so that works. I can only assume that the Dark one never though that permanently-damaged Imperials ships would ever need to have stats in the way the OmniFactory wants it.

And this would lead, after I have flown around quite a few days, to the OmniFactory suddenly wanting those 'stats', even without me directly looking at, and that is what crashed my game. Though again, not consistently, which seems odd to me...


While I can swear that I had the first bug I spoke about even before I feed that damaged Invictus to the OmniFactory, that I can managed to replicate this second error without fail, dose seem to suggest I found where I did wrong. I guess I will just have to get these lovely ships, in a slightly more 'undamaged' condition...
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Dark.Revenant on August 20, 2017, 12:08:52 PM
Both crashes are caused by the Omnifactory only.  It would crash in the same manner for any other ship in similar condition.
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Sooner535 on August 20, 2017, 03:21:34 PM
Is there any good broadside flak ship?
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: AxleMC131 on August 20, 2017, 10:55:13 PM
Is there any good broadside flak ship?

... That is a mindbogglingly specific requirement. Are you looking for a good PD boat by any chance?
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Sooner535 on August 21, 2017, 08:35:29 AM
I wanna build a BSG ship and thus need flak as my main cannons
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Midnight Kitsune on August 22, 2017, 10:37:15 AM
I wanna build a BSG ship and thus need flak as my main cannons
The only non frag flak gun in the game is the Devastator Cannon in vanilla. As for the ship, you might try the Conquest
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: Sooner535 on August 22, 2017, 11:07:50 AM
Thanks
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: RazorTS on August 23, 2017, 03:06:55 PM
Came here just to say how much i like Dominus and Interrex, really satisfying to fly
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: cjuicy on August 23, 2017, 05:16:35 PM
Came here just to say how much i like Dominus and Interrex, really satisfying to fly
I'd argue for the Sebastos or Decurion. The former is currently my flagship for my cruiser-centric fleet. (Nothing says die Hegemony scum quite like a forward death laser ship, especially one that also gets a fighter wing and Deja-vu style drifts)

The latter, on the other hand, is an extremely nasty SO ship with Dual HMGs and that revolver cannon from Diable.
Title: Re: [0.8.1a] Interstellar Imperium 1.17.2
Post by: RazorTS on August 24, 2017, 11:37:49 AM
Came here just to say how much i like Dominus and Interrex, really satisfying to fly
I'd argue for the Sebastos or Decurion. The former is currently my flagship for my cruiser-centric fleet. (Nothing says die Hegemony scum quite like a forward death laser ship, especially one that also gets a fighter wing and Deja-vu style drifts)

The latter, on the other hand, is an extremely nasty SO ship with Dual HMGs and that revolver cannon from Diable.

Blasphemy, two death rays is better than one, Your puny Sebastos lacks medium mounts to deal with armor, surely, Dominus is twice as good and better looking (gota squash Hegemons with style) 
Title: [0.8.1a] Interstellar Imperium 1.18.0
Post by: Dark.Revenant on October 01, 2017, 11:19:28 PM
Some balance changes, more effective Inferna bombers, redesigned Sagittarius, redesigned Ballista LRM.

Totally reworked the Imperial hull mods into a trifecta of style-defining choices that lock the ship into a particular specialization.

Complete revamp of all ship stats to slot the Imperium in between low tech and midline, in terms of hull, armor, flux stats, speed, shields, and maneuverability.  Many ships lost armor and gained speed as a result.  The old slow/sturdy Imperial ships can be recreated using the revamped hullmods, though many other builds are now possible.

The Caesar is overhauled in design, sprite, and loadout; this is a sneak peek of the treatment other Imperial ships will gradually receive.

Saves are broken, obviously.

(https://i.imgur.com/0nAmaRt.png)

(https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.18.0.7z)(http://i.imgur.com/29cPyOI.png)

(https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.18.0.7z)Download Interstellar Imperium 1.18.0
(http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.18.0.7z)Download Mirror
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982))

- Supported by DynaSector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.2d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.18.0:
- Significantly adjusted all ship stats to be more in-between midline and low tech standards
- Redesigned Imperial hull mods and added a third option:
  * Imperial EL Armor
    ~ Was Energized Armor
    ~ Also boosts armor as with Heavy Armor
    ~ Costs more OP
    ~ Incompatible with other Imperial hull mods and range hull mods
  * Imperial FFCS Core
    ~ Was Fire Control System
    ~ No longer reduces weapon turn rate
    ~ Now boosts weapon accuracy
    ~ Now reduces ship speed / acceleration
    ~ Incompatible with other Imperial hull mods and speed hull mods
  * Imperial HFR Conduits
    ~ Reduces armor, repair speed, and weapon/engine health
    ~ Reduces shield strength
    ~ Multiplies dissipation and weapon rate of fire
    ~ Increases all speed/maneuverability stats
    ~ Incompatible with other Imperial hull mods and durability hull mods
- New Caesar sprite, slightly different turret layout and stats
- Reworked Caesar main weapon to Crocea Mors, a high-velocity energy-damage railgun
- Reworked Imperial ship skin stats
- Ballista is now a two-stage missile with a fast, short-range second stage with poor guidance
- Ballista damage reduced to 300 from 400
- Ballista HP reduced to 50 from 75
- Sledge Gun OP increased to 7 from 6
- Sledge Cannon OP increased to 13 from 12
- Sledge Gun proc damage decreased to 30 from 30-to-50
- Sledge Cannon proc damage decreased to 60 from 60-to-100
- Sagittarius ADC redesigned to Sagittarius Autogun
- Inferna pulsar bombs now split into a bunch of small pulses rather than one big pulse
  * 200x5 damage instead of 750x1
- Reduced Heavy Pulse Laser OP to 12 from 13
- Increased Flamen's Particle Gun damage to 60 from 40
- Buffed Flamen turn rate/accel to make it better at interception
- Minor fixes
Title: Re: [0.8.1a] Interstellar Imperium 1.18.0
Post by: Nia Tahl on October 02, 2017, 03:20:01 AM
That new look is gorgeous, wow
Title: Re: [0.8.1a] Interstellar Imperium 1.18.0
Post by: Doogie on October 02, 2017, 10:18:30 AM
Maybe increase the contrast on the hull a tad? It looks a bit on the flat side right now.
Still super gorgeous tho.
Title: Re: [0.8.1a] Interstellar Imperium 1.18.0
Post by: Werm on October 03, 2017, 09:15:00 PM
How i can dowload tis mod? I don't see download links.
Title: [0.8.1a] Interstellar Imperium 1.18.1
Post by: Dark.Revenant on October 04, 2017, 12:14:59 AM
Fixed the archive and did a minor AI update for retreat logic in the Drive Booster.

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.18.1.7z)

Download Interstellar Imperium 1.18.1 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.18.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.18.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982))

- Supported by DynaSector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) -
- Supported by Nexerelin 0.8.2d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.18.1
- AI improvements
Title: Re: [0.8.1a] Interstellar Imperium 1.18.1
Post by: Morbo513 on October 04, 2017, 12:41:45 AM
I really like the direction you're going with the new sprites. Not only is it a lot cleaner and more easily readable, but the glitziness of the original is gone which really helps it fit in the universe - more a utilitarian combat vessel that's had years of service behind it, than gold-plated status symbol. The colours especially give off the vibe of a once-prosperous nation that's been subject to the same decay as the rest of the sector. I sound like a pretentious art student but goddamn it looks great. If the lore of the II could be adjusted (ie, not the Interstellar Imperium :v) it'd straight up belong in the vanilla game.
Title: Re: [0.8.1a] Interstellar Imperium 1.18.1
Post by: Dark.Revenant on October 04, 2017, 02:24:58 AM
I'm actually in the middle of plotting out a lore rewrite. In short, they call themselves an Imperium, but that name has about as much meaning as the Democratic People's Republic of Korea.  They manage to hold on to a small set of well-protected worlds, thereby avoiding being taken out by the Hegemony without needing to rely on the League, but even this is mostly just a matter of luck and circumstance.

Basically, they put on a show of perceived strength and showmanship with big flashy capitals and superweapons, but have trouble projecting this force without bankrupting themselves.  They're really a lot more fragile than this firepower suggests, and it's why they have a lot of defensive fleets (including the huge defensive array around Nova Capitalis).  The siege event will still exist; however, the rationale for embarking on sieges is to force an economic surrender from the market being blockaded, hauling back expensive goods and lots of credits.  It's little better than piracy.
Title: Re: [0.8.1a] Interstellar Imperium 1.18.1
Post by: ThatSwoleGuy on October 04, 2017, 11:18:20 AM
Dude the new art is f*kin AWESOME!
Title: Re: [0.8.1a] Interstellar Imperium 1.18.1
Post by: mehgamer on October 04, 2017, 02:25:54 PM
I'm actually in the middle of plotting out a lore rewrite. In short, they call themselves an Imperium, but that name has about as much meaning as the Democratic People's Republic of Korea.  They manage to hold on to a small set of well-protected worlds, thereby avoiding being taken out by the Hegemony without needing to rely on the League, but even this is mostly just a matter of luck and circumstance.

Basically, they put on a show of perceived strength and showmanship with big flashy capitals and superweapons, but have trouble projecting this force without bankrupting themselves.  They're really a lot more fragile than this firepower suggests, and it's why they have a lot of defensive fleets (including the huge defensive array around Nova Capitalis).  The siege event will still exist; however, the rationale for embarking on sieges is to force an economic surrender from the market being blockaded, hauling back expensive goods and lots of credits.  It's little better than piracy.

I reeeeeally like it, and it helps to solve the long standing "lore purist" issue II had for so long as a monolith equal in power to Hedgemony.  Also, I like the idea of factions that maintain order through dramatic shows of force, but can't actually support offensive actions.  It's pretty common in the real world (Hence the North Korea reference) but would be the first time I know of that someone took this angle so directly in Starsector.

Good work, DR
Title: Re: [0.8.1a] Interstellar Imperium 1.18.1
Post by: Sy on October 04, 2017, 02:40:47 PM
I reeeeeally like it, and it helps to solve the long standing "lore purist" issue II had for so long as a monolith equal in power to Hedgemony.
same. that always felt a bit unfitting to me. :]
Title: [0.8.1a] Interstellar Imperium 1.18.2
Post by: Dark.Revenant on December 01, 2017, 09:53:57 PM
Some balance-related BS, mainly.

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.18.2.7z)

Download Interstellar Imperium 1.18.2 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.18.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.18.2.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982))

- Supported by DynaSector 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.2d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.18.2
- Gave Draconarius a pair of single-shot Ballista missiles
- Reduced Scutum refit time to 10 from 15
- Made Scorpio Javelin Launcher great again
- Fixed hullmod-related crash bug
Title: Re: [0.8.1a] Interstellar Imperium 1.18.2
Post by: Bastion.Systems on December 05, 2017, 01:54:29 PM
The new art looks so nice. Like wow.
Title: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on April 23, 2018, 05:13:28 AM
More missiles, more better.

(https://i.imgur.com/CQYinYF.png) (https://i.imgur.com/Kmqg5OE.png) (https://i.imgur.com/iOVwuAL.png)

(https://thumbs.gfycat.com/HandyFlawlessFluke-size_restricted.gif) (https://gfycat.com/gifs/detail/HandyFlawlessFluke)

(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.19.0.7z)

Download Interstellar Imperium 1.19.0 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%201.19.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%201.19.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982))

- Supported by DynaSector 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.3e (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 1.19.0
- Added spammy AOE anti-fighter missile weapon
  * Added Fundae SRM Pod
  * Added Heavy Fundae Pod
  * Added Onager Launcher
- Added a 2x Fundae to the Flamen
- Increased Flamen OP to 5
- Decreased Scutum OP to 7
- Drive Booster is weaker when applied in reverse or forward, stronger for lateral movement
- Made II hullmods somewhat rarer in general, and 10x less likely to appear in random loot
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Cyan Leader on April 23, 2018, 05:28:12 AM
>Made II hullmods somewhat rarer in general, and 10x less likely to appear in random loot

You have my thanks.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: A Random Jolteon on April 23, 2018, 06:09:54 AM
Whelp, II is going onto my list again.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: cjuicy on April 23, 2018, 02:03:21 PM
You had me at spammy missiles ;)
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: ClassicAngus on August 17, 2018, 09:19:32 PM
My favourite faction
What loadouts do you guys run on the maximus class?
i played a pre setup one somehow ages ago and it was awesome
right now i am running stabilised, extended and hardened shields
12 capacitors/vents and a flux distributor
In the light turret slots i have 2 light machine guns and 2 auto cannons, but i dont really get much use out of them since i tend to just dodge missiles

i also really like the malleus class
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Shodan13 on November 25, 2018, 04:53:45 AM
Hoping this gets updated to 0.9 as well.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: ahrenjb on November 25, 2018, 02:24:58 PM
You've been cranking out stuff recently DR, and I'm sure there's stuff higher on your list than II, but I've gotta say... With the additions and changes to the base game mechanics, I think II has never been more appropriate. Can't wait to see these guys in the sector again, either as an ally or opponent. Absolutely still a contender for my favorite faction mod to ever come out of the SS modding community.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: AeusDeif on December 07, 2018, 06:52:55 AM
classic starsector mod, will be great to see it in play again at some point.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Hasp on January 03, 2019, 02:15:51 PM
Always loved this mod. I know you're busy updating a plethora of mods right now Revenant, but any idea when this one might get the bump to 0.9?
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Mealstrom on January 19, 2019, 10:47:04 AM
One day imperium will be updated to 0.9. That day will be glorious.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Kraosdada on January 19, 2019, 11:16:49 AM
According to DR, he's gonna change a lot of stuff for the next update, both for II and Knights Templar. That's why it's taking so long to update.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: fatrat on January 19, 2019, 02:01:49 PM
According to DR, he's gonna change a lot of stuff for the next update, both for II and Knights Templar. That's why it's taking so long to update.
us

What's going to change? He can take as much time as he needs, so no rush, i look forward to seeing what he's done. He's been pretty busy.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on January 20, 2019, 12:55:01 PM
Damn near everything.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: fatrat on January 21, 2019, 04:15:08 PM
Damn near everything.


How many ships are you going to cut, if any?
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: lechibang on January 21, 2019, 09:15:47 PM
Damn near everything.

If it's okay with you, can we have a little tease of some of the possible changes in the next update of II?  ;D
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Wyvern on January 21, 2019, 09:41:28 PM
Damn near everything.

If it's okay with you, can we have a little tease of some of the possible changes in the next update of II?  ;D
We do!  Check the ship images in the first post; many of them are the classic gold color - a few of them are not.  (...I actually really like the gold look, but I'm not the one making the mod.)
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: cjuicy on January 22, 2019, 03:52:05 PM
He's practically rebuilding the mod from the ground up. Give him time guys.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Deshara on January 22, 2019, 09:56:07 PM
if the Lynx doesn't survive the rework and I lose my quad dual-torpedos w/ missile manufacture & missile mags capital ship I'm going to riot
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: cjuicy on January 22, 2019, 10:41:53 PM
if the Lynx doesn't survive the rework and I lose my quad dual-torpedos w/ missile manufacture & missile mags capital ship I'm going to riot
Not sure about the Lynx, but the new Sebastos is hella sexy.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on January 24, 2019, 12:12:14 AM
Sneak preview.

(https://i.imgur.com/NG83jSk.png)
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Kwbr on January 24, 2019, 12:16:27 AM
hot damn, lookin great so far
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Mr. Nobody on January 24, 2019, 01:29:53 AM
Dunno, they look a bit... flat at the moment, the main color is kinda dull, well, it IS a preview so things may change, also i'm a sucker for ostentatious ships with solid gold hull and bright red linings (because if you aren't travelling in style why travel at all?).
But whatever, i'm just a nobody so i hold no power over the mod maker or the mod.

Still i have to ask: since the rework involves "damn near everything", are there fun mechanics or factional gimmicks planned?
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: MesoTroniK on January 24, 2019, 01:54:22 AM
Mr. Nobody, in what kind of bizzaro world would you call those flat looking?! They have incredible depth and details :)

Edit because I am tired and not thinking straight: Also the old color was way way too saturated.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Kittah Khan on January 24, 2019, 02:20:55 AM
I think this fits the faction lore a lot better than gold-plated ships, though.
And it looks like shading has massively improved, giving a better feel for shape.



...I would be lying if I said I did not love tan as a color, though.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Mr. Nobody on January 24, 2019, 06:03:09 AM
Mr. Nobody, in what kind of bizzaro world would you call those flat looking?! They have incredible depth and details :)

Edit because I am tired and not thinking straight: Also the old color was way way too saturated.
Dunno, downvote me as much as you (plural form, ie: not just Meso) want but i personally liked it that way, the tan just doesn't have the same feel as the gold and white bright colors of the old II, i know they are WIPs but the color scheme feels monotonous compared to the various shades of gold and white stripes, they also had the effect to highlight the darker parts that much more, i'll refer to the original image in the OP, compare the Barrus Class and the Matriarch to the Caesar, the latter doesn't feel as "rich" color palette wise, not rich as in "wealthy" but more "pleasing to the eye" rich.
Also the Interrex with that subtle blue glow is one sexy beast but that's another matter.

Oh well, it's Dark.Revenant's mod, not mine and my tastes are not the "absolute truth". At most i could try to edit the spritework but i highly doubt i would be able to make it look good in time for the 1.0 release of SS, let alone 0.9b

Short version: Mr. Nobody likes his space ship to be so colorful that they can be detected from the other side of the Persean Sector by the naked eye
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: The2nd on January 24, 2019, 07:17:20 AM
I for one find the preview ships gorgeous.

Like others I'm still a bit nostalgic about the old designs though. I have a sweet spot for the Praetorian, and while the new one looks neat I will miss the old design there. On the other hand I never cared much for the Interrex but the new one here looks very good indeed.

Looking forward to the new II  :D
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Retry on January 24, 2019, 10:21:36 AM
It's definitely won't be easy to get over the old ostentatious golden ships.  I dunno, they seem less distinct than what they were.  The only way I can tell the new Interrex is an Interrex is by its general shape whereas the other had other features that I could quickly associate with that hull (blue front lights near the nose).

I'll definitely wait till I get the chanec to see how the new ships interact with the new II as well as the rest of the ships in the sector before I solidify my silly wrong opinions though, especially w.r.t. the Matriarch.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: solardawning on January 24, 2019, 02:52:03 PM
The new ship designs look wonderful. I like the general shape and profile, and I think I'm seeing lots of Cruisers with a Large mount, which is something I'm always happy to see!
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: pairedeciseaux on January 24, 2019, 03:18:57 PM
Let me check ...

first row: Auriga (or maybe a new freighter ?), Invictus, Decurion, Basileus
second row: Praetorian, Interrex, Legionary, Princeps

Right?

They all look great! Eager to play with and against these. ;D

Spoiler
Yes at first you miss the shiny/dirty gold that looked so nice, but with the new ones you have a more consistent, cleaner, yet better detailed ships.

I've always been a fan of the old Invictus while playing Starsector 0.8.1, IMO the new one looks much much better.

Old Basileus appearance = looks fragile, you don't want to bring it close to any enemy ship; new Basileus appearance = looks robust/reassuring, let's go to the front line!

The old weaponless Interrex sprite has a more front-rear balanced look, the new one has a thiner front section. I can imagine the new Interrex with its guns will have kind of an arrow tip shape - an aggressive strike ship look. An interesting evolution. Also these two small rear turrets are very much welcome. And look at these engines!

Very small nitpick about the Legionary's rear "red lines": depending on the sprite zoom level, they might look a bit strange. Especially when you compare them to the "red lines" in other ships. Just a consequence of having a more complex shape? It's probably just my eyes that have been trained looking at the simpler shapes on the other ships.
[close]
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Hazard on January 24, 2019, 06:07:49 PM
The new sprites seem to be quite a bit less "busy" than the old ones, and combined with the cooler color scheme they do look less flashy. That said, they seem to be very much in line with the newer vanilla sprites. Comparing ships like the Colossus or Legion with any of the old capitals produces basically the same effect, at least in my eyes; the newer ships may be less striking, but they do look more consistent, and that's what I'd guess Dark.Revenant is aiming at.

The new versions could maybe use some more of that red lining, but apart from that, they look really nice. It's been a long time since I last played with II, so I'm certainly looking forward to the update.  :)
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: lechibang on January 24, 2019, 10:11:44 PM
Sneak preview.

(https://i.imgur.com/NG83jSk.png)

Hot damn again, these new sprites look sleek as heck right now.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Inabikari on January 27, 2019, 05:02:19 AM
Sneak preview.

(https://i.imgur.com/NG83jSk.png)

Oof, these designs look very nice. Anything that makes the II ships look and feel more robust is a plus in my book.
But I have to ask; can you do something about the colour? I don't really like this new beige approach. It makes it feel very bland.
If you could combine this awesome new design with the old (improved with the red accents) colour scheme, I think it would be amazing.

Spoiler
(Where is my glorious yellow? You ruined everything!)
[close]
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: WastedAlmond on January 27, 2019, 08:43:55 AM
It makes it feel very bland.
If you could combine this awesome new design with the old (improved with the red accents) colour scheme, I think it would be amazing.

If I remember correctly the de-saturated look was to emphasize the faded/fading glory of II, like they are just barely holding up the facade of immense power. With that in mind I think the de-saturated look is pretty thematic. DISCLAIMER: I could remember things completely wrong by the way, I've been lurking on and off for ages now and can't say for sure :P

Although yeah, a little extra saturation couldn't hurt for the colored bits, but going all the way back to the garish yellow wouldn't fit with the artstyle of starsector in my opinion.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Sy on January 27, 2019, 01:38:42 PM
i quite like the new colors, never was a big fan of the oversaturated yellow. i'm not generally much into beige, but this looks more bronze to me, which i think fits the Imperium quite well. and the small but high-contrast dark red stripes really make it more unique too.

and the underlying ships themselves are obviously way better quality in just about every way. ^^

two small criticisms i've got: the front half of the Legionary looks a bit too.. smooth, imo. for such a heavy destroyer, i feel overlapping armor plates like on the Invictus would fit it better. and i find the fighter bay lights on the Princeps look too much like neon lights mounted on the outside of the ship, rather than glows 'spilling out' from inside the bays.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Gwyvern on January 28, 2019, 05:51:46 PM
i quite like the new colors, never was a big fan of the oversaturated yellow. i'm not generally much into beige, but this looks more bronze to me, which i think fits the Imperium quite well. and the small but high-contrast dark red stripes really make it more unique too.

and the underlying ships themselves are obviously way better quality in just about every way. ^^

two small criticisms i've got: the front half of the Legionary looks a bit too.. smooth, imo. for such a heavy destroyer, i feel overlapping armor plates like on the Invictus would fit it better. and i find the fighter bay lights on the Princeps look too much like neon lights mounted on the outside of the ship, rather than glows 'spilling out' from inside the bays.

Yeah we noticed the decks too.

(https://i.imgur.com/c4aa0dT.png)

And we fixed them.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: fatrat on January 29, 2019, 12:33:58 AM
I just hope the Olympus-class Launcher makes the cut.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: DrakonST on January 29, 2019, 09:34:25 AM
I will give the vote for old sprites. I do not like a new II style.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Wyvern on January 29, 2019, 04:35:31 PM
As a note: When I said I liked the old look, I was comparing the (in my opinion) best of the old versions (the falcon, hammerhead, and adamas; also the heavy pulse laser & telum autocannon) against the worst of the new versions (the revised caesar from the first post - which I've since been told will be getting retouched).  The ships that have been presented recently in this thread are, by contrast, vastly superior to the ones they're replacing.

Even if the flight decks on the new versions still don't click for me for some reason.  (Unfortunately, I can't really pinpoint -why- they don't look quite right to me.  Sorry.  Maybe if I'd taken a few more art classes back in college...  the recent improvements are definitely improvements, though!)
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on February 06, 2019, 06:57:36 PM
(https://i.imgur.com/LSzCYvn.png)
Meet the Carrum (left), Ardea, and Ixon.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Morbo513 on February 06, 2019, 08:01:20 PM
Man oh man is the new art-style cool. I'm a big fan of the launch bay on the Ardea
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: fatrat on February 06, 2019, 11:31:32 PM
Oh man, those sprites make my mouth water.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Euphytose on February 07, 2019, 02:31:03 AM
Gotta be honest, I preferred the old gold colour.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Null Ganymede on February 07, 2019, 02:36:53 AM
It looked awesome by itself or next to Diable/DME fleets.

The new one is less flash, but the Vanilla fit is spot on and you can tell the spriting's gotten way more refined over time.  :)
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Kittah Khan on February 07, 2019, 02:42:31 AM
I wonder what the carrum's front holes/tubes do. Looks like an integrated weapon of sorts?
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: JadedTarget on February 07, 2019, 11:39:17 AM
When I saw the first teaser images I was all "This looks so bland."  That's mostly because the reworked Caeser had so many greebles but vastly improved the colors and detail over the old one.  Seeing that latest picture, though, it's clear that the art is more polished than the old style.  So I just want to add to the "I like the new style" comments because whether it's to everyone's taste or not, a lot of effort went into the sprites and they do look good.  And surely seeing them in action with GraphicsLib will have a huge effect on them as well.  Plus we're not sure exactly what the new lore is going to be but they seem to fit in with the Dystopian Sector feel and if the royal ships are still a thing then I'm sure they'll be sufficiently gaudy.  Obnoxious Gold with the glistening effect of the Starlight Cabal, right?  :p

Anyway, great work DR and Gwyvern!
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Cyan Leader on February 08, 2019, 01:32:26 AM
It's a lot more refined, that's for sure. The quality definitely went up. I do have to say that it stands out way less now though, for better or worse.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Cheru on February 08, 2019, 01:03:57 PM
Any estimated date of release?

Sorry, just can't wait for my "nuke launchers", can't live without them xD

Well, if they are still there.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: MesoTroniK on February 08, 2019, 04:06:08 PM
When it is done.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Harmful Mechanic on February 08, 2019, 05:05:01 PM
Having rushed my update and suffered for it, I have to say I'm really sympathetic to anybody who, whether for life stuff or not, is updating later. Taking some time and getting it right is worth the hassle of being chirped at by hungry baby birds who need some worms puked into their beaks.

I think the fundamental misconception with the new art is to look at a bare sprite on a forum post and think that speaks accurately to the way it works as an asset in the context of the game. A black background helps, but fully equipped with weapons and showing engine glows is the way a ship sprite should be evaluated.

Ship sprites should fade into the background a bit, because so much of the information is silhouette + what weapons the ship has equipped. Attention-getting visuals that aren't conveying information are just noisy. Especially on a low-tech/midline faction like II, where 'what weapons does this ship have equipped?' is a proportionately more important piece of information than it is on high-tech ships.

The new sprites are subtler, and foreground necessary gameplay information better. Beyond that, they're more consistent visually. Nothing wrong with preferring your sprites flashy, but at the end of the day, if you have a strong enough aesthetic preference the way to satiate it is to make your own mod.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: DrakonST on February 09, 2019, 07:37:20 AM
Well, i collect some information about impressions of new sprites on RU community and almost everyone love new graphics.
(https://i.imgur.com/bYHyP0b.png)

But my opinion is invariable. I more love old sprites. Maybe because i color-blind, and i realy not love low counts of little details in new sprites. In vanilla and old sprites absolutely another counts of details and style of execution.

As main problem - you realy need to do some work with ship engines, they look just as a pipe. And all of them are identical.

Second note - do some color patterns(just look on DA/ORA), ships look too faded and boring.

II at first it yelow color, new ships dont have any yelow elements.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: jupjupy on February 09, 2019, 08:04:15 AM
As main problem - you realy need to do some work with ship engines, they look just as a pipe. And all of them are identical.

Now I wouldn't call it a main problem, or put it as bluntly as Drakon, but I do agree that the new sprite engines do look a little pipe-y. The identical-ness between them is fine, logical even, I just think they need a tiny bit more depth to them.

Overall, I do like the newer sprites, they feel much more utilitarian to me.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on February 24, 2019, 09:15:30 PM
One reason why the update is taking so long...

(https://thumbs.gfycat.com/UnrulyPowerlessJabiru-small.gif) (https://gfycat.com/unrulypowerlessjabiru)

(https://i.imgur.com/t7e0ibE.png)

Meet the Carrum, the basic Imperial light freighter.  It's lightly armed and rather fragile, not very fast or maneuverable, but carries a ton of cargo.  All it gets for a system is 2x6 basic flares.  Until...

(https://i.imgur.com/oAMxSqZ.png)

(https://thumbs.gfycat.com/MistyFreeBlackbuck-small.gif) (https://gfycat.com/mistyfreeblackbuck)

The first of three packages, this one costs 5/10/18/30 OP and significantly bumps up the ship's non-shield durability.  It's roughly at about the level of Heavy Armor, plus about half of Armored Weapon Mounts and Insulated Engine Assembly, combined.  Oh, and it modifies the ship system with some kind of defense- or durability-related benefit.  If this sounds overpowered, that's because it is.  The Imperial Packages are generally intended to be better than equivalent vanilla hullmods, so that you pick them over the vanilla equivalents.

The catch: Imperium hulls are re-balanced to have relatively mediocre base stats and a relatively large amount of OP.  Without one of these packages, an Imperial ship is flexible and can be built out to be generally decent or min-maxed for a specific role, much like many vanilla ships.  Add in one of those unique packages, however, and you essentially trade the extra OP for exceptional stats in a specific area.  It almost becomes a new ship... not one that's unilaterally better, but one that's certainly different.  As a result, each Imperial ship can fill a variety of roles, but each one tends to be specialized for a specific task.

(https://i.imgur.com/v5QUxUA.png)

(https://thumbs.gfycat.com/MeanEvilBlackrhino-small.gif) (https://gfycat.com/meanevilblackrhino)

You might recognize this one, because it's very similar to one of the old hullmods.  This one is also 5/10/18/30 OP, obviously improving range and accuracy.  If stacked with ITU, this can make for some intense long-range siege action.  Alternatively, the flat bonus disproportionately improves short-ranged weapons like Pulsars, enabling a different - and more potent - set of weapons in a general-use context.  Much like the Armor Package's maneuverability penalty (which becomes especially nasty if you add Heavy Armor), it isn't always helpful; the projectile speed and turret traversal penalties are quite noticeable and make the ship particularly vulnerable to fighters.

The Targeting Package tends to impart system mods that improve weapons in general, or have some kind of synergy with the play styles associated with the hullmod.

(https://i.imgur.com/yDK6MjR.png)

(https://thumbs.gfycat.com/PreciousMeatyKingsnake-small.gif) (https://gfycat.com/preciousmeatykingsnake)

This last one is 10/20/30/60 OP, so quite a bit more expensive than the others.  It was a lot of fun tuning the benefits for this package, especially the directional speed boost.  You'd think that ships with the Elite Package need to be berserkers like the Safety Overrides hullmod tends to produce, but the reality is more nuanced.  While you can make balls-to-the-wall rushdown builds with this, it's also possible to treat it as an enabler for high-cost weapons like the Heavy Pulse Laser.

Elite system mods are particularly dramatic and usually make the ship better at being aggressive.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Wyvern on February 24, 2019, 09:31:43 PM
Woah.  That is... very shiny.  And also, yes, seems like it'd be a ton of work to get right.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on February 24, 2019, 09:52:36 PM
Here's another one I want to share.  The rest I'll keep to myself... for now.

Decurion
(https://i.imgur.com/er8cStI.png)

Impulse Booster
(https://thumbs.gfycat.com/ColdPoorCoati-small.gif) (https://gfycat.com/coldpoorcoati)

Jump-Starter
(https://thumbs.gfycat.com/ExemplaryNarrowCow-small.gif) (https://gfycat.com/exemplarynarrowcow)

Time Alter
(https://thumbs.gfycat.com/RemarkableDapperGlowworm-small.gif) (https://gfycat.com/remarkabledapperglowworm)

Ultra
(https://thumbs.gfycat.com/CircularRepentantDuckling-small.gif) (https://gfycat.com/circularrepentantduckling)
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: fatrat on February 24, 2019, 10:30:16 PM
Good work Revenant, this looks amazing so far, can't wait to see what you do with the Templars next.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Alphascrub on February 25, 2019, 01:32:40 AM
Looks awesome. Thanks for all the hard work you are putting in DR and thanks for the update on progress.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Nezz on February 25, 2019, 02:23:38 AM
Love to see more build variance on ships and unique ship mechanics, so the new packages look incredible.

Are all of the System Mods going to be modifiers on the built-in weapons, or are there other effects planned?
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Cyan Leader on February 25, 2019, 07:19:43 AM
I can't imagine how much work it was to add all that in. That's excellent!
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Sy on February 25, 2019, 04:40:58 PM
holy crap, that's amazing! fiddling with different loadouts is probably my favorite part of the game, so being able to change and specialize the ships in such dramatic ways sounds right up my alley.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Alphascrub on February 26, 2019, 02:04:32 AM
As main problem - you realy need to do some work with ship engines, they look just as a pipe. And all of them are identical.

Now I wouldn't call it a main problem, or put it as bluntly as Drakon, but I do agree that the new sprite engines do look a little pipe-y. The identical-ness between them is fine, logical even, I just think they need a tiny bit more depth to them.

Overall, I do like the newer sprites, they feel much more utilitarian to me.

Just looks like a good thematic design of ships to me. Keeping them looking similar without everything being triangles.

Edit: Added bold because I was tired when I made this post and needed to fix the with to without.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Terenin on May 09, 2019, 03:44:17 AM
I don't suppose this will ever be updated? Would absolutely LOVE to play a campaign with this, reminds me of a mix of Amarr Empire and a construction crew gone postal, I love the idea of it :)
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: King Alfonzo on May 09, 2019, 03:56:54 AM
It's coming Soon. Right now the kinks are being ironed out.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: haloguy1 on May 09, 2019, 06:30:02 AM
It's coming Soon. Right now the kinks are being ironed out.

So what you're saying, its coming out in a month or two?
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: NightfallGemini on May 09, 2019, 10:13:38 AM
I'm really, really looking forward to this. Those system hullmods look polished and sick as hell.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on May 28, 2019, 02:56:49 AM
Sneak preview... (WIP)

(https://thumbs.gfycat.com/CavernousWiltedArchaeopteryx-size_restricted.gif) (https://gfycat.com/CavernousWiltedArchaeopteryx)

(https://cdn.discordapp.com/attachments/187635036525166592/582838402420834314/decorative.gif)
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: JadedTarget on May 28, 2019, 08:33:31 AM
These are some truly delicious gifs, DR.  I like what they show, verily.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: eidolad on May 28, 2019, 05:04:07 PM
You had me at "Siege" in the ship class name :)
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Harmful Mechanic on May 28, 2019, 08:31:56 PM
I am tumescent with anticipation.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Hrothgar on May 29, 2019, 12:47:20 AM
4000 armor ;-; you have my power axe.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Gwyvern on May 29, 2019, 05:30:57 AM
4000 armor ;-; you have my power axe.

You can stop nursing that semi. Imperial armor package is a good hullmod but it also *lowers* the actual effectiveness of each individual armor point. Mainly by lowering the maximum damage reduction value.

So...yeah, your dreams of fluxless invincibility might be a tad premature.

Your dreams of chunkiness however, are here to stay.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on May 30, 2019, 10:56:12 AM
Yeah, that "4200 armor" is only about as strong as 2460 traditional armor, on average.  That's still amazing, just not quite as overwhelming as you think.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Mr. Nobody on May 31, 2019, 05:21:19 AM
Yeah, that "4200 armor" is only about as strong as 2460 traditional armor, on average.  That's still amazing, just not quite as overwhelming as you think.

Then why not simply raise the armor accordingly to that level rather than using this apparently roundabout way?
How is the ship affected from "it increases its armor to 2460" to "it raises its armor to 4200 but is weaker so is more like 2460"?

I'm mighty confused
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Hrothgar on May 31, 2019, 05:33:11 AM
It drop damage  reduction by 30%. This basically means it get stronger but weaker at the same time.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: JT on May 31, 2019, 08:15:59 AM
I think what Mr. Nobody is trying to say is that we should make 10 a little louder and use that, rather than making the dial go all the way to 11.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: lethargie on May 31, 2019, 08:39:59 AM
I'm not super knowledgeable about armor, But I think higher armor means it takes longer to strip. So larger, but less efficient armor absorb the same amount of damage, but drop off slower allowing you in practice to tank longer while not affecting the utility of low damage per shot weapon.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on May 31, 2019, 11:17:19 AM
I'm not super knowledgeable about armor, But I think higher armor means it takes longer to strip. So larger, but less efficient armor absorb the same amount of damage, but drop off slower allowing you in practice to tank longer while not affecting the utility of low damage per shot weapon.

Yep, you got it.

Basically the Armor Package is useless against low-penetration weapons like the graviton beam and best against high-penetration weapons like the harpoon.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Mr. Nobody on May 31, 2019, 12:55:38 PM
So in short it makes the ship comparatively less vulnerable against BIG GUNZ while making it comparatively more vulnerable to the "death of a thousand cuts" strategy? Y/N
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on May 31, 2019, 01:16:14 PM
Yes to the former, no to the latter.  Its vulnerability to a thousand cuts is basically the same before and after.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Shad on May 31, 2019, 03:01:22 PM
How does this ship system interact with armor skills (namely they one which normally improves the max damage reduction from 85% to 90%)?
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Shoat on May 31, 2019, 04:46:30 PM
I think what Mr. Nobody is trying to say is that we should make 10 a little louder and use that, rather than making the dial go all the way to 11.

That would seem like a very odd decision to make.
If we never use 11 what's the point of even having it? Some poor ancient babylonian/egyptian guy who first came up with the idea of the number 11 (because his cousin had one extra finger and nobody else knew what to call that new number he could count to) is probably rolling in his grave right now.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: sawert42 on June 10, 2019, 12:42:49 AM
does there is update to 9.1 ?
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Hrothgar on June 10, 2019, 12:49:41 AM
Soon tm.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: ANGRYABOUTELVES on June 12, 2019, 01:43:03 PM
Attention all Starsector gamers:
Dark Revenant is in a creative slump, and he needs your help to finish the Interstellar Imperium update.
But to do this, he needs inspiration and new concepts.
To help him, all he needs are your creative ideas, balance opinions, and original characters for II's lore.
But, you gotta ping him on Discord so that Dark Revenant can finish the update and achieve the epic 0.9.1a release!
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: SCC on June 12, 2019, 02:42:01 PM
I'd rather have the man ask for help himself, since I really can't imagine DR just running out juice.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Midnight Kitsune on June 13, 2019, 12:33:56 AM
I'd rather have the man ask for help himself, since I really can't imagine DR just running out juice.
He works a white collared, US government defense job IIRC. If THAT doesn't just drain you of your will to live and creativity, I don't know what will
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Dark.Revenant on June 13, 2019, 12:37:04 AM
lol what
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Hrothgar on June 13, 2019, 01:41:08 AM
I think someone drank too much beer...
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Shuka on June 13, 2019, 09:15:22 AM
They say he's 8 ft tall.
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: Hrothgar on June 14, 2019, 01:01:12 AM
So what, he's a damn Space Marine?
Title: Re: [0.8.1a] Interstellar Imperium 1.19.0
Post by: eidolad on June 14, 2019, 06:17:01 PM
I think I can relate to the depth and sincerity of assistance that we must bring.  I just started a coding career and rapidly last two years got stuck into doing mostly boring financial tech. UI front ends for the last few years rather than cool *** like...

...considering the balance/composition possibilities for players for an Interstellar Imperium battleship's forward battery.

Why just today, I got to adjust the breadcrumb on a table of loans.  GACK.

Instead I would rather bring forth my humble suggestion:

Interstellar Imperium's hulls are, in a future release, going to have a hullmod that, if applied:  negates the "increased maintenance" D-Mod.  Just because their navy is that badass.  Perhaps this will also be a feature built-in to a rare "elite force shipyard blueprint set" from within the IA faction because, well, we wants it.
Title: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Dark.Revenant on June 18, 2019, 03:51:35 AM
There hasn't been an update of this faction for over a year, and in the intervening time, there have been some changes.

More specifically, we added a few ships, weapons, ship systems, illustrations, updated to the current version of Starsector, redrew all of the sprites, replaced all of the lore, rewrote all of the descriptions, rebalanced the entire faction, remade every ship, revamped every ship system, redid all of the missions, and made three additional variants of every single ship sprite and ship system.

The shiny images you see below are the tip of the iceberg, folks.

(https://i.imgur.com/9Kz4d12.jpg)

(https://i.imgur.com/pmbz3Pn.png)

Standard Imperial
(https://i.imgur.com/vRYENU2.png)
Standard Imperial ships - those without any particular Imperial Package - lack a specific specialization but work well as generalist ships. The primary advantage is having a lot of spare OP, making it easy to fit better weapons or max out on vents or capacitors. Imperium ships generally have more OP than most equivalent vanilla ships (but somewhat weaker base stats to compensate), so they're fairly flexible even without a package installed.

(https://i.imgur.com/5D3CW4L.png)


Armor Package
(https://i.imgur.com/GMboKBk.png)
Ships with the Imperial Armor Package installed are slow, bulky, and tanky. The armor boost works by essentially adding more "hit points" to the ship's armor without affecting how much damage reduction it affords. Keep in mind that the minimum damage from a weapon is similarly increased. This means that mid-to-high-alpha weapons can be endured for up to twice as long before armor fails, making it less of a fallback defense and more of a resource to be invested for a flux advantage. Ship systems are generally changed to be more defensive or reliable in nature when the Armor Package is installed.

(https://i.imgur.com/2FTptIr.png)


Targeting Package
(https://i.imgur.com/RqEe0Rx.png)
The Imperial Targeting Package tends to do at least one of two things. It turns a ship that was already outfitted for a close support role into a full-blown artillery platform, or it makes traditionally short-ranged weapons viable for hardcore assault builds. Tactically, Targeting Package ships have the most nuance of the four alternatives because of the expanded set of options available, but in general they tend to be offensively-focused. Ship systems are generally changed to be more powerful or somehow more dangerous to the enemy when the Targeting Package is installed.

(https://i.imgur.com/q6KMnqR.png)


Elite Package
(https://i.imgur.com/GFRZnHW.png)
The Imperial Elite Package resembles the Safety Overrides hull mod, and certainly the CR penalties and heavy OP cost are similar. However, while Safety Overrides reduces range but super-charges speed and flux dissipation specifically, Elite Package ships are generally improved across the board. Elite Package ships are best used in a fast, aggressive role and do poorly when engaged in standoffish tactics. Ship systems are generally changed to be more tactical, fast, or straight-up better when the Elite Package is installed.

(https://i.imgur.com/Erp3P8A.png)



(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%202.0.0.7z)

Download Interstellar Imperium 2.0.0 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%202.0.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%202.0.0.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982)) (Updated!)

- Supported by DynaSector 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet updated!) -
- Supported by Nexerelin 0.9.1g (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 2.0.0
- Updated for Starsector 0.9.1a
- Added Carrum-class Light Freighter
  * Analogous to the Basileus-F, but beefier and better-armed
- Added Ixon-class Light Cruiser
  * Took the Malleus' missiles, but is in reality a sawn-off Falcon refit
  * Highly flexible slots and improved durability, but lacks maneuverability and has weak flux stats
  * More expensive (20 DP vs 15 DP)
- Added Ardea-class Battlecarrier
  * A combat-oriented Heron refit, with one fewer deck but several extra guns to compensate
  * Generally improved stats across the board, except speed/maneuverability
  * More expensive (22 DP vs 20 DP)
- Removed ships:
  * Auriga
  * Malleus
  * Jupiter
  * Basileus-F
  * Sebastos-F
  * Lynx-S
  * Wolf (I)
  * Eagle (I)
  * Falcon (I)
  * Hammerhead (I)
  * Imperial Guard skins
  * (D) skins
  * (P) skins
- Added Custos Defender
  * Very short-range small energy PD beam weapon
  * Basically an energy beam counterpart of the Vulcan
  * High flux cost and high fragmentation DPS, extremely fast traversal
  * Shreds low-HP missiles and fragile fighters (like Talons and Wasps) that stray too close
  * Fairly expensive (6 OP) alternative to just slapping Vulcan or Burst PD on everything, goes great on the back slot of many II ships
- Added Particle Gun
  * Short-range small energy PD weapon
  * Basically a crappier Vulcan in an energy slot
  * Low flux cost and moderate fragmentation DPS, fast projectiles and medium accuracy
  * Better than similarly-priced weapons at killing missiles, but worse at other roles
  * Very cheap (2 OP) alternative to just slapping Vulcan on everything; cheap alternative to PD/LRPD Laser on ships that want projectile weapons
- Added ER Particle Cannon
  * Long-range small energy weapon
  * Energy counterpart of the Sledge Gun
  * Fairly high flux cost and good fragmentation DPS, good at keeping pressure up while having more bite than a Tactical Laser
  * Expensive (8 OP) alternative to Sledge Gun or Tactical Laser spam
- Added Arcus Autocannon
  * Medium-range small ballistic weapon
  * Low-flux alternative to the light autocannon series of weapons
  * Flux-efficient and fairly accurate, but low DPS for the OP cost
  * Great as a non-PD slot filler, or as a means of safely adding shield pressure to an existing loadout
- Added Siege Mortar
  * Medium-long-range small ballistic weapon
  * Top-tier armor penetration for a small weapon
  * Flux-efficient, but low DPS for the OP cost
  * Slow projectile with terrible accuracy
  * Great as a non-PD slot filler, or as an armor-cracker when mounted on smaller ships
- Removed Hailfire Chaingun
- Significant rework for every ship
  * Increased Ordnance Points across the board
  * Reduced base stats to compensate
  * Updated Dominus layout, new built-in Triplex Beam Cannon
  * Updated Decurion layout
  * Updated Interrex layout
  * Updated Maximus layout, new built-in Patella Breaker, now a phase ship
  * Updated Lynx layout, now a phase ship
  * Updated Adamas layout, now a phase ship
  * New Matriarch layout
  * New Basileus layout
  * New Princeps layout
  * New Olympus layout
  * New Barrus layout
- Significant rework for many weapons
  * Weapon stat changes across the board
  * Sagittarius Autogun now doubles as PD
  * Large-slot Fundae weapon is now the Onager MIRV Launcher
    - Anti-carrier weapon that doubles as a torpedo and a Fundae deployment device
- Replaced the trio of Imperium hullmods:
  * Imperial Armor Package (5/10/18/30 OP)
  * Imperial Targeting Package (5/10/18/30 OP)
  * Imperial Elite Package (10/20/35/60 OP)
    - AI is more aggressive - up to Reckless (if no player-owned officer assigned)
  * Can only choose one of the three
  * Provides profound bonuses with meaningful downsides that greatly affect how the ship performs/behaves
  * Each one also provides a unique improvement to the ship system
  * Carrum/Basileus: also changes cargo/fuel/crew
  * Adamas: also buffs Lightspear
  * Olympus: also changes Titan configuration
  * Slightly changes the ship's appearance
- Added Imperial Flares system
  * Used by the Carrum, Princeps, and Olympus
  * Shoots 2x6 flares
  * Armor: 3x6 longer-lasting, more effective flares
  * Targeting: 1x6 seeker flares
  * Elite: 1x6 homing energy/EMP missiles
- Added Micro-Forge system
  * Used by the Basileus
  * Replenishes all missile ammo, but takes a long time to charge up and generates a lot of flux
  * Isn't affected by bonuses to missile ammo (such as EMR)
  * Armor: damper field effect, lower flux cost
  * Targeting: 2 charges
  * Elite: activates quickly and resets flux instead of generating flux
- Added Turbofeeder system (replaces "Accelerated Ammo Feeder")
  * Used by the Invictus, Praetorian, and Dictator
  * Boosts non-beam rate of fire by 50%, reduces non-beam flux use by 50%
  * Efficient due to overall 25% drop in flux use
  * Armor: instantly repairs weapons and adds 75% weapon damage reduction
  * Targeting: double projectile speed
  * Elite: boosts speed/maneuverability while active
- Updated Impulse Booster system (previously "Drive Booster")
  * Used by the Decurion, Interrex, Sebastos, and Barrus
  * Major visual improvements, numerous refinements to behavior
  * Properly scales stats (charges, regen, etc) by ship size
  * Revamped smarter AI
  * Armor: instantly repairs engines and adds 75% engine damage reduction
  * Targeting: accelerates time but generates flux
  * Elite: double charges and faster regen
- Added Overdrive system (replaces "Infernium Turbo")
  * Used by the Legionary and Dominus
  * Toggled system with its own gauge - overload if it runs out
  * Improves ROF, flux stats, speed, maneuverability, accuracy, recoil
  * Redlines when gauge gets low, increasing effects
  * Reduces PPT while active
  * Armor: reduces PPT/CR penalties, increases recovery speed, removes redlining and overload mechanics
  * Targeting: doesn't improve speed/maneuverability, but increases ROF even further and boosts other weapon stats
  * Elite: enhances redlining mechanics
- Added Magnum Salvo system
  * Used by the Ixon
  * Replenishes 1 salvo of Armageddon ammo, resets Armageddon cooldown, generates flux
  * Enhances the next salvo of Armageddon missiles with better speed/tracking/HP
  * Armor: enhanced missiles MIRV into Fundaes
  * Targeting: enhanced missiles are Squall-style kinetic missiles
  * Elite: enhanced missiles are energy/EMP arcing Salamander-style missiles
- Updated Command Center system (previously "Wing Command Center")
  * Used by the Ardea and Matriarch
  * Updated (generally nerfed) stats, updated AI
  * Armor: "Refit" mode also reduces fighter damage taken
  * Targeting: "Speed" mode also increases fighter range
  * Elite: "Attack" mode also increases fighter ROF and decreases fighter flux use
- Updated Shock Buster system (previously "Galvanic Armor")
  * Used by the Lynx and Caesar
  * Stats tweaked, scales by target size
  * Also zaps nearby missiles when activated
  * Armor: hits every nearby target, reduced effectiveness per target, fewer charges
  * Targeting: increased effectiveness, fewer charges
  * Elite: unlimited charges and faster operation, reduced effectiveness
- Added Celerity Drive system
  * Used by the Maximus
  * Dramatically slows down time for the ship while charging up (sliding from 0.5x to 0.2x), dramatically speeds up time while active (sliding from 5.5x to 1x)
  * Risk-reward behavior; you are extremely vulnerable during the charge-up
  * Time scale is constantly sliding; maximizing this system takes skill and practice
  * Also zaps nearby missiles/fighters/ships when activated
  * Armor: damper field effect while charging
  * Targeting: greatly reduced weapon flux cost
  * Elite: reduced charge up, reduced duration, reduced cooldown
- Updated Lux Finis system
  * Used by the Adamas
  * Toggled system with its own gauge
  * Improves flux stats, speed, maneuverability, and damage reduction
  * Reduces PPT while active
  * Armor: greater damage reduction
  * Targeting: doesn't improve speed/maneuverability, but increases flux stats even further and increases ROF
  * Elite: borrows the redlining mechanics from Overdrive
- Removed the Colosseum and Invasion missions
- Remade the remaining missions
- Added cool trails to certain weapons
- Various minor stats, supply costs, and prices updated across the board
- Reworked Yamato and Yamato-related stats
- Reworked the appearance of many miscellaneous things (projectiles, planet textures, etc.)
- Campaign overhaul:
  * Reworked Imperium-specific market conditions and industries
  * Reworked Imperium lore and reworked many campaign-related descriptions
  * Removed Siege event
  * Removed production-related events
  * Removed Military-Industrial market/condition
  * Removed Imperium Conversions market
  * Added Imperial Guard HQ that spawns special hyper-competent Imperial Guard fleets
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Tartiflette on June 18, 2019, 03:56:41 AM
Congratulations!
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Dark.Revenant on June 18, 2019, 04:11:18 AM
Also, a big thanks to Gwyvern for the new artwork.  It was a tremendous, highly professional job, even considering the compensation.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: AudaciousBS on June 18, 2019, 04:14:17 AM
Time to start another new save!
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Oblivion on June 18, 2019, 04:30:11 AM
Ohhhh thise ships look amazing! All that’s left to wait for now is Tiandong and the LOA rework. Also does this mean that Knights Templar will be the next one to get updated?
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: gun&drink on June 18, 2019, 04:36:26 AM
welp, time to reinstall everything and sink another 100 hours in. this or Tiandong were the last straws holding me back

Dark.Revenant, you did it again you absolute madman. I was checking the page every few days wishing it was released already, but looking at those sprites it was worth every second. also is that a large turret mount I see in that new ship? in my II fleet? nice
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Nia Tahl on June 18, 2019, 04:38:06 AM
Nice!
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Uranmar on June 18, 2019, 04:41:57 AM
Thank you DR for continued work on your amazing mods! New sprites look simply amazing. New run time it is!
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Hrothgar on June 18, 2019, 05:16:13 AM
gun&drink i hope you will get few new mods, like Tahlan or HMI . They have many nice ships.

I myself will soon do update i suppose, i play on 0.9.1a but i liked very much imperial ships.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: haloguy1 on June 18, 2019, 06:15:34 AM
All i got to say is, thank you.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Schwartz on June 18, 2019, 07:04:34 AM
Hot damn, the new sprites are class. More fitting color scheme and clean lines all around.

Lynx a phase ship? It was already good... ;)
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Inventor Raccoon on June 18, 2019, 07:44:29 AM
Absolutely fantastic work by Dark.Revenant and Gwyvern on this update!
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: joppe_k on June 18, 2019, 07:50:00 AM
Holy mother of update! Guess I need to wrap up my current Nex playthrough to get this in now.  ;D
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Sy on June 18, 2019, 08:11:45 AM
nooo! i'm finally in my BRDY campaign now for which i've waited so long, how could you release this now?! D:

seriously though, absolutely amazing job! can't wait to play with the packages and changing ship systems, that is so friggin cool, on top of all the other additions, improvements, and beautiful new sprites.

congratulations on getting it out! :]
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Cyan Leader on June 18, 2019, 09:34:46 AM
Looks great, thank you for your hard work.

A bit off topic but I'm curious, are the Templars going to go through the same treatment?
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Ali on June 18, 2019, 10:22:09 AM
Will miss the eagle(i) but on the other hand this looks GODLY!!  ;D

Thank you so much to all involved!  ;D
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Robb_w on June 18, 2019, 12:28:12 PM
Excellent. That's an excuse for resetting my shabby run. GLORY TO THE IMPERIUM !
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: sacred_chair on June 18, 2019, 07:01:07 PM
Hello, I've run into a slight problem after trying to give myself a quick start with console commands. Not sure which mod is exactly the culprit but i've only had a crash after i've installed this mod with this combination of others in the list below:

 - DiableAvionics
 - Blackrock Drive Yards
 - MagicLib
 - GraphicsLib
 - LazyLib
 - Nexerelin
 - Shadowyards Reconstruction Authority
 - version checker
 - Scy
 - Junk Pirates
 - Console Commands
 - Dassault-Mikoyan Engineering
 - Interstellar Imperium

I've also included the part of the log when the crash occurs in the attachment below.

So I'm wondering if this is just a compatibility issue or a case of I need to allocate more ram. If it's compatibility, which are the problem mods and is it possible/are there plans to make it compatible? If it's simply a ram issue, I wouldn't mind a short refresher on how to get that done and where to do it, last time i've had to allocate ram for anything was with minecraft.

If it's just a bug, ehhh... plsfix? lol, thanks for making a nice mod either way.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Harmful Mechanic on June 18, 2019, 07:56:45 PM
The Imperial Packages are really rich and well-though-out design. I absolutely love the way they transform a base hull; not so much that it makes the hull irrelevant, but dramatically enough to be a significant choice.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Schwartz on June 18, 2019, 09:46:40 PM
sacred_chair, check this thread: http://fractalsoftworks.com/forum/index.php?topic=8726.0
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: R.U.A on June 18, 2019, 10:49:16 PM
Fantastic update!
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Dark.Revenant on June 18, 2019, 11:57:58 PM
Hello, I've run into a slight problem after trying to give myself a quick start with console commands. Not sure which mod is exactly the culprit but i've only had a crash after i've installed this mod with this combination of others in the list below:

 - DiableAvionics
 - Blackrock Drive Yards
 - MagicLib
 - GraphicsLib
 - LazyLib
 - Nexerelin
 - Shadowyards Reconstruction Authority
 - version checker
 - Scy
 - Junk Pirates
 - Console Commands
 - Dassault-Mikoyan Engineering
 - Interstellar Imperium

I've also included the part of the log when the crash occurs in the attachment below.

So I'm wondering if this is just a compatibility issue or a case of I need to allocate more ram. If it's compatibility, which are the problem mods and is it possible/are there plans to make it compatible? If it's simply a ram issue, I wouldn't mind a short refresher on how to get that done and where to do it, last time i've had to allocate ram for anything was with minecraft.

If it's just a bug, ehhh... plsfix? lol, thanks for making a nice mod either way.

What did you do to cause the crash?  Is it repeatable?  I don't have much concrete information to go off of and the crash log is mostly obfuscated code.  Were you trying to use the autofitter on a specific ship or something?
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Hrothgar on June 19, 2019, 12:49:54 AM
I dont have problems with console, i checked and i have more mods than you. But i dont have:

-Junk Pirates
-Version checker

So, one of this two should be cause of problems, IF you have all mods updated to maximum.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: sacred_chair on June 19, 2019, 06:31:43 AM


Quote
What did you do to cause the crash?  Is it repeatable?  I don't have much concrete information to go off of and the crash log is mostly obfuscated code.  Were you trying to use the autofitter on a specific ship or something?

right i neglected the details, my bad. more specifically i used the storage command, gave myself all the weapons/wings/whathaveyou. i went to autofit the preceptor-class ship while in storage and boom, crash, fatal 5 error
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Dark.Revenant on June 19, 2019, 12:26:18 PM
The Preceptor is an AI-only dreadnought in the Dassault Mikoyan mod.  That crash is unrelated to II and, likely, isn’t something Soren will feel the need to fix in the first place.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: sacred_chair on June 19, 2019, 01:54:05 PM
The Preceptor is an AI-only dreadnought in the Dassault Mikoyan mod.  That crash is unrelated to II and, likely, isn’t something Soren will feel the need to fix in the first place.

Ah that makes sense, didn't realize it was AI only. Didn't think to look into the details to see that it didn't require crew, everything makes sense now. sorry for wasting your time
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Dark.Revenant on June 19, 2019, 04:58:50 PM
No worries.  I’m just glad my mod wasn’t causing the crash!
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Harmful Mechanic on June 20, 2019, 02:29:01 PM
The Preceptor is an AI-only dreadnought in the Dassault Mikoyan mod.  That crash is unrelated to II and, likely, isn’t something Soren will feel the need to fix in the first place.

Ah that makes sense, didn't realize it was AI only. Didn't think to look into the details to see that it didn't require crew, everything makes sense now. sorry for wasting your time

Half right; I'm not too bothered about the Preceptor not working for a player, but it's a weird crash that I've never seen in testing. Feel free to drag any issues you're having with it on over to my thread.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Asauski on June 20, 2019, 07:13:26 PM
21636662 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException
java.lang.IllegalStateException
   at java.util.LinkedHashMap$LinkedHashIterator.remove(Unknown Source)
   at data.scripts.everyframe.II_TitanPlugin.advance(II_TitanPlugin.java:650)
   at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


This happened shortly after the Titan explosion with the Elite Package on a Luddic Path Battlestation.

I don't know if this helps but I had two Olympus in my fleet, the second one is equipped with the Targeting Package and had not yet launched the Titan.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Shad on June 22, 2019, 08:16:22 AM
I noticed the open markets in the imerium have very wide definitions of what can be sold to complete strangers.

The first visit to Byzantium, in the open market (NOT the Bazaar) had a pristine battlestar for sale. On subsequent visits, there were often multipe cruisers there as well.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: SCC on June 22, 2019, 08:44:33 AM
That's not much different from vanilla open markets in my experience.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Shad on June 22, 2019, 08:49:08 AM
That's not much different from vanilla open markets in my experience.

Dunno, vanilla markets usually don't have Paragons and Astrals in the open market and the battlestar is a 60 OP supercapital.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Parawings on June 22, 2019, 09:39:42 AM
I've really got to congragulate you on what you've done with this faction. I've always liked the Imperium, they fit in nicely and had cool ships, but after this overhaul? I absolutely love them. The lore is brilliant and slots very neatly into the universe, the redone sprites are beautiful, and the gameplay is... Wow. You've managed to do something incredible with the specification packages and there are few things as fun as strapping into an elite specc'd Legionnaire or Dominus. 
Title: Re: [0.9.1a] Interstellar Imperium 2.0.0
Post by: Dark.Revenant on June 22, 2019, 07:41:36 PM
Thanks, man!  We worked hard to get it to this state; glad to know the effort paid off.
Title: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Dark.Revenant on June 28, 2019, 09:03:44 PM
First big tweak update.  This probably shouldn't break saves, but I didn't test it for save breakage.



(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%202.0.1.7z)

Download Interstellar Imperium 2.0.1 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%202.0.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%202.0.1.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982))

- Supported by DynaSector 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet updated!) -
- Supported by Nexerelin 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 2.0.1:
- Missions updated:
  * Calydonian Hunt is now rated HARD instead of IMPOSSIBLE
  * Daring Rescue is now rated IMPOSSIBLE instead of HARD
  * Doomsday now features an enemy station
- Interstellar Bazaar now sells even more Imperium weapons
- Visual tweak to Javelin trail
- Olympus CR now goes down by the usual 30% if you bombard a market
- Fixed Shock Buster targeting bugs and generally improved the targeting logic (shouldn't misfire)
- Dampened Mount (Diable Avionics) is now incompatible with Reinforced Emplacements, Imperial Armor Package, and Imperial Targeting Package
- Efficiency Overhaul is now incompatible with the Olympus
- Fixed random crash with Titan explosions
- Dominus peak performance time reduced to 660 seconds from 720 seconds
- Reduced Titan to 7000 hull and 700 armor from 8000 hull and 800 armor
- Adjusted Olympus purchasing:
  * No longer sold at Open Markets or the Starship Bazaar
  * Rarely (25% as often) sold at Black Markets, and even then it has extra D-mods
  * Less often (50% as often) sold at Military markets
  * Other ships are affected to some degree, too
- Increased Sagittarius Autogun flux/second to 250 from 200
- Reduced Targeting Package range bonus to 100/150/200/250 from 100/200/300/400 for PD weapons
- Changed Elite Package CR penalty to 40%/50%/55%/60% from a flat 50%
- Fundae MLRS is no longer considered a rare weapon (now part of the weapon package)
- Targeting Package + Command Center changes:
  * Speed Mode's speed bonus is reduced to 25% from 33%
  * Speed Mode's maneuverability bonus is increased to 50% from 33%
  * Targeting Package + Speed Mode now also increases fighter projectile speed by 50%
- Elite-package Titan (EMP) overload duration malus now scales from 200% to 50% (at the epicenter) depending on hull size
  * Stations and station modules never get the overload duration malus
- Titan now attributes damage to the Olympus that fired it
- Increased Apocalypse missile HP to 100 from 75
- Updated Titan (Fundae MIRV) description to more accurately display damage
- Starship Bazaar sometimes sells piecemeal Imperium blueprints (non-rare)
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: joppe_k on June 28, 2019, 10:44:05 PM
Woot! Thanks for all your hard work! I'll update to see if there is any breakage. :) No biggie if there is.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Iafeth on June 28, 2019, 11:13:46 PM
Hi! Is incompatibility with Efficiency Overhaul supposed to work like this?
https://imgur.com/a/FkWN2iF
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Dark.Revenant on June 28, 2019, 11:40:49 PM
Yes, that's how it's supposed to work.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Kwbr on June 30, 2019, 01:25:08 AM
this update is amazing, i had to take a break in the middle of a battle from laughing too hard after watching a pirate frigate get flung into a battleship's shield by my caesar
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: blaa on June 30, 2019, 07:59:45 AM
hi,
is this point compatible with random sector generation in nexerelin?

 "and 3 detailed star systems full of interesting lore to dig up."
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Dark.Revenant on June 30, 2019, 09:04:03 AM
No, the random sector generation throws lore out the window.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: blaa on June 30, 2019, 09:40:48 AM
good to know, thanks
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Killjoymcpuppykicker on July 02, 2019, 12:10:23 AM
A reckless captain in a dictator with a targeting package, railguns, and a trio of linked annihilator pods is the one who knocks.

I like this ship.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: The2nd on July 02, 2019, 01:47:02 AM
A reckless captain in a dictator with a targeting package, railguns, and a trio of linked annihilator pods is the one who knocks.

I like this ship.

Yeah I have two in my fleet which I use to break into enemy formations with an eliminate order. I am usually right behind exploiting the opening. 

@Dark.Revenant fantastic work with the update. I love the new optic and the way the 3 hull-mods work. It's the little things like that you can turn the combat freighter into an hybrid with them.

I have noticed that in the Imperial variants the armor package is always? combined with the heavy armor hull-mod. I assume there is very heavy synergy between the two? 
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Dark.Revenant on July 02, 2019, 11:39:04 AM
It’s to differentiate the roles on the default variants some more.  There’s also ITU on nearly every Targeting ship.  You don’t necessarily have to do this; you might in fact consider the armor package’s defensive benefits enough to not warrant Heavy Armor, and you might want it for the system modification more than the actual armor boost.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Terenin on July 04, 2019, 11:46:31 AM
This mod, of all the one's I have currently active, is the only one that don't work. I launch the game, it's loading bar appears, and it CTD's with the following message:

Starsecotr 0.9a-RC10

Fatal: No enum constant
com.fs.starfarer.api.combat.ShipHullSpecAPI.ShipTypeHints.PHASE
Check starsector.log for more info.

Any idea what I can do to solve this? I've tried running it with only the 'mods' that are required, and a mix of this and other mods. No luck yet.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: TimeDiver on July 04, 2019, 12:20:06 PM
This mod, of all the one's I have currently active, is the only one that don't work. I launch the game, it's loading bar appears, and it CTD's with the following message:

Starsecotr 0.9a-RC10

Fatal: No enum constant
com.fs.starfarer.api.combat.ShipHullSpecAPI.ShipTypeHints.PHASE
Check starsector.log for more info.

Any idea what I can do to solve this? I've tried running it with only the 'mods' that are required, and a mix of this and other mods. No luck yet.
There's your issue; you're a full game version out-of-date. Latest version of Starsector is v0.9.1 RC8, which this mod was/is created for.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Terenin on July 04, 2019, 03:03:01 PM
So much for auto-updates... so me main game's version is outdated, and ALL OTHER MODS WORK? I assume then they have not been updated :D

I'm going to have to go look at how to manually update the game then, thanks for clearing this up at the least, I'm glad for that.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: namad on July 04, 2019, 08:14:22 PM
To clarify starsector does NOT UPDATE.

What you will do is install starsector 0.9.1 into a new folder on your computer and then that program will work perfectly fine.
You'll also need new copies of all the ship and faction mods, as well as the three libraries (also nex). Mods like portrait packs or whatnot don't need to be updated.



All of this is actually GOOD, because if starsector did auto-update what would happen is ALL your mods would break every time that happened! Starsector has a very small filesize compared to most modern games so just installing a new copy is a totally acceptable way to handle things. If the entire game is a 200megabyte download then there's no reason not to just reinstall it.



edit: One reason you might be having problems with this mod (and not other mods) is that this mod has NO VERSION for 0.9. This mod was never updated to run on 0.9 after 0.9 was released. The author of this mod finished his overhaul of the mod very recently and it is made for 0.9.1. So old copies of this mod would work on 0.8.1 and new copies of this mod would work on 0.9.1.... there is no file anywhere that would be a copy of this mod which would work on 0.9. No one has ever run this mod with 0.9. So, there's nothing wrong with your files, you're just trying to do something that was never possible for anyone.


tl;dr

download the game here: http://fractalsoftworks.com/2019/05/10/starsector-0-9-1a-release/

then download all your mods over again just to make sure you have all the updates: http://fractalsoftworks.com/forum/index.php?topic=177.0
note: you should open the hyperlinks to mods which say they're updated for 0.9 (but not 0.9.1) because this post itself is outdated and some of the mods have very recently been updated to 0.9.1 and so this post doesn't list them as 0.9.1 also as I mentioned before things like the libraries are still working and required.
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Midnight Kitsune on July 05, 2019, 04:36:42 AM
So much for auto-updates... so me main game's version is outdated, and ALL OTHER MODS WORK? I assume then they have not been updated :D

I'm going to have to go look at how to manually update the game then, thanks for clearing this up at the least, I'm glad for that.
Version Checker is your friend!
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Terenin on July 05, 2019, 12:45:17 PM
Well, just finished re-DL'ing the game, the mods, extracting them and putting them in proper order. EVERYTHING is working just fine now.

Just a "tanks" seems a bit dull, but that's what I got - thanks a lot, I forgot the whole way this game's updates worked and this is now cleared up. o7
Title: Re: [0.9.1a] Interstellar Imperium 2.0.1
Post by: Alphascrub on July 05, 2019, 06:28:42 PM
Well, just finished re-DL'ing the game, the mods, extracting them and putting them in proper order. EVERYTHING is working just fine now.

Just a "tanks" seems a bit dull, but that's what I got - thanks a lot, I forgot the whole way this game's updates worked and this is now cleared up. o7

Not sure how everyone else does it but I generally play SS in bursts few weeks here, maybe months on a campaign ect. Basically whenever your about to start playing again its always best to do a fresh install on everything. Least in my opinion. I don't think I've ever really had a crash as long as I edit my memory and keep my mods up to date. Maybe a half dozen to a dozen over course of a few years, I think I've been playing since .65 so that's a pretty good record for a game still in active development.
Title: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Dark.Revenant on July 12, 2019, 02:19:08 PM
Presented without explanation.

(https://i.imgur.com/IZssoKN.png)



(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%202.1.0.7z)

Download Interstellar Imperium 2.1.0 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%202.1.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%202.1.0.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982))

- Supported by DynaSector 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet updated!) -
- Supported by Nexerelin 0.9.2c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 2.1.0:
- Revamped and vastly improved the Yamato IBB
- Added a new bounty featuring HELMUT
- Interstellar Bazaar support for Nexerelin
- Interstellar Bazaar no longer sells blueprints you already know
- Custos Defender range increased to 300 from 250
- Reduced Shock Buster minimum effectiveness versus smaller targets (except the Armor variant)
- Reduced Elite Shock Buster range, knockback, and EMP
- Titan is no longer functional when the Olympus is below 30% CR
- Combat can no longer end while a Titan blast is active
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Histidine on July 12, 2019, 07:06:35 PM
PSA: If you get a crash like the following (missing "mult") with II 2.1.0, update your Nexerelin (requires 0.9.1c or later).

Spoiler

49175 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
    at data.scripts.VayraModPlugin.setExerelinActive(VayraModPlugin.java:474)
    at data.scripts.VayraModPlugin.onApplicationLoad(VayraModPlugin.java:145)
    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$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["mult"] not found.
    at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:367)
    at exerelin.utilities.ExerelinFactionConfig.<init>(ExerelinFactionConfig.java:169)
    at exerelin.utilities.ExerelinConfig.loadSettings(ExerelinConfig.java:261)
    at exerelin.utilities.ExerelinConfig.<clinit>(ExerelinConfig.java:266)
    ... 7 more
[close]
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Mr. Nobody on July 14, 2019, 03:47:12 AM
I'm trying to come up with a witty comment to express my appreciation, without much success.

So "good job" will have to do
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: NightfallGemini on July 14, 2019, 04:46:59 AM
Got a crash while fighting against some II dudes with a nuke launcher in their fleet:

Code
2244011 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException
java.lang.IllegalStateException
at java.util.LinkedHashMap$LinkedHashIterator.remove(Unknown Source)
at data.scripts.everyframe.II_TitanPlugin.advance(II_TitanPlugin.java:944)
at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.B.super(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Dark.Revenant on July 14, 2019, 04:53:25 PM
Whoops, forgot one crash case.  That's a rare one, but probably happens more often for worse computers.

Here's a fix: https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/II.jar
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: nb8 on July 18, 2019, 09:33:32 AM
Is there a chance to get old sprites for mod? new painfully ugly
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Takion Kasukedo on July 18, 2019, 10:49:07 AM
...I don't think I've got words for that.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: MesoTroniK on July 18, 2019, 06:57:48 PM
(https://i.imgur.com/6oC7Wjb.gif)
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Alphascrub on July 18, 2019, 07:13:12 PM
Is there a chance to get old sprites for mod? new painfully ugly
(https://i.imgflip.com/eghas.jpg)
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: joppe_k on July 19, 2019, 03:08:46 AM
Can't please everyone, I suppose. I, for one, am loving the revamped Imperium.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Sy on July 19, 2019, 04:40:23 AM
Is there a chance to get old sprites for mod? new painfully ugly
the ships are not the same anymore, you can't just use the old sprites. some ships are entirely new, and even the ones that have mostly the same overall shape as before have had their weapon positions and such placed a bit differently. so using old sprites with the new ship files would lead to very strange-looking results, even if you do prefer the old sprites visually
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Selbin on August 05, 2019, 04:21:02 PM
Just curious, is there a certain method to installing the Imperial Packages? I've purchased the Targeting and Armor ones and they have yet to show up on any refit screen, even (game) days later.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Harmful Mechanic on August 05, 2019, 04:22:33 PM
Look through the design-type tags in the hullmod screen, there should be an 'Imperial' button. Make sure it's selected, and the hullmods should show up in the list.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Selbin on August 05, 2019, 11:37:06 PM
Look through the design-type tags in the hullmod screen, there should be an 'Imperial' button. Make sure it's selected, and the hullmods should show up in the list.

D'oh! >.< Welp, I'm blind. That did it. Thank you so much!
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Lionion on August 06, 2019, 04:04:19 AM
I'm personally having trouble utilizing the imperium destroyers. They are impossible to maneuver that a single lasher can easily take it out with barely any tax on the flux capacity. Any tips on the build?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: SCC on August 06, 2019, 11:30:47 AM
You are referring to either the Praetorian or the Interrex. Both have four variants you can choose from and they are pretty good, so I'll not delve into details.
Praetorian is like a cross between the Hammerhead and the Enforcer. Slow and tough like the latter, but damn shooty like the former. Its rear defences are abysmal, though, so you have to prevent that from happening by having escorts. It's supposed to mainly hold, like Enforcer, but with a fair bit more firepower. While it's possible, I wouldn't use its medium turret for point defence, except for the Sagittarius.
Interrex is more about flanking striking, helped by its mobility ship system and better missile capability. It has even worse rear defences, but it should be mobile enough to get out of the harm's way before that happens. It doesn't have the slots to spare, but it has a decent shield.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: JDCollie on August 06, 2019, 11:02:46 PM
I'm personally having trouble utilizing the imperium destroyers. They are impossible to maneuver that a single lasher can easily take it out with barely any tax on the flux capacity. Any tips on the build?

Your problem here is more of deployment than build. Imperium ships are built to fight in formation (you might notice they tend toward tremendous forward firepower, with highly flankable sides.) The way you build an Interrex or Preatorian to not get flanked is to give them escorts.  :)
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Alphascrub on August 07, 2019, 12:47:58 AM
I'm personally having trouble utilizing the imperium destroyers. They are impossible to maneuver that a single lasher can easily take it out with barely any tax on the flux capacity. Any tips on the build?

Your problem here is more of deployment than build. Imperium ships are built to fight in formation (you might notice they tend toward tremendous forward firepower, with highly flankable sides.) The way you build an Interrex or Preatorian to not get flanked is to give them escorts.  :)

Deployment formations can even help here. Select the Interrex and the two ships you want to deploy with it and hit deply. Then tell the two escorts to to escort. This should cause them to deploy in a straight line with each other and place other ships behind them. Repeat this over and over with other ships. Like the tip of a spear, it will kind of mushroom out as you go but the escorts should stick with the ship.  Its an odd thing and some might argue it doesn't work or is stupid but ive found pretty good success with it. Specially if the ships deployed next to each other have similar max speeds. This might be something other people call stupid so take it with a grain of salt.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: dion on August 07, 2019, 11:32:23 AM
Not sure if this is a issue, but so far all Imperium stations have no Fuel at all
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Ed on August 07, 2019, 11:49:50 AM
Question for veteran users of this mod
What are your favorite ships of each class and how you customize it?

I found the missile frigate (forgot the name, the asymmetric D shaped ship) is great if you put some high damage limited ammo missiles/rockets (I am usually a fan of infinite missiles, but this little guy can reload limited ammo)

The only other ship i tested was the Titan missile capital, that thing is so hilariously absurd, i love it, but it was too hard to use effectively unless i was attacking stations. I restarted as a member of the Imperium this time, i want to make a lower cost (in supplies), but very effective fleet and the Diable Avionics fleet i had in the previous playthrough was not cutting for it.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Alphascrub on August 07, 2019, 01:50:37 PM
Not sure if this is a issue, but so far all Imperium stations have no Fuel at all

Thats entirely dependent on their location. Outside of a bug some stations might not have the facilities on them to produce or stockpile fuel. I've never heard of a no fuel bug on a station.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: kazi on August 07, 2019, 02:10:47 PM
If there's no fuel, it means the faction is having trouble keeping that market supplied with fuel. There can sometimes be fuel on the black market, even if there's no fuel on the open market.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Warmasta on August 07, 2019, 08:05:05 PM
hey, I recently downloaded the mod and have been using it (love the carriers!) and I can't seem to find the imperium hull mods. Do they appear as regular modspecs or should I be able to get them on any imperium world?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: SCC on August 07, 2019, 09:24:25 PM
You can find them while exploring or raiding Imperium planets with a military base. I think that Imperium markets sell them sometimes just like that and with Bazaar I am almost certain of that.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Clibanarius on August 07, 2019, 09:29:38 PM
Yeah. Imperial markets will carry them, just not at the rate we'd prefer is all, hah. I've seen all 3 appear before there, it's just not the most easy thing to find when you friggin' want them so you can kit out your Imperial fleet properly!
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Euripides on August 10, 2019, 04:46:44 PM
Spoiler
42522 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getFleetMember()Lcom/fs/starfarer/api/fleet/FleetMemberAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getFleetMember()Lcom/fs/starfarer/api/fleet/FleetMemberAPI;
   at data.scripts.hullmods.II_TitanBombardment.updateDecoWeapons(II_TitanBombardment.java:114)
   at data.scripts.hullmods.II_TitanBombardment.applyEffectsAfterShipCreation(II_TitanBombardment.java:62)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.B.class.for(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.B.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.B.<init>(Unknown Source)
   at com.fs.starfarer.codex.ui.Object.<init>(Unknown Source)
   at com.fs.starfarer.codex.ui.E.o00000(Unknown Source)
   at com.fs.starfarer.codex.ui.E.setCurrentItem(Unknown Source)
   at com.fs.starfarer.codex.ui.E.codexItemSelected(Unknown Source)
   at com.fs.starfarer.codex.ui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.O0OO.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I get this error when I click on the Olympus-class Siege Platform in the codex, the in-game library/wiki, which causes a CTD.

This CTD was fixed by updating Starsector from 0.9.1a-RC7 to 0.9.1a-RC8
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Histidine on August 10, 2019, 05:39:22 PM
@Euripides: Make sure you have the newest version of Starsector (0.9.1a-RC8), redownload from website (http://fractalsoftworks.com/preorder/) if you don't
What version do you see in the top-right of the screen in main menu/campaign?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Euripides on August 10, 2019, 05:41:33 PM
I have rc7, I will download the latest game version and check for the CTD

Okay, the latest release version does not have a CTD when viewing the Olympus.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: EmpiresFinest on August 12, 2019, 08:00:21 AM
Hey, all. Just reporting some strange behavior to see if it's normal or should be expected.
I noticed the Imperium markets are woefully underequipped with Imperial weapons like the Solis and Telus cannons as shown in the screenshot (I used a finditem command to see where they were stocked). Even in major Imperial markets like Ex Vis and Babylon they're almost non-existent. I did some flying and also noticed most Imperial ships are using vanilla weapons as well. Any ideas what could be causing this?

In my game I have Nexerlin, some faction mods and expansions like ship/weapon pack, but nothing I'd imagine would affect this.

EDIT: NVM, after a few market updates they seem to have manufactured appreciable amounts
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: guedez on August 14, 2019, 07:04:35 PM
How to get those heavily modded Matriarchs you can see in the codec? You need to steal the blueprint by raiding them imperium or you need to find one, destroy and restore? Or you can actually buy it rarely?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Dark.Revenant on August 14, 2019, 11:46:17 PM
How to get those heavily modded Matriarchs you can see in the codec? You need to steal the blueprint by raiding them imperium or you need to find one, destroy and restore? Or you can actually buy it rarely?

I have no idea what you're referring to.  Do you have a screenshot?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: guedez on August 15, 2019, 05:45:27 AM
I have no idea what you're referring to.  Do you have a screenshot?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: SCC on August 15, 2019, 05:47:04 AM
This is a regular Matriarch, just with a targeting package. You can buy, salvage or raid for imperial packages, like any other hullmods.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Semondice on August 17, 2019, 07:46:35 AM
Question for veteran users of this mod
What are your favorite ships of each class and how you customize it?

I found the missile frigate (forgot the name, the asymmetric D shaped ship) is great if you put some high damage limited ammo missiles/rockets (I am usually a fan of infinite missiles, but this little guy can reload limited ammo)

The only other ship i tested was the Titan missile capital, that thing is so hilariously absurd, i love it, but it was too hard to use effectively unless i was attacking stations. I restarted as a member of the Imperium this time, i want to make a lower cost (in supplies), but very effective fleet and the Diable Avionics fleet i had in the previous playthrough was not cutting for it.

The first time I saw the Olympus, the ship with the Titan missile, I thougt "no way; no way is gonna fire that thing... nah, 's gonna just do something very, bery powerfull, a big boom and a lot of damage. Yeah. No w..."
And then i fired it against a station.
In the midst of both fleets.
Good mercifull satan, that was not expected...

So, methinks it's up there in the top three, along with the matriarch, the 6 fighter bays carrier, and the battleship, the caesar: nowhere nearly as though as that pitbull of a ship, the Onslaught XIV, but good gosh is it powerfull with the empire elite mod pack.

A little tip for your fleet: imperium ships are extremely versatile, and in good numbers you'll get away against most of enemies just with a butload of destroyers and a bigger ship for the capital honours.... THE IMPERIUM IS SO MUCH FUUUUUN XD!!!!!!
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Gann on August 23, 2019, 02:22:17 PM
Hi Dark, I absolutely love your mod and I was wondering if you'd consider porting the IBB Yamato to your Ship/Weapon pack as well? I like the Empire as a faction but sometimes I want to play without 'em, and I miss the ship.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Dostya on August 23, 2019, 03:41:23 PM
Disable Interstellar Imperium and start a new game, save & quit, enable Interstellar Imperium, load and play. The faction won't exist and assuming you didn't turn faction respawning on they won't, but you'll have all the stuff available.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Taverius on August 23, 2019, 03:56:42 PM
Or you could just disable the faction spawning in the nex start options.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Gann on August 23, 2019, 05:05:17 PM
Disable Interstellar Imperium and start a new game, save & quit, enable Interstellar Imperium, load and play. The faction won't exist and assuming you didn't turn faction respawning on they won't, but you'll have all the stuff available.

Thanks for the help! It works perfectly! :)
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: HaymakerW on August 27, 2019, 04:51:38 PM
Oh hi there, dropping a kudos for some quality modding. After returning to Starsector, I'm treated with a facelift on my favorite faction mod.

The Industrial feeling is gone, but now now these ships look more regal. Something a massively OP psychic ruler of entire race of humanoids would design to represent his majesty and definite not-godhood. Yes..

I feel like they are in good spot. While favoring range and being brickhouses mostly, they still have that versatility in forms of tons of points and those packages are so fun.
Few highlights from my game so far
-Seeing AI Ixion loaded with other missiles go full ham on a cruiser, reseting its armaggedon with its system and doing it again.
-Deploying three Ixions with various torpeds to EXPLODE a poor effer
-Putting sledgeguns on the nose of Dictator, grouping them and setting them to alternative fire and watch as weak shield ships can't deal with the constant barrage.
-Managing to withstand odds with some turtling up ala Roman style, shoulder to shoulder with the escort commands while sneakily deploying strike craft reinforcements to torpedo up some exposed rears. Survived some big batles with minimal losses, battles I had no right to win with such schemes.
-Basileuses (Basileusii?) with sabots on the 'wing'. It's sexy.. whenever AI realises he can fire those sabbots willy nilly. Infact, pretty much all missiles with some homing do. Homing torpedos are especially stupid awesome
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Kreldin Foxclaw on September 02, 2019, 12:58:09 AM
Sorry if this has been asked before, but what music did you use for the planetary menu on the Imperium planets. I could swear I've heard it before, but I cant quite place where, and it's bugging me something fierce.

Really enjoying the mod's content, too. Not my kind of ships to fly, but they make a fantastic opponent.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.0
Post by: Ed on September 05, 2019, 04:16:12 PM
i want to make a ship system for my mod very similar to shockbuster (but will do the opposite, pulling enemies), do you mind if i take some of your code? I will credit it of course.
Title: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Dark.Revenant on September 08, 2019, 12:06:06 AM
Big balance pass!  Check the change log!



(http://i.imgur.com/29cPyOI.png) (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%202.1.1.7z)

Download Interstellar Imperium 2.1.1 (https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar%20Imperium%202.1.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Interstellar%20Imperium%202.1.1.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=10982)) (Updated!)

- Supported by DynaSector 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet updated!) -
- Supported by Nexerelin 0.9.4b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Version 2.1.1:
- Added Space Battleship Yamato start
- Lightspear balance adjustment:
  * Lightspear (Elite) EMP damage is increased by a factor of 4, but no longer inflicts actual damage
  * Lightspear damage and flux cost is reduced by approximately 20%
- Titan balance adjustment:
  * Slight flux boost and overload duration boost (for cruisers and capital ships) to EMP Titan
  * Titan now requires more CR to launch if the Olympus has D-mods (always costs 300 supplies)
  * When a Titan appears, the enemy AI will always attempt to order an Eliminate against it
  * Enemy ships not ordered to Eliminate an explode-type Titan (standard or EMP) will try to avoid it
- Wave Motion Cannon now does 3x damage to fighters and hulks and 100x damage to asteroids, and won't detonate on hulks
- Decreased rarity of Ship and Weapon packages
- Fundae balance adjustment:
  * Fundae MIRVs now prioritize closer targets more (big impact for Fundae MIRV Titan)
  * Reduced Fundae AOE fragmentation damage to 140 from 160
- Reduced Sagittarius Autogun DPS to 720 from 800, reduced hit glow effect
- Imperial Package balance adjustment:
  * Elite no longer scales CR penalty by hull size; back to a flat 50%
  * Elite penalizes range by 20%
  * Elite's reversing speed penalty is increased to 20/15/10/10 from 15/12.5/10/10
  * Armor now adds 50% EMP resistance
  * Targeting now penalizes speed by 20/15/10/5
  * Targeting now increases zero flux boost by 30/25/20/15
  * Targeting is no longer compatible with Unstable Injector
- Massively improved the readability of Imperial Package tool-tips
- Adjusted Lynx Shock Buster AI to work better with phase ship tactics
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
  * Most changed are the Legionary and Dominus, which now cost considerably more to recover from low CR
- Increased Legionary DP to 15 from 14
- Massively buffed Elite Ixon's Magnum Salvo missiles:
  * Doubled EMP damage
  * Arcs have a chance to pierce through shields
  * Slightly faster and longer-lived, considerably harder to shoot down
- Increased Armageddon AI range to 1750 from 1500, but fixed a Magnum Salvo AI bug that caused it to fire at a range of 2000
  * Slightly increased lifespan of base missile to compensate
- Overdrive and Lux Finis balance adjustment:
  * Increased gauge recovery time to 28 seconds from 24 seconds
  * Targeting Package decreases the gauge drain rate by 25%
  * Fixed issue where CR was not draining quickly enough at redline with the Elite Package (now closer to the default CR drain when redlined)
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Trulock on September 08, 2019, 02:33:58 AM
Hi,

Just wanted to let you know I am really enjoying this mod. I am only running nex + this and I highly recommend a campaign using this faction with nex to any other newer players out there.

Thank you
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: radekplug on September 08, 2019, 06:59:43 AM
finaly i yamato is playble before was bout now she do serius damage one shooting firagets fuun as hell.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Offensive_Name on September 08, 2019, 11:32:31 AM
Why you gotta do me with that Targeting package speed nerf?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Wyvern on September 08, 2019, 11:35:32 AM
You say nerf, I say buff.  Sure, it makes the targeting package ships less kite-y, but that's overall a good thing.  And boosted zero-flux means they get into position that much faster.  (I guess it's a straight nerf if you were using targeting + Unstable Injector, but I never did, so I don't care.)
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Starareo on September 15, 2019, 06:36:14 PM
As someone who just started a playthrough as the Imperium, I don't think the targeting package nerf matters too much when my Caesar class is deleting ships before I even see them lmao.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Ed on September 15, 2019, 06:54:40 PM
As someone who just started a playthrough as the Imperium, I don't think the targeting package nerf matters too much when my Caesar class is deleting ships before I even see them lmao.
Get a Matriatch, it gets even more fun.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Starareo on September 15, 2019, 07:35:47 PM
Can't wait, how good is the battlecarrier capital?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Ed on September 15, 2019, 07:38:21 PM
Can't wait, how good is the battlecarrier capital?
it comes with +100% range hullmod for starters
And plenty Fighter bays
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Sinosauropteryx on September 16, 2019, 09:34:35 AM
Hey, i have a problem with lag spiking every time the Matriarch uses its system with any number of fighters out. In particular it hits hardest when in attack mode, with targeting package. I might go from 40 FPS down to 15 or 20. Don't know if it's caused by the graphics or the processing. Is there something I can tone down or turn off in the settings?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Dark.Revenant on September 16, 2019, 09:26:43 PM
That probably indicates a relatively slow machine to start with, and I'm not entirely sure what might cause such an effect.  I have a guess, though, and I tried a fix of sorts.  See if this helps: https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/II.jar
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Sinosauropteryx on September 16, 2019, 11:41:35 PM
It doesn't seem to have helped I'm afraid. Yeah, I've got a potato.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Starareo on September 17, 2019, 09:12:37 AM
How good is the AI at controlling an Adamas class?

Update: Turns out its pretty *** good in my opinion
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Terenass on September 22, 2019, 01:18:32 AM
Just curious if anyone know what is up - from today whenever i come to Byzantium and try to trade - game crashes

My log info is:

Spoiler
619855 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.combat.CRPluginImpl.applyMaxCRCrewModifiers(CRPluginImpl.java:48)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStatsBasedOnCrew(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateOnlyStatsThatCanRelyOnCROrCre w(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.submarkets.BlackMarketPlugin.updateCargoPreP layerInteraction(BlackMarketPlugin.java:112)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.o00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.o00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.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.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Dark.Revenant on September 22, 2019, 09:30:48 PM
Just curious if anyone know what is up - from today whenever i come to Byzantium and try to trade - game crashes

My log info is:

Spoiler
619855 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.combat.CRPluginImpl.applyMaxCRCrewModifiers(CRPluginImpl.java:48)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStatsBasedOnCrew(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateOnlyStatsThatCanRelyOnCROrCre w(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.submarkets.BlackMarketPlugin.updateCargoPreP layerInteraction(BlackMarketPlugin.java:112)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.o00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.o00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.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.O0Oo.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

What's your mod list?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Terenass on September 23, 2019, 12:53:20 AM
Utility Mods:
Autosave by LazyWizard
SkilledUp by bonomel
Combat Chatter by Histidine
GraphicsLib by Dark.Revenant
LazyLib by LazyWizard
MagicLib by Tartiflette

Content Expansion:
Disassemble Reassemble by AxleMC131
Ship/Weapon Pack by Dark.Revenant
Tahlan Shipworks by Nia Tahl
Vayra's Ship Pack by Vayra

Factions mods:
Blackrock Drive Yards by Cycerin
Legacy of Arkgneisis by Gwyvern
Diable Avionics by FlashFrozen, Tartiflette
Interstellar Imperium by Dark.Revenant
Mayasuran Navy by Knight Chase
Scy by Tartiflette
Sylphon RnD by Nia Tahl and Nicke

I am in cycle 213 month 3 day 14 and untile right now i never had any problem - I visited Bysantium in past and never had problem, i can travel to other imperium planets and there are no problems - its for some reason only on Bysantium that i cant trade. I can go to administrators, can repair and can do military action - but whenever i click on trade there game crash.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Dark.Revenant on September 23, 2019, 11:49:54 PM
I'm fairly sure it isn't specifically related to this mod, but you do have something valuable: a consistent trigger for this bug.  It would be extremely helpful if you uploaded your save file so the relevant modder(s) can take a look and debug.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Terenass on September 24, 2019, 01:25:59 AM
I uploaded it here - https://uloz.to/file/7Cmnn9NYvVK7/saves-rar

Hopefully it help anyone.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Histidine on September 24, 2019, 04:20:13 AM
I heard it was caused by older versions of Vayra's Ship Pack (fixed in 1.0.3, but saves made with an older version are still a gone case) (http://fractalsoftworks.com/forum/index.php?topic=16451.0)
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Terenass on September 24, 2019, 04:57:01 AM
I heard it was caused by older versions of Vayra's Ship Pack (fixed in 1.0.3, but saves made with an older version are still a gone case) (http://fractalsoftworks.com/forum/index.php?topic=16451.0)

Ohhh, it must have been this as when i upgraded my Vayras Ship Pack to 1.0.5 it works even for my old save =)
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: jetblae545 on September 25, 2019, 02:39:09 AM
im getting this error after installing the mod

Fatal: Failed to find script of class [com.fs.starfarer.impl.compaign.CoreLifecyclePluginImpl]

any help?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Histidine on September 25, 2019, 04:07:05 AM
im getting this error after installing the mod

Fatal: Failed to find script of class [com.fs.starfarer.impl.compaign.CoreLifecyclePluginImpl]

any help?
You're probably missing GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0). Install and enable it.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: jetblae545 on September 25, 2019, 02:47:02 PM
Thank you Histidine it worked!
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: BigBeans on September 25, 2019, 03:36:38 PM
Quick question but is there planned to be pirate versions of Imperial ships?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: ArchdukeValeCortez on September 28, 2019, 08:32:15 AM
Hiya,

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.

Cheers
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: krisslanza on September 28, 2019, 02:59:36 PM
Hiya,

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.

Cheers

Its a Custom Start in Nex
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: ArchdukeValeCortez on September 28, 2019, 05:37:16 PM
Hiya,

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.

Cheers

Its a Custom Start in Nex

I only get the 3 starts in Nex (spacer, derelict, and derelict fleet) even if I make a random sector. Will tinker with it some more.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Alphascrub on September 28, 2019, 11:04:42 PM
Hiya,

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.

Cheers

Its a Custom Start in Nex

I only get the 3 starts in Nex (spacer, derelict, and derelict fleet) even if I make a random sector. Will tinker with it some more.

Might want to grab version checker. Make sure your up to date. Also make sure you have all your mods turned on in the starsector launcher.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: ArchdukeValeCortez on September 29, 2019, 06:57:30 AM
Thank you for all the kind replies. I found the problem. I didn't have the Ship and Weapon pack installed... I shall pilot the Yamato with my dunce cap on.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: tokmak333 on October 24, 2019, 01:39:15 AM
wave motion cannon on yamato is super useless when fighters are flying in front of your ship, beam doesnt go through the fighters. It keep resets which is sometimes can be annoying as hell

I hope it will be get fixed
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: MesoTroniK on October 24, 2019, 06:37:03 PM
https://streamable.com/54ewa
https://streamable.com/je8dx

It isn't really practical for under-the-hood reasons make a beam pierce through fighters like missiles. Besides it deals with fighters well enough and the weapon is powerful enough as it is. And those videos were about the hardiest fighters in vanilla, lighter stuff like Talons? It would blast through at min 2x as many.
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Captain Draco on October 29, 2019, 07:11:18 AM
Game crashes every time when loading menu with log ending:

85070 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getFleetMember()Lcom/fs/starfarer/api/fleet/FleetMemberAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getFleetMember()Lcom/fs/starfarer/api/fleet/FleetMemberAPI;
   at data.scripts.hullmods.II_TitanBombardment.updateDecoWeapons(II_TitanBombardment.java:137)
   at data.scripts.hullmods.II_TitanBombardment.applyEffectsAfterShipCreation(II_TitanBombardment.java:80)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.String(Unknown Source)
   at com.fs.starfarer.title.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
85223 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
85223 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]

Anyone knows how to fix it?









Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Histidine on October 29, 2019, 07:50:44 AM
Sounds like your copy of Starsector is out of date; get 0.9.1-RC8 (http://fractalsoftworks.com/preorder/)
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Captain Trek on November 11, 2019, 07:43:27 AM
This seems odd - why is Traian a star fortress when its description describes it as a "small orbital station"?
Title: Re: [0.9.1a] Interstellar Imperium 2.1.1
Post by: Janster on November 24, 2019, 09:10:42 PM
Played a while now, I have found that the fighters and some of the mirv missiles are a bit too much. A reduction in shield power of 50% on the fighters could do, maybe 50% less mirv
Ships themselves are tough as nails too, but not sure if too strong. Of course this is your mod and your idea of balance, just saying that vanilla ships fare very poorly against particularly the fighters in any setting.

Otherwise keep up the good work :)