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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 939711 times)

NCMagic

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Re: [0.6.2a] Interstellar Imperium v1.0.1
« Reply #15 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?
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.0.1
« Reply #16 on: May 26, 2014, 01:59:42 PM »

Yeah, it shouldn't cause any issues.
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HELMUT

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Re: [0.6.2a] Interstellar Imperium v1.0.1
« Reply #17 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.
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.0.1
« Reply #18 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.
« Last Edit: May 26, 2014, 04:51:42 PM by Dark.Revenant »
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.0.2
« Reply #19 on: May 26, 2014, 05:26:57 PM »


Version 1.0.2 (May 26, 2014):
- Decurion, Invictus, and Centurion flux stats adjusted
- Light Ballista Rack added
« Last Edit: May 27, 2014, 03:10:25 AM by Dark.Revenant »
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Arkangelmark5

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Re: [0.6.2a] Interstellar Imperium v1.0.2
« Reply #20 on: May 27, 2014, 05:12:39 AM »

Is it just me, but i can't see the images.  ???
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Lakis

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Re: [0.6.2a] Interstellar Imperium v1.0.2
« Reply #21 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.
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.0.3
« Reply #22 on: May 28, 2014, 07:04:02 PM »

Another small update...


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
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Draginea

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Re: [0.6.2a] Interstellar Imperium v1.0.3
« Reply #23 on: June 03, 2014, 06:37:27 AM »

I like all of the Latin/Roman names. That's fairly original.
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Lopunny Zen

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Re: [0.6.2a] Interstellar Imperium v1.0.3
« Reply #24 on: June 04, 2014, 01:52:19 PM »

da fuq man...those missiles look like they just kill everyone in the battlefield o.o
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HELMUT

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Re: [0.6.2a] Interstellar Imperium v1.0.3
« Reply #25 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!
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.0.3
« Reply #26 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.
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.1
« Reply #27 on: June 07, 2014, 02:39:21 PM »

Also we have material/normal 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
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.1.1
« Reply #28 on: June 09, 2014, 12:04:18 AM »

Update for the update.  You must update ShaderLib or it will crash, by the way.


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

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Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
« Reply #29 on: June 09, 2014, 04:45:57 PM »

New stuff!


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.


Sagittarius ADC
Everything the Thumper wished it could be. Excellent suppressive fire and area-denial capabilities.


New Sledge Cannon sprite
Muh asymmetry.


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.
« Last Edit: June 09, 2014, 07:27:38 PM by Dark.Revenant »
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