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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 940031 times)

Krelian

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Re: [0.8.1a] Interstellar Imperium 1.17.1
« Reply #405 on: June 10, 2017, 08:47:31 PM »

thanks for the update  ;D
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Dark.Revenant

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[0.8.1a] Interstellar Imperium 1.17.2
« Reply #406 on: June 19, 2017, 03:22:54 AM »

Had to make an update for stability reasons.


Download Interstellar Imperium 1.17.2
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.3.2 (Strongly recommended!) (Updated!) -
- Supported by Nexerelin 0.8.1 (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 1.17.2:
- Major save stability fixes
- Optimized textures to not overlap with Unknown Skies, saving VRAM
- Invictus shield changed (front-240 to omni-120, efficiency 0.8 to 0.9)
- Decurion shield changed (omni-120 to front-180, upkeep 0.4 to 0.5)
- Major adjustment to fleet composition ratios for various factions
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Hazard

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #407 on: June 21, 2017, 01:44:52 AM »

Is there a small error in the Hailfire Chaingun description? Shouldn't it have twice the Vulcan Cannon's damage, so 25x2 instead of only 25?
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AxleMC131

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #408 on: June 21, 2017, 03:17:27 AM »

Is there a small error in the Hailfire Chaingun description? Shouldn't it have twice the Vulcan Cannon's damage, so 25x2 instead of only 25?

I thought the Hailfire was a modified pair of vulcans. "Damage" in this case would be damage-per-shot. "25x2" would only appear if the weapon fired in two-shot bursts.

(Inexperienced standpoint)
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Hazard

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #409 on: June 21, 2017, 05:34:06 AM »

It seems to fire two shots at once, one from both barrel clusters. Of course, doubling the shots/minute to 2400 would work as well. Currently the Hailfire has the same ROF and damage as a Vulcan, but with twice the DPS which looks a bit odd at a quick glance.
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Midnight Kitsune

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #410 on: June 21, 2017, 05:47:11 AM »

It seems to fire two shots at once, one from both barrel clusters. Of course, doubling the shots/minute to 2400 would work as well. Currently the Hailfire has the same ROF and damage as a Vulcan, but with twice the DPS which looks a bit odd at a quick glance.
SS has a hard limit on ROF and I THINK the vulcan is the max it can go
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Hazard

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #411 on: June 21, 2017, 06:46:00 AM »

Derp. Seems my brain glitched out and I forgot that the numbers in the description are taken directly from weapon_data.csv. All's as well as can be then, I suppose.
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FreedomFighter

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #412 on: August 10, 2017, 10:04:54 AM »

How is the damage from PlanetBreaker explosion calculate? Sometime it vaporize everything around it. Sometime it doesn't even knock the armor off, even the ship is in the epicenter.
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AxleMC131

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #413 on: August 10, 2017, 11:03:30 PM »

How is the damage from PlanetBreaker explosion calculate? Sometime it vaporize everything around it. Sometime it doesn't even knock the armor off, even the ship is in the epicenter.

First thought from the inexperienced standpoint: Did it actually detonate in all of these explosions? Remember that the Titan missile can be shot down and destroyed like a ship, and it will make a much smaller (and less damaging) explosion just like a ship dying and exploding - not the same as when it actually hits something and detonates, which is way bigger.

Assuming you've taken that into account, then I'm afraid I don't know.  :-[
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FreedomFighter

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #414 on: August 10, 2017, 11:20:53 PM »

It did exploded, not destroyed. I starting to observe it and seem if it hasn't taking too much damage before it explode, it kinda deal more damage. Though, that thing gaurantee to turn all frigate into spacedust. I like to shoot it into hoard of them. Frigate is annoying to deal with and it split my force apart. Better call PlanetBreaker.
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Whitelock

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #415 on: August 19, 2017, 05:37:19 AM »

Hello fellow Imperials!

I appear to have found a bug with the 'Imperium' (And I assume this is where I report this?), relating to the Invictus, specifically the 'ii_invictus_default_D'.
This is the error message I get in the logs:

 
Code
5421021 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [ii_invictus_default_D] not found!
java.lang.RuntimeException: Ship hull variant [ii_invictus_default_D] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at org.lazywizard.omnifac.Shipyard$ShipData.create(Shipyard.java:535)
at org.lazywizard.omnifac.Shipyard.utilCreate(Shipyard.java:224)
at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:300)
at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:171)
at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(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)

What happens on the user end is that the game suddenly crashed, but 'leaves' me a window helpfully informing me that:


I find it hard to replicate this error consistently, it just happen sometimes (when I'm in the Sector map and cruising through the core of the Sector, close to all the populated planets).

Interstellar Imperium is not the only mod I run, rather, this is the full list:
Code
Dynasector 1.3.2
Artefact 1.122
Autosave 1.0f
Blackrock Drive Yards 0.9.0
Combat Chatter 1.7.2
Common Radar 2.4c
Dassault-Mykotan Engineering 0.9.5f
Degenerate Portrait pack 1.1
Diable Avionics 1.86
Disassemble Reassemble v 0.6
HKSec v1.4c
Interstellar Imperium 1.17.2
LazyLib 2.2
Looters 1.571
Neutrion Corporation 1.84-RC2. 1
Nexerelin 0.8.1c
Omnifactory 2.2.4
Scy Nation 1.33
Shadowyards 0.6.2c
Ship/Weapon Pack 1.3.0
The Nomads 1.4.11-rc2
Tore Up Pleanty 0.8.2
Version Checker 1.7c
ZZ GraphicsLib 1.2.1

I do hope this bug isn't because of some conflict between all the other mods, and the Imperium. But as I can't see anyone mention this bug, I'm not exactly hopefully. =S

But anyhow, I hope that is enough information for you, to pin down this bug, oh Great and Powerful Dark Imperator...
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A Random Jolteon

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #416 on: August 19, 2017, 10:18:15 AM »

Hello fellow Imperials!

I appear to have found a bug with the 'Imperium' (And I assume this is where I report this?), relating to the Invictus, specifically the 'ii_invictus_default_D'.
This is the error message I get in the logs:

 
Code
5421021 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [ii_invictus_default_D] not found!
java.lang.RuntimeException: Ship hull variant [ii_invictus_default_D] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at org.lazywizard.omnifac.Shipyard$ShipData.create(Shipyard.java:535)
at org.lazywizard.omnifac.Shipyard.utilCreate(Shipyard.java:224)
at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:300)
at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:171)
at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(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)

What happens on the user end is that the game suddenly crashed, but 'leaves' me a window helpfully informing me that:


I find it hard to replicate this error consistently, it just happen sometimes (when I'm in the Sector map and cruising through the core of the Sector, close to all the populated planets).

Interstellar Imperium is not the only mod I run, rather, this is the full list:
Code
Dynasector 1.3.2
Artefact 1.122
Autosave 1.0f
Blackrock Drive Yards 0.9.0
Combat Chatter 1.7.2
Common Radar 2.4c
Dassault-Mykotan Engineering 0.9.5f
Degenerate Portrait pack 1.1
Diable Avionics 1.86
Disassemble Reassemble v 0.6
HKSec v1.4c
Interstellar Imperium 1.17.2
LazyLib 2.2
Looters 1.571
Neutrion Corporation 1.84-RC2. 1
Nexerelin 0.8.1c
Omnifactory 2.2.4
Scy Nation 1.33
Shadowyards 0.6.2c
Ship/Weapon Pack 1.3.0
The Nomads 1.4.11-rc2
Tore Up Pleanty 0.8.2
Version Checker 1.7c
ZZ GraphicsLib 1.2.1

I do hope this bug isn't because of some conflict between all the other mods, and the Imperium. But as I can't see anyone mention this bug, I'm not exactly hopefully. =S

But anyhow, I hope that is enough information for you, to pin down this bug, oh Great and Powerful Dark Imperator...

I had this problem with a different mod. I have no idea if it's work, but try the instructions down below. It's on the "New Galactic Order" thread, Shangtai told me it on page 16. It may work here if you follow it correctly.

"Yes i try sim,

And i found fix: in mods\New Galactic Order 1.06\data\campaign\sim_opponents
change (last line) ngo_experimental_phase_fighter_balanced to ngo_experimental_phase_fighter_standard"
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Whitelock

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #417 on: August 19, 2017, 11:41:35 AM »

I had this problem with a different mod. I have no idea if it's work, but try the instructions down below. It's on the "New Galactic Order" thread, Shangtai told me it on page 16. It may work here if you follow it correctly.

"Yes i try sim,

And i found fix: in mods\New Galactic Order 1.06\data\campaign\sim_opponents
change (last line) ngo_experimental_phase_fighter_balanced to ngo_experimental_phase_fighter_standard"

Thanks for your suggestion. I didn't manage to get it to work, but it did make me digg a little deeper, and actually look at the error message in more detail, and I think I figured out what is wrong.

I had run into a group of hostile Imperials ships (from some bounty, I assume) while out exploring, and I manage to capture two Imperial ships from them, one Invictus and one Legionary, and both of them has permanent damages.

I returned with these ships to the 'OmniFactory', from the same named mod, and 'scanned in' these ships, before going on my merry way, to give the Factory some time to be ready to produce these lovely ships for me. Yet, when I try to actually look at these damaged ships, I get another error.



My assumption is this: The OmniFactory is trying to display a permanently-damaged ship (in this case an Invictus), but there is no 'hull variant' or 'hull spec' for permanently-damaged Imperial ships. I have tried this before, with non-damaged imperial ships, so that works. I can only assume that the Dark one never though that permanently-damaged Imperials ships would ever need to have stats in the way the OmniFactory wants it.

And this would lead, after I have flown around quite a few days, to the OmniFactory suddenly wanting those 'stats', even without me directly looking at, and that is what crashed my game. Though again, not consistently, which seems odd to me...


While I can swear that I had the first bug I spoke about even before I feed that damaged Invictus to the OmniFactory, that I can managed to replicate this second error without fail, dose seem to suggest I found where I did wrong. I guess I will just have to get these lovely ships, in a slightly more 'undamaged' condition...
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Dark.Revenant

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #418 on: August 20, 2017, 12:08:52 PM »

Both crashes are caused by the Omnifactory only.  It would crash in the same manner for any other ship in similar condition.
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Sooner535

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Re: [0.8.1a] Interstellar Imperium 1.17.2
« Reply #419 on: August 20, 2017, 03:21:34 PM »

Is there any good broadside flak ship?
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