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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 940205 times)

Dark.Revenant

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Re: [0.65.2a] Interstellar Imperium v1.8.3
« Reply #150 on: September 30, 2015, 07:50:11 PM »

I recommend piloting the Olympus manually.
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Adraius

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Re: [0.65.2a] Interstellar Imperium v1.8.3
« Reply #151 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?
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Adraius

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Re: [0.65.2a] Interstellar Imperium v1.8.3
« Reply #152 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!
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Dark.Revenant

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[0.7a] Interstellar Imperium v1.9.0
« Reply #153 on: November 27, 2015, 02:35:16 PM »

New ships!  New weapons!  New stuff!  Warning: Olympus will crash until 0.7.1a.


Download Interstellar Imperium 1.9.0
Download Mirror
(Requires LazyLib 2.1) (Updated!)
(Requires ShaderLib Beta v1.1.0) (Updated!)
(Supported by Starsector+ 3.0.0) (Updated Soon)
(Supported by Nexerelin 0.6.0) (Updated Soon)

We also recommend Version Checker 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
« Last Edit: November 27, 2015, 02:37:58 PM by Dark.Revenant »
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Vinyl Dash

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #154 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?
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Dark.Revenant

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #155 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.
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Cik

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #156 on: November 27, 2015, 04:01:44 PM »

siiiiiiick

been waiting

edit: crashes on load with fatal null

any idea?
« Last Edit: November 27, 2015, 04:05:00 PM by Cik »
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Dark.Revenant

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #157 on: November 27, 2015, 04:08:18 PM »

You are going to have to post the end of your log.
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Cik

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #158 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)
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Cik

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #159 on: November 27, 2015, 04:40:23 PM »

ah, i'm a dummy. didn't have shaderlib installed

woops  ::)
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Toxcity

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #160 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?
« Last Edit: November 27, 2015, 07:35:43 PM by Toxcity »
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Dark.Revenant

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #161 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.
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SpacePoliticianAndaZealot

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #162 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?
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Tartiflette

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #163 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.
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SpacePoliticianAndaZealot

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Re: [0.7a] Interstellar Imperium v1.9.0
« Reply #164 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  :-[
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