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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 940305 times)

Dark.Revenant

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Re: [0.65.2a] Interstellar Imperium v1.8.1
« Reply #135 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.
« Last Edit: April 04, 2015, 10:25:17 AM by Dark.Revenant »
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cardgame

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Re: [0.65.2a] Interstellar Imperium v1.8.1
« Reply #136 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. 
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Funk

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Re: [0.65.2a] Interstellar Imperium v1.8.1
« Reply #137 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.
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Dark.Revenant

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[0.65.2a] Interstellar Imperium v1.8.2
« Reply #138 on: May 17, 2015, 06:30:40 PM »

General balance/polish improvement update.  Saves should remain compatible.


Download Interstellar Imperium 1.8.2
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.06)
(Supported by Starsector+ 2.8.1) (Updated!)
(Supported by Nexerelin 0.3.8b) (Updated!)

We also recommend Version Checker 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
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Toxcity

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Re: [0.65.2a] Interstellar Imperium v1.8.2
« Reply #139 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).
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Dark.Revenant

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Re: [0.65.2a] Interstellar Imperium v1.8.2
« Reply #140 on: May 19, 2015, 05:54:40 PM »

Finite ammo was tried but it wasn't enough.  Small LRMs are seriously broken.
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Histidine

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Re: [0.65.2a] Interstellar Imperium v1.8.2
« Reply #141 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).
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Dark.Revenant

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Re: [0.65.2a] Interstellar Imperium v1.8.2
« Reply #142 on: June 03, 2015, 07:57:53 AM »

Yeah, found that a while back but never got around to updating as of yet.
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OOZ662

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Re: [0.65.2a] Interstellar Imperium v1.8.2
« Reply #143 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.
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

HELMUT

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Re: [0.65.2a] Interstellar Imperium v1.8.2
« Reply #144 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.



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.
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OOZ662

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Re: [0.65.2a] Interstellar Imperium v1.8.2
« Reply #145 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.
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

HELMUT

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Re: [0.65.2a] Interstellar Imperium v1.8.2
« Reply #146 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.
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Cycerin

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Re: [0.65.2a] Interstellar Imperium v1.8.2
« Reply #147 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)
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Dark.Revenant

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[0.65.2a] Interstellar Imperium v1.8.3
« Reply #148 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.


Download Interstellar Imperium 1.8.3
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.07) (Updated!)
(Supported by Starsector+ 2.10.0) (Updated!)
(Supported by Nexerelin 0.6.0) (Updated!)

We also recommend Version Checker 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
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zoe_zucchini

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Re: [0.65.2a] Interstellar Imperium v1.8.3
« Reply #149 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?
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