Fractal Softworks Forum
September 24, 2018, 05:34:44 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New blog post: Salvaging Mechanics Update (09/06/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
 
   Home   Help Search Login Register  
Pages: 1 ... 28 29 [30]
  Print  
Author Topic: [0.8.1a] Interstellar Imperium 1.19.0  (Read 229791 times)
ThatSwoleGuy
Ensign
*
Posts: 7


View Profile Email
« Reply #435 on: October 04, 2017, 11:18:20 AM »

Dude the new art is f*kin AWESOME!
Logged
mehgamer
Ensign
*
Posts: 46


TTK is not representative of combat performance.


View Profile Email
« Reply #436 on: October 04, 2017, 02:25:54 PM »

I'm actually in the middle of plotting out a lore rewrite. In short, they call themselves an Imperium, but that name has about as much meaning as the Democratic People's Republic of Korea.  They manage to hold on to a small set of well-protected worlds, thereby avoiding being taken out by the Hegemony without needing to rely on the League, but even this is mostly just a matter of luck and circumstance.

Basically, they put on a show of perceived strength and showmanship with big flashy capitals and superweapons, but have trouble projecting this force without bankrupting themselves.  They're really a lot more fragile than this firepower suggests, and it's why they have a lot of defensive fleets (including the huge defensive array around Nova Capitalis).  The siege event will still exist; however, the rationale for embarking on sieges is to force an economic surrender from the market being blockaded, hauling back expensive goods and lots of credits.  It's little better than piracy.

I reeeeeally like it, and it helps to solve the long standing "lore purist" issue II had for so long as a monolith equal in power to Hedgemony.  Also, I like the idea of factions that maintain order through dramatic shows of force, but can't actually support offensive actions.  It's pretty common in the real world (Hence the North Korea reference) but would be the first time I know of that someone took this angle so directly in Starsector.

Good work, DR
Logged
Sy
Admiral
*****
Posts: 1155



View Profile Email
« Reply #437 on: October 04, 2017, 02:40:47 PM »

I reeeeeally like it, and it helps to solve the long standing "lore purist" issue II had for so long as a monolith equal in power to Hedgemony.
same. that always felt a bit unfitting to me. :]
Logged
Dark.Revenant
Admiral
*****
Posts: 2408



View Profile WWW Email
« Reply #438 on: December 01, 2017, 09:53:57 PM »

Some balance-related BS, mainly.


Download Interstellar Imperium 1.18.2
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.4.1 (Updated!) -
- Supported by Nexerelin 0.8.2d -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 1.18.2
- Gave Draconarius a pair of single-shot Ballista missiles
- Reduced Scutum refit time to 10 from 15
- Made Scorpio Javelin Launcher great again
- Fixed hullmod-related crash bug
Logged

Bastion.Systems
Captain
****
Posts: 315


Special Circumstances LCU


View Profile Email
« Reply #439 on: December 05, 2017, 01:54:29 PM »

The new art looks so nice. Like wow.
Logged
Dark.Revenant
Admiral
*****
Posts: 2408



View Profile WWW Email
« Reply #440 on: April 23, 2018, 05:13:28 AM »

More missiles, more better.





Download Interstellar Imperium 1.19.0
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.4.4 (Updated!) -
- Supported by Nexerelin 0.8.3e (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 1.19.0
- Added spammy AOE anti-fighter missile weapon
  * Added Fundae SRM Pod
  * Added Heavy Fundae Pod
  * Added Onager Launcher
- Added a 2x Fundae to the Flamen
- Increased Flamen OP to 5
- Decreased Scutum OP to 7
- Drive Booster is weaker when applied in reverse or forward, stronger for lateral movement
- Made II hullmods somewhat rarer in general, and 10x less likely to appear in random loot
Logged

Cyan Leader
Captain
****
Posts: 376



View Profile
« Reply #441 on: April 23, 2018, 05:28:12 AM »

>Made II hullmods somewhat rarer in general, and 10x less likely to appear in random loot

You have my thanks.
Logged
A Random Jolteon
Commander
***
Posts: 140


View Profile
« Reply #442 on: April 23, 2018, 06:09:54 AM »

Whelp, II is going onto my list again.
Logged
cjusa
Captain
****
Posts: 295


Missiles and Mecha, my boys. Missiles and Mecha


View Profile Email
« Reply #443 on: April 23, 2018, 02:03:21 PM »

You had me at spammy missiles Wink
Logged

Very few problems can't be solved with gratuitous violence and epic explosions.

I am pro at Paradox-Billiards-Vostroyan-Roulette-Fourth-Dimensional-Hypercube-Chess-Strip-Poker. Fight me.

I've seen things you people wouldn't believe. Eagles and Falcons on fire off the L5 of Sindria. I watched Tachyon beams glitter in the dark near the Perseus Nebula...
ClassicAngus
Ensign
*
Posts: 5


View Profile
« Reply #444 on: August 17, 2018, 09:19:32 PM »

My favourite faction
What loadouts do you guys run on the maximus class?
i played a pre setup one somehow ages ago and it was awesome
right now i am running stabilised, extended and hardened shields
12 capacitors/vents and a flux distributor
In the light turret slots i have 2 light machine guns and 2 auto cannons, but i dont really get much use out of them since i tend to just dodge missiles

i also really like the malleus class
Logged
Pages: 1 ... 28 29 [30]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!