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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 939991 times)

ValkyriaL

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #315 on: May 17, 2016, 06:58:53 AM »

I noticed a few changelog entries are either missing or are incomplete, could you also (plzz) put the changelog in a spoiler? its extremely long.


BTW... NO matriarch supercarrier hype anywhere??? what is going on? O.o
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Cyan Leader

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #316 on: May 20, 2016, 03:44:07 PM »

Spoiler
Having the exact same issue, I'm running:

Audio Plus
Blackrock Drive Yards
Common Radar
Console Commands
DIABLEAVIONICS
GraphicsLib
Interstellar Imperium
LazyLib
mayorate
Neutrino corp
Nexerelin
pbc
Save Transfer
SCY
Ship and Weapon Pack
Templars
Tiandong Heavy Industries
TwigLib
Underworld

I will try to find which conflict is doing the issue but I have no idea initially.

EDIT.

Wait oops, my log is a bit different.

93458 [Thread-4] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v2.1 for Starsector 0.7a
93458 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
94212 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: ?00000
java.lang.NoSuchFieldError: ?00000
   at data.scripts.SetUnlockBySkill$SortByLevel.compare(SetUnlockBySkill.java:83)
   at data.scripts.SetUnlockBySkill$SortByLevel.compare(SetUnlockBySkill.java:75)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.ArrayList.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at data.scripts.SetUnlockBySkill.setUnlockBySkill(SetUnlockBySkill.java:48)
   at data.scripts.NCModPlugin.onApplicationLoad(NCModPlugin.java:68)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
EDIT2: Never mind, this is a problem with Neutrino.
« Last Edit: May 20, 2016, 04:19:40 PM by Cyan Leader »
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Surge

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #317 on: May 20, 2016, 07:06:38 PM »

I already did my stint in the Matiarch, it is far more imposing than any carrier has a right to be but is otherwise just an ultra rare toy.
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Dark.Revenant

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[0.7.2a] Interstellar Imperium 1.12.1
« Reply #318 on: May 21, 2016, 01:53:31 PM »

Added a little something:



Download Interstellar Imperium 1.12.1
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.2) (Updated!)

- Supported by DynaSector 1.0.3 (Updated!) -
- Supported by Nexerelin 0.7.5c (Updated!) -

We also recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!

Version 1.12.1:
- Added Inferna-class bomber, reworked Vicarius-B
- General compatibility update
« Last Edit: May 21, 2016, 03:40:17 PM by Dark.Revenant »
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NightKev

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Re: [0.7.2a] Interstellar Imperium 1.12.1
« Reply #319 on: May 22, 2016, 01:16:42 AM »

The bitbucket download doesn't work, it seems like you set the repo to be private?
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.12.1
« Reply #320 on: May 22, 2016, 11:30:44 AM »

I thought I set them all public.  FFS.
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Dostya

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Re: [0.7.2a] Interstellar Imperium 1.12.1
« Reply #321 on: May 23, 2016, 12:19:10 PM »

As others have said, this is a solid faction that's balanced, fun, and fits in with others to make a colorful and diverse game. One bit in particular stands out - the Sledge Gun/Cannon's SFX. That thing's firing and hit sounds are beastly, and to be honest would fit well with a bigger gun that does more damage. When that sound plays as a shot strikes home, I sit up and take notice before remembering that the sound belongs to a long-range weapon with effectively plink damage. I never use them because they just don't hit for much. It does keep me paying attention in II fights, as whenever I don't it sounds like my ships are getting pulverized. Still, I'd prefer if my ships were actually being pulverized in connection with that sound because that audio earns it.
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.12.1
« Reply #322 on: May 23, 2016, 06:50:41 PM »

When that sound triggers, it's an armor/hull hit that proced a critical hit, meaning it is actually a fair chunk of damage and will eat through armor quickly.
« Last Edit: May 30, 2016, 10:21:11 AM by Dark.Revenant »
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Gorgonson

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Re: [0.7.2a] Interstellar Imperium 1.12.1
« Reply #323 on: May 30, 2016, 04:31:46 AM »

The IBB mission for Helmut Murkoph seems to be broken.

After engaging and destroying the fleet, the game continually prompts me to re-engage, stating 'The wanted fighter wing maneuvers for another engagement.'
When I accept the engagement, no enemies are deployed and I am forced to accept victory after a moment, at which point the issue repeats itself.

I can't say if this is an issue on Interstellar Imperium's end, or if it's to do with another IBB enabling mod.

Edit: On the upside, after reloading the issue didn't persist.  I can't say what caused it, but since searching only turned up one other example, we can assume the problem is an outlier.
« Last Edit: May 30, 2016, 04:46:21 AM by Gorgonson »
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Orikson

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Re: [0.7.2a] Interstellar Imperium 1.12.1
« Reply #324 on: May 30, 2016, 07:04:41 AM »

The IBB mission for Helmut Murkoph seems to be broken.

After engaging and destroying the fleet, the game continually prompts me to re-engage, stating 'The wanted fighter wing maneuvers for another engagement.'
When I accept the engagement, no enemies are deployed and I am forced to accept victory after a moment, at which point the issue repeats itself.

I can't say if this is an issue on Interstellar Imperium's end, or if it's to do with another IBB enabling mod.

Edit: On the upside, after reloading the issue didn't persist.  I can't say what caused it, but since searching only turned up one other example, we can assume the problem is an outlier.

I think I faced this issue before too. It basically killed my entire fleet.
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.12.1
« Reply #325 on: May 30, 2016, 10:00:35 AM »

That depends on whether you're using SS+ or not.
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Gorgonson

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Re: [0.7.2a] Interstellar Imperium 1.12.1
« Reply #326 on: May 30, 2016, 06:54:09 PM »

Sorry Dark.Revenant, I should have listed my mods.

I haven't used SS+ since the split.
I'm using Dynasector and Nexerelin, as well as a slew of faction mods (BRDY, Diable, II, Junk Pirates / ASP / PACK, Mayorate, SRA, SWP, Templar, Tiandong, Underworld)

The other account of this issue was from this post in January of 2016, where the poster in question was using SS+.

The issue didn't persist when I reloaded and engaged Helmut Murkoph a second time, so I can't say what caused it for sure.  The only thing I can think of, is that during the second engagement the Olympus-X didn't fire any TITAN missiles, and it definitely did in the first engagement.

Even though I'm here posting bugs, my experience with your mods overall has been stellar.  Keep up the fantastic work, and thanks.
- G
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.12.1
« Reply #327 on: May 30, 2016, 07:58:44 PM »

It's never going to be fixed unless you use SS+; it involves a rewrite of the fleet encounter dialog logic.
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Dark.Revenant

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[0.7.2a] Interstellar Imperium 1.13.1
« Reply #328 on: September 17, 2016, 07:42:54 PM »

In true 1984 fashion, 1.12.1 is retroactively changed to 1.13.0.  Beyond that, this update features various balance updates (mostly buffs).


Download Interstellar Imperium 1.13.1
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.2)

- Supported by DynaSector 1.0.4 (Updated!) -
- Supported by Nexerelin 0.7.5c -

We also recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!

Version 1.13.1:
- Improved Drive Booster hulk-avoidance
- Energized Armor bonus increased to 100% from 75%
- Drive Booster recovers charges more quickly (by about 33%)
- Rebalanced Hailfire Chaingun (lower DPS, less flux, lower OP)
- Drastically reduced the flux cost of the Photon Beam Cannon
- Small tweaks
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DownTheDrain

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Re: [0.7.2a] Interstellar Imperium 1.13.1
« Reply #329 on: September 18, 2016, 03:53:15 AM »

updates everywhere

Damn...
Did something happen that I missed, couldn't you sleep for the last week and decided to use that time productively or do you always update in bulk and I just never noticed?
Not that I'm complaining of course.
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