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Author Topic: [0.95.1a] Interstellar Imperium 2.5.2  (Read 623427 times)

Dark.Revenant

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[0.9.1a] Interstellar Imperium 2.2.0
« Reply #690 on: July 08, 2020, 08:08:16 PM »

A couple new sprites, and a brand new ship: the Libritor!





Download Interstellar Imperium 2.2.0
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(Requires LazyLib 2.4f) (Updated!)
(Requires GraphicsLib 1.4.2) (Updated!)

- Supported by Nexerelin 0.9.6d (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.2.0:
- Added Libritor-class Siege Destroyer
  * Single flight deck
  * Four small weapons (universal) that point forwards; no rear defenses
  * Mediocre hull/armor, strong frontal shield
  * Powerful spinal weapon: Magna Fulmen
    - Long range, fast projectile, heavy energy damage, fairly efficient
    - Armor package adds frag AOE damage
    - Targeting package adds knockback
    - Elite package adds EMP arcs
- Libritor's ship system (Arbalest Loader) instantly reloads Magna Fulmen; 3 charges
  * Armor package has 2 charges but changes the next round to a shotgun-spread of 5 shots
  * Targeting package has 2 charges but changes the next round to a big, slow projectile that detonates on impact for heavy AOE knockback (no damage)
  * Elite package does not fully reload the Magna Fulmen (reduces cooldown by 2 seconds), but boosts the power of the next shot
    - Can stack up to 4 times for an extremely powerful shot
- Olympus blueprint won't appear at Prism Freeport (Nexerelin)
- Olympus costs three times as much to steal (Nexerelin)
- Added unique names for Imperium special forces fleets (Nexerelin)
- Vicarius speed reduced to 175 from 200; acceleration reduced too
- Javelin flight time increased to 16 from 15 seconds
- The AI is more likely to use Armor Package Shock Buster
- New Sledge Gun and Sledge Cannon sprites
- Migrated version file to BitBucket
« Last Edit: July 08, 2020, 08:14:38 PM by Dark.Revenant »
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Dark.Revenant

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[0.9.1a] Interstellar Imperium 2.2.1
« Reply #691 on: July 11, 2020, 12:24:09 AM »

A few general enhancements to the Libritor for balance / ease of use, and a couple nick-knacks.


Download Interstellar Imperium 2.2.1
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(Requires LazyLib 2.4f)
(Requires GraphicsLib 1.4.2)

- Supported by Nexerelin 0.9.6d -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.2.1:
- Targeting Libritor is less likely to use its system against retreating enemy ships
- Armor Magna Fulmen changes spread based on the target it's shooting at (size and distance)
- Targeting Magna Fulmen damage decreased to 1250 from 1500 (which is still higher than the base 1000)
- Some configuration for Vayra's Sector, Starship Legends, and New Beginnings
« Last Edit: July 11, 2020, 04:07:16 AM by Dark.Revenant »
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Modo44

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Re: [0.9.1a] Interstellar Imperium 2.2.1
« Reply #692 on: July 19, 2020, 10:16:44 AM »

Hello. Is there no dedicated tanker in this mod, or have I missed it?
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SCC

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Re: [0.9.1a] Interstellar Imperium 2.2.1
« Reply #693 on: July 19, 2020, 10:32:56 AM »

You can convert freighters to semi-tankers/liners by applying imperial packages to them.

Modo44

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Re: [0.9.1a] Interstellar Imperium 2.2.1
« Reply #694 on: July 19, 2020, 11:29:00 AM »

Which package would that be?
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Chikanuk

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Re: [0.9.1a] Interstellar Imperium 2.2.1
« Reply #695 on: July 19, 2020, 01:51:31 PM »

I test Libritor in several battles and must say what its cool, but somewhat underperform. Its really need 2 more small turrents for PD. And armor package buff.
Right now top tier is... No package. Its allow to do more dps than any package without any disadvantage. Targeting package is great due to superior range... But only vs capital ships, smaller ones dodge it or was thrown away after few hits. Elite package is ~same lvl of standard dps (in hands of AI), but with EPM, which is good. But it makes Libritor much more fragile in big engagement. Maybe buff both a little for him?

And armor package is beyond useless, its straight downgrade to main gun. With this package installed this ship did at least 2 times lower damage. Cuz this "shotgun" shot miss most of its "pellets" even vs biggest capitals. And ones what hit just pressure shield a bit, they cant penetrate even destroyer armor, unlike regular shot which did it with ease. Maybe you can make it "sabot stile" shotgun, which split right before it hit enemy ship, and maybe add more fragmentation damage. Or maybe swap fragmentation bonuses for kinetic? So it will be the most effective package vs shields.
Right now the armor package have no sense.

Honestly - almost same problem with missile cruiser (forgot it name). Armor package make him deal far less damage than no package. But at least targeting and elite ones are great here.
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.2.1
« Reply #696 on: July 19, 2020, 04:21:20 PM »

I'm going to be making minor balance adjustments, but in general the Libritor (aside from Elite) isn't a brawling ship.  It's a specialist that fills a specific role within a fleet.

Standard: Best raw DPS in general, but flux-heavy and gets punished hard if it overcommits.  Best used for its flight deck, hanging back and taking pot-shots.

Armor: Worst raw DPS, except against fighters, missiles, and stripped armor, for which it's the best DPS.  Shreds waves of fighters and can be dangerous against even healthy frigates.  Best used as an escort or for anti-carrier duty.

Targeting: Disrupts formations.  Best used against slow enemies that like to build formations, like Hegemony or Imperium, but it can also keep fast ships busy if they're light enough (destroyers and frigates).

Elite: DPS similar to Standard, but much more efficient.  Does better with flux management and duels far above its weight.  Best used for eliminate orders.
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Chikanuk

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Re: [0.9.1a] Interstellar Imperium 2.2.1
« Reply #697 on: July 19, 2020, 05:22:25 PM »

Agree about everything besides Armor. Its bad even against fighters. Cuz its shoots not very often, and AI have no clue about it anti fighter role. And then i personally command it and use it in best case scenario - vs swarm of fighters, its anyway feel inferior to simple destroyer with 2 dual flaks or something similar, lol. Against stripped armor - its still inferior to everything else, cuz minimum armor + small damage per pellet + missing pellets.
Imho to be useful in this role it must have much, much better rate of fire. Especially in AI hands. Or maybe its better to increase number of pellets (with every of them deal less damage, so dps remain the same) but make them guided? So they will be better at hitting fighters, and then used vs ships they actually hit them.

Im not sure how, but im sure what armor package effect need some love to be useful.

Also about elite flux management - vs atlas yes, its better. But in fight worse shields and range make him to take more flux. Its ok in small skirmishes, but not better to no-package build, so why take the risk? Maybe slight buff to elite dps? I know what all elite builds made to be more dangerous, but usually its give something great in return. Like with those rocket cruiser, which is suffer from both penalties and bonuses of elite package (for example better flux generation make him eager to charge onslaughts and paragons). But this elite rockets just awesome and worth all the troubles.

Meanwhile, targeting on Libritor is okay. Not as good as targeting on missile-bot (kinetic rockets is always awesome), less dps, especially vs nimble targets, but this package make this ship super safe to use, due to huge range. And in big fights even if he miss main target - he will hit something anyway. So after several dozens of battles, and 4 lost Libritors im stick with targeting and no-package.

Anyway i enjoy this ship, really cool design!
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.2.1
« Reply #698 on: July 20, 2020, 01:32:15 AM »

I've since changed Armor such that the middle shot of the cone is the same projectile as the normal shot (though, the additional shots are slightly weaker as a result).  Targeting does a bit more damage on the charged shot.  Elite/std don't need changes.  In testing, Elite Libritors are beastly duelists capable of chewing up other destroyers.  Their downfall is being overwhelmed by a larger ship alone.

BTW, Elite doesn't make shields weaker as a whole; your flux stats are boosted by the same amount your shield strength is reduced.
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Chikanuk

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Re: [0.9.1a] Interstellar Imperium 2.2.1
« Reply #699 on: July 20, 2020, 10:31:16 AM »

Good things about armor one! Guess i need to test this package again.
Sadly combat outside testing is rarely 1v1. Most of the time its not even fair in terms of fleet powers. Problem with elite package here what this package made this fragile destroyer risk itself much more, cuz now he have much smaller range and also cant go away as fast as before. Which turn in more damage taken. This is what i mean when i say "it make shields weaker"
So, compared to, for example hammerhead its on the same\slightly better lvl in terms of killing power, but its comes with burst instead of constant dps, and more importantly HH (usually) will live much longer.

Well, its just my personal opinion about it, maybe im not right, but at least i share it.
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Neitronus

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Re: [0.9.1a] Interstellar Imperium 2.2.1
« Reply #700 on: September 23, 2020, 08:36:20 AM »

Hello. Sorry for this spam, but this mod also needs an update to fix version checker issue with version file being unreacheble on bitbucket after recent bitbucket change AFAIK. Just a remainder.
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Dark.Revenant

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[0.9.1a] Interstellar Imperium 2.2.2
« Reply #701 on: September 28, 2020, 01:50:28 AM »

More Libritor balance, plus a few miscellaneous changes.


Download Interstellar Imperium 2.2.2
Download Mirror
(Requires LazyLib 2.4f)
(Requires GraphicsLib 1.4.3) (Updated!)

- Supported by Nexerelin 0.9.7b - (Updated!)

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.2.2:
- Slight rebalance to Doomsday mission
- Made IBBs scarier
- Princeps no longer auto-escorts
- Imperium launches 30% fewer invasions in Nexerelin
- Targeting Magna Fulmen (enhanced) damage increased to 1400 from 1250
- Armor Magna Fulmen (enhanced)'s middle shot is now the same as the Armor Magna Fulmen (standard) shot (1000 energy damage, 1000 frag damage to secondary targets)
- Armor Magna Fulmen (enhanced)'s additional shots reduced to 250 energy and 500 frag to secondaries (250 to the primary target) from 300/600
- Some configuration for compatibility with various other mods
- Migrated version file to custom host (sigh)
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Alphascrub

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Re: [0.9.1a] Interstellar Imperium 2.2.2
« Reply #702 on: September 30, 2020, 04:52:37 PM »

Gotta say I'm really enjoying the Libritor. Its quite a bit of fun if you can get one early in a campaign. Snipping frigates and low tech ships is pretty fun. Overall its a lot of fun and find myself hoping to see some more ships that use ship systems and inbuilt weapons like this. The only feedback I want to leave is that I think the 4 universal mounts and the fighter bay might be a bit powerful.  Reapers, with a decent officer and fighter combo with the skills to match make the Libritor pretty devastating. I hate to even say anything because frankly the ship is rather unique and I think sometimes I confuse diversity and powercreep as being the same thing when it comes to balance.

Anyway here is the loadout and a clip to show you what I mean. Take this with a grain a of salt please I am by no means complaining. I really enjoy all your mods and thanks for your time. I also hate to produce a possible problem with no comment on the solution. It seems to be the combo of the strong fighters, and reapers that take this over the top. Most loadouts are pretty balanced. Reapers with weaker fighters isn't nearly as strong in the AI hands and players make sticks and stones overpowered. Honestly a fixed drone or tuning two of the mounts to hybrid mounts might be a possible solution if you decide to make changes.

Loadout
https://gyazo.com/bc8573b421cb76a5723fcec2dcdec169
Officer
https://gyazo.com/627b3ee6c519e55337e3d304d30eaeb9
Clip
https://medal.tv/clips/33774617/d1337CZzhRLJ


Edit: *** I missed the update. Sorry I was messing about this a few nights ago and just got around to posting it now. Didn't see the update till this afternoon. I'm downloading it but after reading the notes Im not sure it will really effected what I posted to much. Sorry if it does I would test it right now but I don't have the time.

« Last Edit: September 30, 2020, 05:02:31 PM by Alphascrub »
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.2.2
« Reply #703 on: October 02, 2020, 11:51:04 AM »

Thanks for the feedback!

Based on the loadout, officer, and clip, what I'm seeing here is within my expectations for the ship.  A torpedo-heavy variant with a maxed officer and the Elite package should be able to defeat an ordinary cruiser, especially a Dominator (which is naturally disadvantaged against the Libritor to begin with).  You're investing a 20th-level officer into the ship, for starters, and also using a fast-burn loadout that'll nuke the first couple ships it comes across and then quickly drop off.  It would be rather disappointing if the ship didn't perform superbly in this instance.

Contrast to what a plain old Sunder could do with a 20th-level officer and a nuker loadout.  The Dominator really just doesn't stand a chance.
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Alphascrub

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Re: [0.9.1a] Interstellar Imperium 2.2.2
« Reply #704 on: October 04, 2020, 04:22:07 PM »

Thanks for the feedback!

Based on the loadout, officer, and clip, what I'm seeing here is within my expectations for the ship.  A torpedo-heavy variant with a maxed officer and the Elite package should be able to defeat an ordinary cruiser, especially a Dominator (which is naturally disadvantaged against the Libritor to begin with).  You're investing a 20th-level officer into the ship, for starters, and also using a fast-burn loadout that'll nuke the first couple ships it comes across and then quickly drop off.  It would be rather disappointing if the ship didn't perform superbly in this instance.

Contrast to what a plain old Sunder could do with a 20th-level officer and a nuker loadout.  The Dominator really just doesn't stand a chance.

Thats fair. I didn't realize how much i was cherry picking on the balance factor till after I made the post. At any rate I really enjoy the ships inbuilt weapon/system effecting one another and then on top of that the faction mod directly effects how those systems work. Thats really freaking cool. I realize its probably not an easy thing to balance or do but is there a chance we might see more ships like this because if so thats *** awesome. At any rate thanks for the reply and all your hard work. Really, I cant imagine playing Starsector without the SWP or the Imperium.

Edit: I have to admit its been a long time since ive played SS. Ive been re exploring and holy *** I didnt realize how many ships you've done this with. Really stellar work. The hullmod like the elite package, or targeting package mods werent in the mod last time I played that much. Having mods that effect how the ships operate on such a level is really *** cool. I'm starting a new play through and just working through the ships to find out what they can do with the II packages. In some cases its like having nearly a different ship. Again, really awesome job. 

Second Edit: You literally turned flares in to weapons. *** awesome... I'm at a *** loss here lol. Hell the mods literally effect that appearance of the ship. I havent seen nearly everything but I'm probably going to buy one of everything just to see the different effects the packages provide to the ships.
« Last Edit: October 05, 2020, 01:16:52 AM by Alphascrub »
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