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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 947353 times)

Vinya

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Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
« Reply #30 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. :/
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If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.

CrashToDesktop

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Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
« Reply #31 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?
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
« Reply #32 on: June 14, 2014, 08:53:14 PM »

You can disable the mod by editing the settings.json in the ShaderLib folder.
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Linnis

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Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
« Reply #33 on: June 25, 2014, 08:57:08 PM »

Great mod! I love the visuals and style  ;D
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RandomnessInc

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Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
« Reply #34 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.
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May the fry be with you.

RandomnessInc

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Re: [0.6.2a] Interstellar Imperium v1.0
« Reply #35 on: July 26, 2014, 09:17:11 AM »

I guess you could call them cruise missi- *gets shot*
Hilarious
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May the fry be with you.

Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.2.1 (New stuff!)
« Reply #36 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.
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.3
« Reply #37 on: July 28, 2014, 08:37:50 PM »




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



Basileus-F-class Freighter


Auriga-class Tug


Maximus-class Advanced Frigate


Jupiter-class Defense Platform
« Last Edit: July 28, 2014, 10:12:06 PM by Dark.Revenant »
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Nanao-kun

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Re: [0.6.2a] Interstellar Imperium v1.3
« Reply #38 on: July 28, 2014, 10:51:52 PM »

The Jupiter looks pretty damn cool.
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Dark.Revenant

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[0.6.2a] Interstellar Imperium v1.3.1
« Reply #39 on: August 13, 2014, 11:12:54 AM »




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
« Last Edit: August 13, 2014, 08:12:38 PM by Dark.Revenant »
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Dark.Revenant

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[0.6.2a] Interstellar Imperium v1.4
« Reply #40 on: August 30, 2014, 11:13:27 PM »

Surface maps for everybody!


Download Interstellar Imperium 1.4
Download Mirror
(Requires LazyLib 1.9b) (Updated!)
(Requires ShaderLib Alpha v1.7) (Updated!)
(Requires Starsector+ 1.10 (Updated!) or included in Uomoz's Sector 1.4 Dev)


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
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ahrenjb

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Re: [0.6.2a] Interstellar Imperium v1.4
« Reply #41 on: November 04, 2014, 10:10:10 AM »

Can't wait to see this in 0.6.5
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.4
« Reply #42 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).
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ahrenjb

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Re: [0.6.2a] Interstellar Imperium v1.4
« Reply #43 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.
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Dark.Revenant

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Re: [0.6.2a] Interstellar Imperium v1.4
« Reply #44 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.
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