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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 939732 times)

Dark.Revenant

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[0.7.2a] Interstellar Imperium 1.15.0
« Reply #345 on: March 26, 2017, 03:56:32 PM »

New goodies for all!


Download Interstellar Imperium 1.15.0
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.4 (Updated!))

- Supported by DynaSector 1.0.7 (Updated!) -
- Supported by Nexerelin 0.7.7 (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 1.15.0:
- Changed Caesar shield arc to 60 degree omni from 45 degree front; updated shield stats
- Slightly improved Caesar maneuverability
- Changed Matter Accelerator Cannon to Spheric Cannon (kinetic artillery)
- Removed Active Armor
- Added Galvanic Armor
- Reduced the penalties associated with Imperial Guard ships
- Lux Repeater burst size increased to 14 from 10
- Lux Repeater damage decreased to 40 from 50
- Lux Repeater flux cost decreased to 30 from 40
- Lux Repeater accuracy improved
- Increased power for Drive Booster
- Reworked Infernium Turbo
- Redid Pulsar weapons to be high-burst weapons
- Improved Pulsar and Solis projectile visuals
- Reduced Solid Cannon projectile velocity
- Made the Inferna bomber tougher and more reliable
- Made the Colosseum mission harder
- Updated various scripts to remove frame rate dependence on graphical effects
« Last Edit: March 26, 2017, 04:20:59 PM by Dark.Revenant »
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Shift

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #346 on: March 26, 2017, 05:32:04 PM »

There seems to be a fatal error that occurs when I try to start the game with this mod installed. It gives me the fatal ship_systems.cvs is missing. I narrowed it down to this mod, removing it fixed the issue. It is a same because I was looking forward to playing a campaign through with this faction. It did not occur until after I updated it, and I have updated the prerequisite mods that are required and it hasn't helped. Hope this helps you fix it or help me fix it because I have done a dumb somewhere!
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #347 on: March 26, 2017, 05:39:40 PM »

You have to remove the old version of the mod before adding the new one; if you copy over the folder it will break.
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Ali

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #348 on: March 27, 2017, 05:11:47 AM »

Great to see regular SS updates on all your mods inc the cabal bug!  ;D

Have you any plans to do an Imperial Guard Eagle varient!?

Also will you buff the IBB Interstellar ship at all? ( Dominus varient i think ) remember it seeming a little underpowered?

Many thanks for your great work!!  ;D
« Last Edit: March 27, 2017, 05:13:55 AM by Ali »
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Phearlock

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #349 on: March 27, 2017, 06:26:12 AM »

The IBB dominus is crazy good at the role of cruiser/capital killer. You have to take into consideration that its main beam cannon does more damage the closer to the target you are. From 500-600 range It'll almost oneshot most cruisers if you get a full duration beam.
« Last Edit: March 27, 2017, 06:32:43 AM by Phearlock »
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daggertx

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #350 on: March 27, 2017, 06:51:09 AM »

The IBB dominus is crazy good at the role of cruiser/capital killer. You have to take into consideration that its main beam cannon does more damage the closer to the target you are. From 500-600 range It'll almost oneshot most cruisers if you get a full duration beam.

Yes I love fighting that ship...its awesome.
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Wyvern

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #351 on: March 28, 2017, 12:03:39 AM »

Finally managed to pick up an Adamas-class... congratulations, that thing is surprisingly fun to fly.
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Wyvern is 100% correct about the math.

Tufted Titmouse

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #352 on: March 29, 2017, 07:09:34 PM »

Tried starting up the game after i updated this mod and i got this error
Not sure what's causing it.

Code
164615 [Thread-9] ERROR com.fs.graphics.float  - Error reading PNG image data
javax.imageio.IIOException: Error reading PNG image data
at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.float.?0000(Unknown Source)
at com.fs.graphics.float.?0000(Unknown Source)
at com.fs.graphics.float$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: javax.imageio.IIOException: Unknown row filter type (= 9)!
at com.sun.imageio.plugins.png.PNGImageReader.decodePass(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.decodeImage(Unknown Source)
... 8 more
165114 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - javax.imageio.IIOException: Error reading PNG image data
javax.imageio.IIOException: Error reading PNG image data
at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.TextureLoader.String(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.null.super(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: javax.imageio.IIOException: Unknown row filter type (= 9)!
at com.sun.imageio.plugins.png.PNGImageReader.decodePass(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.decodeImage(Unknown Source)
-Edit-
Never mind, i fixed it.
« Last Edit: March 29, 2017, 07:37:25 PM by Tufted Titmouse »
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Gourdman

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #353 on: March 29, 2017, 09:52:53 PM »

Anyone having issues with the above, delete your old Interstellar Imperium folder entirely and replace it with a fresh one from the zip/rar.
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Absolutecero

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #354 on: April 01, 2017, 04:15:46 PM »

Hello I have been having fun with this mod in Corvus mode in nexerelin however I have notice that Babylon has no or next to no fuel and/or supplies in its market place forcing me  to use the black market just thought I tell you this because I found it odd.
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #355 on: April 01, 2017, 06:49:37 PM »

Starsector's economy is simulated.  It depends on the mods you have and rolls of the dice.
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Rotaryrockstar

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #356 on: May 02, 2017, 07:23:21 AM »

Hello Dark, I absolutely love this mod. I have a son who is burning at the corp with anticipation for this to be implemented into 8.0a. Any word on when we may see it?
Again, thanks so much for the great mod!
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Midnight Kitsune

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #357 on: May 02, 2017, 11:32:16 AM »

Hello Dark, I absolutely love this mod. I have a son who is burning at the corp with anticipation for this to be implemented into 8.0a. Any word on when we may see it?
Again, thanks so much for the great mod!
Many mods are broken due a a bug in vanilla SS and will have to wait until .8.1 comes out before they can be finished and released as far as I know
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Rotaryrockstar

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #358 on: May 02, 2017, 06:52:49 PM »

Thanks for the reply, I guess I missed the memo. I was wondering, because it seemed like things were updating fast in the first few days, then it all suddenly stopped. That explains it.
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.15.0
« Reply #359 on: May 03, 2017, 01:06:50 AM »

There's also the fact that I have to update half a dozen mods at the same time, totaling dozens of weapons, well over 100 ships, a lot of hull mods, fighters, etc.  And that's not even getting into the major changes and updates necessary for Dynasector, changes in how fleet spawning works affecting SWP, DS, and SS+, campaign events and scripted that need to be updated, the new procgen system needing to be handled in some of the ~5 new systems my mods collectively add...  The list goes on.  0.8 forces changes in almost every aspect of all of my mods.

Add to that my real-estate search, exercise routines, late work hours, etc. and it becomes a very slow process to do everything *right*.  Sit tight, it'll be worth the wait.
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