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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 940249 times)

Hrothgar

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #525 on: June 14, 2019, 01:01:12 AM »

So what, he's a damn Space Marine?
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eidolad

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #526 on: June 14, 2019, 06:17:01 PM »

I think I can relate to the depth and sincerity of assistance that we must bring.  I just started a coding career and rapidly last two years got stuck into doing mostly boring financial tech. UI front ends for the last few years rather than cool *** like...

...considering the balance/composition possibilities for players for an Interstellar Imperium battleship's forward battery.

Why just today, I got to adjust the breadcrumb on a table of loans.  GACK.

Instead I would rather bring forth my humble suggestion:

Interstellar Imperium's hulls are, in a future release, going to have a hullmod that, if applied:  negates the "increased maintenance" D-Mod.  Just because their navy is that badass.  Perhaps this will also be a feature built-in to a rare "elite force shipyard blueprint set" from within the IA faction because, well, we wants it.
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Dark.Revenant

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[0.9.1a] Interstellar Imperium 2.0.0
« Reply #527 on: June 18, 2019, 03:51:35 AM »

There hasn't been an update of this faction for over a year, and in the intervening time, there have been some changes.

More specifically, we added a few ships, weapons, ship systems, illustrations, updated to the current version of Starsector, redrew all of the sprites, replaced all of the lore, rewrote all of the descriptions, rebalanced the entire faction, remade every ship, revamped every ship system, redid all of the missions, and made three additional variants of every single ship sprite and ship system.

The shiny images you see below are the tip of the iceberg, folks.





Standard Imperial

Standard Imperial ships - those without any particular Imperial Package - lack a specific specialization but work well as generalist ships. The primary advantage is having a lot of spare OP, making it easy to fit better weapons or max out on vents or capacitors. Imperium ships generally have more OP than most equivalent vanilla ships (but somewhat weaker base stats to compensate), so they're fairly flexible even without a package installed.




Armor Package

Ships with the Imperial Armor Package installed are slow, bulky, and tanky. The armor boost works by essentially adding more "hit points" to the ship's armor without affecting how much damage reduction it affords. Keep in mind that the minimum damage from a weapon is similarly increased. This means that mid-to-high-alpha weapons can be endured for up to twice as long before armor fails, making it less of a fallback defense and more of a resource to be invested for a flux advantage. Ship systems are generally changed to be more defensive or reliable in nature when the Armor Package is installed.




Targeting Package

The Imperial Targeting Package tends to do at least one of two things. It turns a ship that was already outfitted for a close support role into a full-blown artillery platform, or it makes traditionally short-ranged weapons viable for hardcore assault builds. Tactically, Targeting Package ships have the most nuance of the four alternatives because of the expanded set of options available, but in general they tend to be offensively-focused. Ship systems are generally changed to be more powerful or somehow more dangerous to the enemy when the Targeting Package is installed.




Elite Package

The Imperial Elite Package resembles the Safety Overrides hull mod, and certainly the CR penalties and heavy OP cost are similar. However, while Safety Overrides reduces range but super-charges speed and flux dissipation specifically, Elite Package ships are generally improved across the board. Elite Package ships are best used in a fast, aggressive role and do poorly when engaged in standoffish tactics. Ship systems are generally changed to be more tactical, fast, or straight-up better when the Elite Package is installed.





Download Interstellar Imperium 2.0.0
Download Mirror
(Requires LazyLib 2.4e) (Updated!)
(Requires GraphicsLib 1.4.0) (Updated!)

- Supported by DynaSector 1.4.4 (Not yet updated!) -
- Supported by Nexerelin 0.9.1g (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.0.0
- Updated for Starsector 0.9.1a
- Added Carrum-class Light Freighter
  * Analogous to the Basileus-F, but beefier and better-armed
- Added Ixon-class Light Cruiser
  * Took the Malleus' missiles, but is in reality a sawn-off Falcon refit
  * Highly flexible slots and improved durability, but lacks maneuverability and has weak flux stats
  * More expensive (20 DP vs 15 DP)
- Added Ardea-class Battlecarrier
  * A combat-oriented Heron refit, with one fewer deck but several extra guns to compensate
  * Generally improved stats across the board, except speed/maneuverability
  * More expensive (22 DP vs 20 DP)
- Removed ships:
  * Auriga
  * Malleus
  * Jupiter
  * Basileus-F
  * Sebastos-F
  * Lynx-S
  * Wolf (I)
  * Eagle (I)
  * Falcon (I)
  * Hammerhead (I)
  * Imperial Guard skins
  * (D) skins
  * (P) skins
- Added Custos Defender
  * Very short-range small energy PD beam weapon
  * Basically an energy beam counterpart of the Vulcan
  * High flux cost and high fragmentation DPS, extremely fast traversal
  * Shreds low-HP missiles and fragile fighters (like Talons and Wasps) that stray too close
  * Fairly expensive (6 OP) alternative to just slapping Vulcan or Burst PD on everything, goes great on the back slot of many II ships
- Added Particle Gun
  * Short-range small energy PD weapon
  * Basically a crappier Vulcan in an energy slot
  * Low flux cost and moderate fragmentation DPS, fast projectiles and medium accuracy
  * Better than similarly-priced weapons at killing missiles, but worse at other roles
  * Very cheap (2 OP) alternative to just slapping Vulcan on everything; cheap alternative to PD/LRPD Laser on ships that want projectile weapons
- Added ER Particle Cannon
  * Long-range small energy weapon
  * Energy counterpart of the Sledge Gun
  * Fairly high flux cost and good fragmentation DPS, good at keeping pressure up while having more bite than a Tactical Laser
  * Expensive (8 OP) alternative to Sledge Gun or Tactical Laser spam
- Added Arcus Autocannon
  * Medium-range small ballistic weapon
  * Low-flux alternative to the light autocannon series of weapons
  * Flux-efficient and fairly accurate, but low DPS for the OP cost
  * Great as a non-PD slot filler, or as a means of safely adding shield pressure to an existing loadout
- Added Siege Mortar
  * Medium-long-range small ballistic weapon
  * Top-tier armor penetration for a small weapon
  * Flux-efficient, but low DPS for the OP cost
  * Slow projectile with terrible accuracy
  * Great as a non-PD slot filler, or as an armor-cracker when mounted on smaller ships
- Removed Hailfire Chaingun
- Significant rework for every ship
  * Increased Ordnance Points across the board
  * Reduced base stats to compensate
  * Updated Dominus layout, new built-in Triplex Beam Cannon
  * Updated Decurion layout
  * Updated Interrex layout
  * Updated Maximus layout, new built-in Patella Breaker, now a phase ship
  * Updated Lynx layout, now a phase ship
  * Updated Adamas layout, now a phase ship
  * New Matriarch layout
  * New Basileus layout
  * New Princeps layout
  * New Olympus layout
  * New Barrus layout
- Significant rework for many weapons
  * Weapon stat changes across the board
  * Sagittarius Autogun now doubles as PD
  * Large-slot Fundae weapon is now the Onager MIRV Launcher
    - Anti-carrier weapon that doubles as a torpedo and a Fundae deployment device
- Replaced the trio of Imperium hullmods:
  * Imperial Armor Package (5/10/18/30 OP)
  * Imperial Targeting Package (5/10/18/30 OP)
  * Imperial Elite Package (10/20/35/60 OP)
    - AI is more aggressive - up to Reckless (if no player-owned officer assigned)
  * Can only choose one of the three
  * Provides profound bonuses with meaningful downsides that greatly affect how the ship performs/behaves
  * Each one also provides a unique improvement to the ship system
  * Carrum/Basileus: also changes cargo/fuel/crew
  * Adamas: also buffs Lightspear
  * Olympus: also changes Titan configuration
  * Slightly changes the ship's appearance
- Added Imperial Flares system
  * Used by the Carrum, Princeps, and Olympus
  * Shoots 2x6 flares
  * Armor: 3x6 longer-lasting, more effective flares
  * Targeting: 1x6 seeker flares
  * Elite: 1x6 homing energy/EMP missiles
- Added Micro-Forge system
  * Used by the Basileus
  * Replenishes all missile ammo, but takes a long time to charge up and generates a lot of flux
  * Isn't affected by bonuses to missile ammo (such as EMR)
  * Armor: damper field effect, lower flux cost
  * Targeting: 2 charges
  * Elite: activates quickly and resets flux instead of generating flux
- Added Turbofeeder system (replaces "Accelerated Ammo Feeder")
  * Used by the Invictus, Praetorian, and Dictator
  * Boosts non-beam rate of fire by 50%, reduces non-beam flux use by 50%
  * Efficient due to overall 25% drop in flux use
  * Armor: instantly repairs weapons and adds 75% weapon damage reduction
  * Targeting: double projectile speed
  * Elite: boosts speed/maneuverability while active
- Updated Impulse Booster system (previously "Drive Booster")
  * Used by the Decurion, Interrex, Sebastos, and Barrus
  * Major visual improvements, numerous refinements to behavior
  * Properly scales stats (charges, regen, etc) by ship size
  * Revamped smarter AI
  * Armor: instantly repairs engines and adds 75% engine damage reduction
  * Targeting: accelerates time but generates flux
  * Elite: double charges and faster regen
- Added Overdrive system (replaces "Infernium Turbo")
  * Used by the Legionary and Dominus
  * Toggled system with its own gauge - overload if it runs out
  * Improves ROF, flux stats, speed, maneuverability, accuracy, recoil
  * Redlines when gauge gets low, increasing effects
  * Reduces PPT while active
  * Armor: reduces PPT/CR penalties, increases recovery speed, removes redlining and overload mechanics
  * Targeting: doesn't improve speed/maneuverability, but increases ROF even further and boosts other weapon stats
  * Elite: enhances redlining mechanics
- Added Magnum Salvo system
  * Used by the Ixon
  * Replenishes 1 salvo of Armageddon ammo, resets Armageddon cooldown, generates flux
  * Enhances the next salvo of Armageddon missiles with better speed/tracking/HP
  * Armor: enhanced missiles MIRV into Fundaes
  * Targeting: enhanced missiles are Squall-style kinetic missiles
  * Elite: enhanced missiles are energy/EMP arcing Salamander-style missiles
- Updated Command Center system (previously "Wing Command Center")
  * Used by the Ardea and Matriarch
  * Updated (generally nerfed) stats, updated AI
  * Armor: "Refit" mode also reduces fighter damage taken
  * Targeting: "Speed" mode also increases fighter range
  * Elite: "Attack" mode also increases fighter ROF and decreases fighter flux use
- Updated Shock Buster system (previously "Galvanic Armor")
  * Used by the Lynx and Caesar
  * Stats tweaked, scales by target size
  * Also zaps nearby missiles when activated
  * Armor: hits every nearby target, reduced effectiveness per target, fewer charges
  * Targeting: increased effectiveness, fewer charges
  * Elite: unlimited charges and faster operation, reduced effectiveness
- Added Celerity Drive system
  * Used by the Maximus
  * Dramatically slows down time for the ship while charging up (sliding from 0.5x to 0.2x), dramatically speeds up time while active (sliding from 5.5x to 1x)
  * Risk-reward behavior; you are extremely vulnerable during the charge-up
  * Time scale is constantly sliding; maximizing this system takes skill and practice
  * Also zaps nearby missiles/fighters/ships when activated
  * Armor: damper field effect while charging
  * Targeting: greatly reduced weapon flux cost
  * Elite: reduced charge up, reduced duration, reduced cooldown
- Updated Lux Finis system
  * Used by the Adamas
  * Toggled system with its own gauge
  * Improves flux stats, speed, maneuverability, and damage reduction
  * Reduces PPT while active
  * Armor: greater damage reduction
  * Targeting: doesn't improve speed/maneuverability, but increases flux stats even further and increases ROF
  * Elite: borrows the redlining mechanics from Overdrive
- Removed the Colosseum and Invasion missions
- Remade the remaining missions
- Added cool trails to certain weapons
- Various minor stats, supply costs, and prices updated across the board
- Reworked Yamato and Yamato-related stats
- Reworked the appearance of many miscellaneous things (projectiles, planet textures, etc.)
- Campaign overhaul:
  * Reworked Imperium-specific market conditions and industries
  * Reworked Imperium lore and reworked many campaign-related descriptions
  * Removed Siege event
  * Removed production-related events
  * Removed Military-Industrial market/condition
  * Removed Imperium Conversions market
  * Added Imperial Guard HQ that spawns special hyper-competent Imperial Guard fleets
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Tartiflette

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #528 on: June 18, 2019, 03:56:41 AM »

Congratulations!
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #529 on: June 18, 2019, 04:11:18 AM »

Also, a big thanks to Gwyvern for the new artwork.  It was a tremendous, highly professional job, even considering the compensation.
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AudaciousBS

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #530 on: June 18, 2019, 04:14:17 AM »

Time to start another new save!
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Oblivion

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #531 on: June 18, 2019, 04:30:11 AM »

Ohhhh thise ships look amazing! All that’s left to wait for now is Tiandong and the LOA rework. Also does this mean that Knights Templar will be the next one to get updated?
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gun&drink

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #532 on: June 18, 2019, 04:36:26 AM »

welp, time to reinstall everything and sink another 100 hours in. this or Tiandong were the last straws holding me back

Dark.Revenant, you did it again you absolute madman. I was checking the page every few days wishing it was released already, but looking at those sprites it was worth every second. also is that a large turret mount I see in that new ship? in my II fleet? nice
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Nia Tahl

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #533 on: June 18, 2019, 04:38:06 AM »

Nice!
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

Uranmar

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #534 on: June 18, 2019, 04:41:57 AM »

Thank you DR for continued work on your amazing mods! New sprites look simply amazing. New run time it is!
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Hrothgar

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #535 on: June 18, 2019, 05:16:13 AM »

gun&drink i hope you will get few new mods, like Tahlan or HMI . They have many nice ships.

I myself will soon do update i suppose, i play on 0.9.1a but i liked very much imperial ships.
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haloguy1

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #536 on: June 18, 2019, 06:15:34 AM »

All i got to say is, thank you.
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Schwartz

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #537 on: June 18, 2019, 07:04:34 AM »

Hot damn, the new sprites are class. More fitting color scheme and clean lines all around.

Lynx a phase ship? It was already good... ;)
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Inventor Raccoon

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #538 on: June 18, 2019, 07:44:29 AM »

Absolutely fantastic work by Dark.Revenant and Gwyvern on this update!
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joppe_k

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #539 on: June 18, 2019, 07:50:00 AM »

Holy mother of update! Guess I need to wrap up my current Nex playthrough to get this in now.  ;D
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