Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 65 66 [67]

Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 948385 times)

mengsk87

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.96a] Interstellar Imperium 2.6.3
« Reply #990 on: January 15, 2024, 06:26:12 AM »

I keep getting a boot crash that reads: fatal: ship hull spec [ii_invictus] not found.

I have all of the dependencies and the game is a fresh install.
Logged

Killsode

  • Captain
  • ****
  • Posts: 418
    • View Profile
Re: [0.96a] Interstellar Imperium 2.6.3
« Reply #991 on: January 15, 2024, 07:30:11 AM »

I keep getting a boot crash that reads: fatal: ship hull spec [ii_invictus] not found.

I have all of the dependencies and the game is a fresh install.

game(starsector) or mod(Interstellar Imperium)? Because that sounds like a overwritten mod install instead of a delete-replace mod install.
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 3803
    • View Profile
Re: [0.96a] Interstellar Imperium 2.6.3
« Reply #992 on: January 15, 2024, 10:04:05 AM »

Could be an issue with mission saved variants, too. Try deleting the saves/missions folder.
Logged
Wyvern is 100% correct about the math.

mengsk87

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.96a] Interstellar Imperium 2.6.3
« Reply #993 on: January 15, 2024, 02:31:49 PM »

Sadly, that didn't work.

edit: apparently i just needed a complete wipe and fresh install.
« Last Edit: January 16, 2024, 05:45:58 AM by mengsk87 »
Logged

Psidefect

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.96a] Interstellar Imperium 2.6.3
« Reply #994 on: January 19, 2024, 12:48:16 PM »

Maybe I'm a complete idiot, but how do you construct the Imperium grade station; I've tried everything, I'm enlisted with the imperium and I still can't construct it. Does anyone have some advice?
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 3803
    • View Profile
Re: [0.96a] Interstellar Imperium 2.6.3
« Reply #995 on: January 19, 2024, 12:57:37 PM »

Maybe I'm a complete idiot, but how do you construct the Imperium grade station; I've tried everything, I'm enlisted with the imperium and I still can't construct it. Does anyone have some advice?
At least as of when I last went looking into this, the way it works is: There's an imperium station blueprint that will sometimes* be available from some imperium market - I've generally found it in the Starship Bazaar, though I wouldn't be surprised if it can turn up in military markets as well. Purchasing the blueprint requires a commission and a certain rep level; once purchased and learned, you can build imperium-style stations.

* I emphasize the "sometimes". The blueprint isn't always up for sale, even if you have the requirements to purchase it.
Logged
Wyvern is 100% correct about the math.

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
[0.97a] Interstellar Imperium 2.6.4
« Reply #996 on: February 02, 2024, 11:47:24 PM »

Small balance patch to go along with the version update.



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.4:
- Updated for Starsector 0.97a
- No longer sends punitive expeditions; no Colony Crisis support (yet), so colony harassment outside of Nexerelin will be unlikely
- Onager MIRV Launcher:
  * Ammo decreased to 14 from 20
  * Cooldown increased to 15 from 12 seconds
- Arcus Autocannon flux/shot increased to 90 from 80
- Sagittarius Autogun flux/shot decreased to 22 from 25
Logged

Fenrir

  • Commander
  • ***
  • Posts: 217
    • View Profile
Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #997 on: February 10, 2024, 02:22:59 PM »

This mod is so great! I so love it that I cannot play SS without it, especially addictive to Telum firing sound.
Thank you so much!
Logged
*cough* try tossing the PK into a black hole *cough*

agigabyte

  • Lieutenant
  • **
  • Posts: 54
    • View Profile
Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #998 on: February 22, 2024, 06:08:21 PM »

Hey there! I just started a new game and immediately got the exception:

Code
7457459 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [II_StellaCastellum] not found
java.lang.RuntimeException: Industry [II_StellaCastellum] not found
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:659)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:597)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1787)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1271)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1170)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:626)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I have Nexerelin, Industrial Evolution, all the currently up to date Libs, all the Ashes of the Domain mods, Grand Colonies and Customizable Star Systems (haven't edited it from the baseline yet). I also have a bunch of faction and content addition mods; I think the ones listed above are all the ones that could generally impact sector generation across the board, but please let me know if you need the full list.

Other relevant info:

I was playing with randomized core worlds, in the Derelict Start.

I was beginning as a member of another faction, rather than my own faction.

This was perhaps my sixth time starting a game tonight as I attempted to work out all the details of what start I wanted. It had not crashed prior to this one.

I hope this is enough information!

EDIT: Okay so, turns out the crash is being caused by the Covenant start from Halo Home Systems specifically, and even happens after I disable Interstellar Imperium. I suppose I'll head over there!
« Last Edit: February 22, 2024, 06:34:05 PM by agigabyte »
Logged

AnimeshkaTvar

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #999 on: February 28, 2024, 02:53:00 AM »

Hi! You have an excellent mod that I install with every Starsector update. But I am interested in one question, are there plans for pirate versions for any ships of the imperium?
« Last Edit: February 28, 2024, 08:38:12 AM by AnimeshkaTvar »
Logged

Hexseer

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1000 on: March 07, 2024, 09:33:16 PM »

I'm sorry, I love this mod, but I just couldn't stand them, so I made mine. https://i.imgur.com/rz3tUt0.png
Logged

Zr0Potential

  • Commander
  • ***
  • Posts: 106
    • View Profile
Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1001 on: March 07, 2024, 09:56:38 PM »

I'm sorry, I love this mod, but I just couldn't stand them, so I made mine. https://i.imgur.com/rz3tUt0.png

While I do not agree with the ones you made, I do agree that the ones that come with the mod are really taking out the immersion (especially for the Rome 2 cover guy, he's way too memorable)
Logged

Hexseer

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1002 on: March 11, 2024, 04:30:06 AM »

I'm sorry, I love this mod, but I just couldn't stand them, so I made mine. https://i.imgur.com/rz3tUt0.png

While I do not agree with the ones you made, I do agree that the ones that come with the mod are taking out the immersion (especially for the Rome 2 cover guy, he's way too memorable)

This was a quick, sloppy patchwork that I went through the moment I visited the first Imperial World.
Properly teaching AI with stable diffusion takes time, especially if you want to make everything from scratch, without introducing the OG or someone else's portraits first for it to mimic.
I'm experimenting out of curiosity, for now.
But I am slowly getting there, sometimes it listens, sometimes it misses https://i.imgur.com/0Gxm7Pu.png
If I ever do that properly, I'd most definitely use it for my own mod, like a unique missions pack. Probably won't be able to mimic Starsector perfectly, but I know editing tools, like oil paint filters, gauss blur, and algorithms, that could bring them close enough for a 128x128 pic to match the theme well enough once the AI is done with the close approximation.

This one I've done because, while I love the faction's theme, and ships (which are well balanced with the vanilla), the portraits were breaking the immersion worse than some weeb packs and factions out there (one day Aurora, one day...).
Logged

Cebby

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1003 on: March 19, 2024, 04:36:01 PM »

Hello,

Seems that one can farm Byzantium space station for Alpha cores, it comes up back daily and every kill so far gave me an alpha core,

It is a cool bossfight-like combat, can kill even dreads.
« Last Edit: March 19, 2024, 04:47:10 PM by Cebby »
Logged

Thecrippler

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1004 on: March 24, 2024, 07:17:21 AM »

Questen any plans to make onslaught and legion Imperium version ???
Logged
Pages: 1 ... 65 66 [67]