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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 948632 times)

Ahne

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Re: [0.65.2a] Interstellar Imperium v1.7.2
« Reply #120 on: February 25, 2015, 08:30:14 AM »

Yeah its fragmentation, i mixed up.
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OOZ662

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Re: [0.65.2a] Interstellar Imperium v1.7.2
« Reply #121 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
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Dark.Revenant

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[0.65.2a] Interstellar Imperium v1.7.3
« Reply #122 on: March 07, 2015, 11:14:26 PM »

More balance, more Exerelin


Download Interstellar Imperium 1.7.3
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.05)
(Supported by Starsector+ 2.6.5) (Updated!)
(Supported by Nexerelin 0.2.2) (New!)

We also recommend Version Checker 1.4b 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
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Ahne

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Re: [0.65.2a] Interstellar Imperium v1.7.3
« Reply #123 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
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Dark.Revenant

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[0.65.2a] Interstellar Imperium v1.8
« Reply #124 on: March 14, 2015, 07:11:33 PM »

New art! New skins!




Download Interstellar Imperium 1.8
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.06) (Updated!)
(Supported by Starsector+ 2.7.1) (Updated!)
(Supported by Nexerelin 0.3) (Updated!)

We also recommend Version Checker 1.4b 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
« Last Edit: March 15, 2015, 09:39:38 AM by Dark.Revenant »
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Nanao-kun

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Re: [0.65.2a] Interstellar Imperium v1.8
« Reply #125 on: March 14, 2015, 07:22:27 PM »

Woah! Those look amazing. That Imperium Hammerhead looks great in those colors.
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Toxcity

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Re: [0.65.2a] Interstellar Imperium v1.8
« Reply #126 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.
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Sabaton

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Re: [0.65.2a] Interstellar Imperium v1.8
« Reply #127 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.
« Last Edit: March 15, 2015, 02:06:04 AM by Sabaton »
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Ahne

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Re: [0.65.2a] Interstellar Imperium v1.8
« Reply #128 on: March 15, 2015, 07:53:43 AM »

Awesome man!!
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NightfallGemini

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Re: [0.65.2a] Interstellar Imperium v1.8
« Reply #129 on: March 17, 2015, 06:37:04 PM »

All the Imperium variants of vanilla stuff look (and feel) great. <3
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Sabaton

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Re: [0.65.2a] Interstellar Imperium v1.8
« Reply #130 on: March 18, 2015, 12:37:23 PM »

Imagine a Dominator with an extra large slot instead of its missiles.
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MesoTroniK

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Re: [0.65.2a] Interstellar Imperium v1.8
« Reply #131 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.

Dark.Revenant

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[0.65.2a] Interstellar Imperium v1.8.1
« Reply #132 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.


Download Interstellar Imperium 1.8.1
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.06)
(Supported by Starsector+ 2.7.2) (Updated!)
(Supported by Nexerelin 0.3.3) (Updated!)

We also recommend Version Checker 1.4b 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
« Last Edit: March 28, 2015, 02:10:11 PM by Dark.Revenant »
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Mass Driver

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Re: [0.65.2a] Interstellar Imperium v1.8.1
« Reply #133 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.
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OOZ662

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Re: [0.65.2a] Interstellar Imperium v1.8.1
« Reply #134 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.
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