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News:

Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Interstellar Imperium 2.6.5  (Read 1125347 times)

Haalon

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1020 on: February 21, 2025, 08:12:17 AM »

One of the best mods out there.

One question bothers me though - how does IAP with its max armor reduction at 70% interacts with polarized armor skill, that increases max armor reduction from 85% to 90%?

What is the resulting max reduction when both are in play? 70%, 75%, 80%, or 90%?
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Bobamelius

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1021 on: February 25, 2025, 12:01:08 AM »

I just wanted to express my appreciation for this mod. I'm trying an Imperium playthrough for the first time and I'm having loads of fun. I'm using a Matriarch as my flagship and I just love the tactical gameplay I'm experiencing with it, moving around the field to support my fleet and using the ship system to manage my fighters. Carriers were always a boring role consigned to AI but I'm having a blast with this one!

Also in general I find I'm using orders, trying to set up formations/gunlines and directing my ships around a lot more than normal. Nice experience, thank you!
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Golden

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1022 on: March 04, 2025, 04:11:28 PM »

Hello! Whats the imperial station ID? I wanted to test it out with station augments
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Gantradies

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1023 on: March 29, 2025, 03:20:03 AM »

just a quick heads up-
lazyLib has updated, and the current version of II isn't recognizing it as valid/compatible
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FortunaDraken

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1024 on: March 29, 2025, 04:48:51 PM »

just a quick heads up-
lazyLib has updated, and the current version of II isn't recognizing it as valid/compatible
I've gotten II to work if you go into the mod info file and update both the game version number and the LazyLib version required version number. Been using it in my current game, hasn't crashed yet.
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Gantradies

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1025 on: March 29, 2025, 07:12:31 PM »

noted!
thats, one potential problem out of many equally potentially solved xD
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Dark.Revenant

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[0.98a] Interstellar Imperium 2.6.5
« Reply #1026 on: April 05, 2025, 11:46:11 PM »

A fairly substantial balance/bugfix pass while I was updating.  Codex needed some polish as well.



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.5:
- Updated for Starsector 0.98a
- Photon Beam (Sebastos built-in) flux per second reduced to 750 from 1250
- Photon Beam now regenerates 1 charge per 25 seconds
- Carnifex Wing reduced to 20 OP from 22 OP
- Elite Package also increases CR per deployment by 50% (except for the Olympus)
- Basileus' medium mount changed to Universal from Composite
- Certain portraits removed
- Stella Castellum build time increased to match a normal star fortress
- Titan Bombardment no longer angers vengeful factions if Nexerelin is enabled
- Turbofeeder AI adjustment
- Attempt to reduce Magna Fulmen friendly fire
- Light Ballista Launcher ammo reduced to 4 from 5
- Ballista LRM Launcher ammo reduced to 20 from 40
- Heavy Ballista Launcher ammo reduced to 42 from 90
- Lux Repeater recoil reduced
- Lux Carbine (Draconarius) recoil reduced slightly
- Imperial Core Upgrades is no longer compatible with Safety Overrides
- Crocea Mors (Caesar built-in) cooldown reduced to 6 seconds from 9
- Crocea Mors flux cost reduced to 1500 from 2500
- Fundae SRM Pod (small mount) reduced to 5 OP from 7 OP
- Fundae MLRS (medium mount) reduced to 11 OP from 12 OP
- Pulsar Cannon reduced to 4 OP from 5 OP
- Pulsar Repeater reduced to 8 OP from 9 OP
- Pulsar Cannon and Pulsar Repeater flux cost increased to 30 from 22
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Keybindet

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Re: [0.98a] Interstellar Imperium 2.6.5
« Reply #1027 on: April 05, 2025, 11:50:27 PM »

Yes. I was waiting for this. :D
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ApolloStarsector

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Re: [0.98a] Interstellar Imperium 2.6.5
« Reply #1028 on: April 06, 2025, 10:02:59 AM »

Hell yes!
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Zalpha

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Re: [0.98a] Interstellar Imperium 2.6.5
« Reply #1029 on: April 08, 2025, 02:05:30 AM »

Code
Version Checker - Remote (cached lookup)VersionCheckResult{smolId: Imperi-2.6.5-1104334960, remoteVersion: VersionCheckerInfo(modName: Interstellar Imperium, masterVersionFile: https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Imperium.version, modNexusId: null, modThreadId: 8007, modVersion: VersionObject(major: 2, minor: 6, patch: 6), directDownloadURL: https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar_Imperium_2.6.6.7z, changelogURL: https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/change_log.txt), error: null, uri: https://www.sc2mafia.com/Starsector/version/Imperium.version, timestamp: 2025-04-08 10:42:38.991738}

TriOS saying there is a new update but I guess it is not out yet.
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DeepVoidXD

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Re: [0.98a] Interstellar Imperium 2.6.5
« Reply #1030 on: April 08, 2025, 01:29:34 PM »

The abyssal shrouds didn't account for the massive nuke spaceship  :D
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miu

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Re: [0.98a] Interstellar Imperium 2.6.5
« Reply #1031 on: April 11, 2025, 11:32:36 AM »

Is there a standalone mod for just the Yamato ship? if not, how do I disable the custom faction without enabling random core worlds?
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