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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 939926 times)

MesoTroniK

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #585 on: July 18, 2019, 06:57:48 PM »

Alphascrub

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #586 on: July 18, 2019, 07:13:12 PM »

Is there a chance to get old sprites for mod? new painfully ugly
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joppe_k

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #587 on: July 19, 2019, 03:08:46 AM »

Can't please everyone, I suppose. I, for one, am loving the revamped Imperium.
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Sy

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #588 on: July 19, 2019, 04:40:23 AM »

Is there a chance to get old sprites for mod? new painfully ugly
the ships are not the same anymore, you can't just use the old sprites. some ships are entirely new, and even the ones that have mostly the same overall shape as before have had their weapon positions and such placed a bit differently. so using old sprites with the new ship files would lead to very strange-looking results, even if you do prefer the old sprites visually
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Selbin

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #589 on: August 05, 2019, 04:21:02 PM »

Just curious, is there a certain method to installing the Imperial Packages? I've purchased the Targeting and Armor ones and they have yet to show up on any refit screen, even (game) days later.
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Harmful Mechanic

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #590 on: August 05, 2019, 04:22:33 PM »

Look through the design-type tags in the hullmod screen, there should be an 'Imperial' button. Make sure it's selected, and the hullmods should show up in the list.
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Selbin

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #591 on: August 05, 2019, 11:37:06 PM »

Look through the design-type tags in the hullmod screen, there should be an 'Imperial' button. Make sure it's selected, and the hullmods should show up in the list.

D'oh! >.< Welp, I'm blind. That did it. Thank you so much!
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Lionion

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #592 on: August 06, 2019, 04:04:19 AM »

I'm personally having trouble utilizing the imperium destroyers. They are impossible to maneuver that a single lasher can easily take it out with barely any tax on the flux capacity. Any tips on the build?
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SCC

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #593 on: August 06, 2019, 11:30:47 AM »

You are referring to either the Praetorian or the Interrex. Both have four variants you can choose from and they are pretty good, so I'll not delve into details.
Praetorian is like a cross between the Hammerhead and the Enforcer. Slow and tough like the latter, but damn shooty like the former. Its rear defences are abysmal, though, so you have to prevent that from happening by having escorts. It's supposed to mainly hold, like Enforcer, but with a fair bit more firepower. While it's possible, I wouldn't use its medium turret for point defence, except for the Sagittarius.
Interrex is more about flanking striking, helped by its mobility ship system and better missile capability. It has even worse rear defences, but it should be mobile enough to get out of the harm's way before that happens. It doesn't have the slots to spare, but it has a decent shield.

JDCollie

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #594 on: August 06, 2019, 11:02:46 PM »

I'm personally having trouble utilizing the imperium destroyers. They are impossible to maneuver that a single lasher can easily take it out with barely any tax on the flux capacity. Any tips on the build?

Your problem here is more of deployment than build. Imperium ships are built to fight in formation (you might notice they tend toward tremendous forward firepower, with highly flankable sides.) The way you build an Interrex or Preatorian to not get flanked is to give them escorts.  :)
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Alphascrub

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #595 on: August 07, 2019, 12:47:58 AM »

I'm personally having trouble utilizing the imperium destroyers. They are impossible to maneuver that a single lasher can easily take it out with barely any tax on the flux capacity. Any tips on the build?

Your problem here is more of deployment than build. Imperium ships are built to fight in formation (you might notice they tend toward tremendous forward firepower, with highly flankable sides.) The way you build an Interrex or Preatorian to not get flanked is to give them escorts.  :)

Deployment formations can even help here. Select the Interrex and the two ships you want to deploy with it and hit deply. Then tell the two escorts to to escort. This should cause them to deploy in a straight line with each other and place other ships behind them. Repeat this over and over with other ships. Like the tip of a spear, it will kind of mushroom out as you go but the escorts should stick with the ship.  Its an odd thing and some might argue it doesn't work or is stupid but ive found pretty good success with it. Specially if the ships deployed next to each other have similar max speeds. This might be something other people call stupid so take it with a grain of salt.
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dion

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #596 on: August 07, 2019, 11:32:23 AM »

Not sure if this is a issue, but so far all Imperium stations have no Fuel at all
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Ed

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #597 on: August 07, 2019, 11:49:50 AM »

Question for veteran users of this mod
What are your favorite ships of each class and how you customize it?

I found the missile frigate (forgot the name, the asymmetric D shaped ship) is great if you put some high damage limited ammo missiles/rockets (I am usually a fan of infinite missiles, but this little guy can reload limited ammo)

The only other ship i tested was the Titan missile capital, that thing is so hilariously absurd, i love it, but it was too hard to use effectively unless i was attacking stations. I restarted as a member of the Imperium this time, i want to make a lower cost (in supplies), but very effective fleet and the Diable Avionics fleet i had in the previous playthrough was not cutting for it.
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Alphascrub

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #598 on: August 07, 2019, 01:50:37 PM »

Not sure if this is a issue, but so far all Imperium stations have no Fuel at all

Thats entirely dependent on their location. Outside of a bug some stations might not have the facilities on them to produce or stockpile fuel. I've never heard of a no fuel bug on a station.
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kazi

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #599 on: August 07, 2019, 02:10:47 PM »

If there's no fuel, it means the faction is having trouble keeping that market supplied with fuel. There can sometimes be fuel on the black market, even if there's no fuel on the open market.
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