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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 939945 times)

Sunfire

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Re: [0.6.2a] Interstellar Imperium v1.4
« Reply #45 on: November 05, 2014, 08:21:22 PM »

Yeah, it just feels like such a moving target.  With other mod authors adding stuff to their mods, while I am struggling just to get my old basic features working (I can dedicate maybe four hours per day, maximum), my to-do list keeps getting larger.  There are certain concessions I can make (like SS+ won't be fixing all the vanilla problems, II won't depict the full intended Imperium-Hegemony war on release, etc.) there are some things I have to do, like a Crusade event for the Templars, which I predict to take about four days of work.

Well take your time. We understand there's lots of work involved and we just want you to work at your own pace. I know that I'll be excited whenever you finish.
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WKOB

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Re: [0.6.2a] Interstellar Imperium v1.4
« Reply #46 on: November 05, 2014, 10:04:33 PM »

Ha, definitely know the feeling, Revenant. Not only are all of my mod files vastly outdated, my graphics and concepts just aren't up to snuff with the very cool ships and weapons other mods have to offer.

It gets to a point where it's like, ***, my faction just can't keep up on the quality scale, why bother? ::)

Anyway though, your mod definitely has some unique aspects that I really like, so I hope you get ahead of the curve.
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Darloth

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Re: [0.6.2a] Interstellar Imperium v1.4
« Reply #47 on: November 06, 2014, 06:59:17 AM »

You should bother because some people are more than willing to play mods that aren't totally polished.  Usually this is easier with some niche or gimmick or other fancy thing you have that nobody else does, but even without it, it's not totally worthless just to release something.  The community here is pretty supportive, even!
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Dark.Revenant

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[0.65.1a] Interstellar Imperium v1.5
« Reply #48 on: November 14, 2014, 02:57:42 AM »

Big update:


Download Interstellar Imperium 1.5
Download Mirror
(Requires LazyLib 2.0b) (Updated!)
(Requires ShaderLib Beta v1.01) (Updated!)
(Supported by Starsector+ 2.0.6) (Updated!)

We also recommend Version Checker 1.2 to notify you when an update is ready.


Version 1.5 (November 14, 2014):
- Updated for Starsector 0.65a
- Compatibility adjustments for ShaderLib Beta
- Falcon (I)-class Cruiser added (alternate Falcon hull)
- Eagle (I)-class Cruiser added (alternate Eagle hull)
- Thracia system revamped; given markets and custom fleets
- Imperial/Hegemony fleets will travel into other systems and harass each other
- Price updates
- Prices, fuel usage, and other various stats updated to keep in line with 0.65
- Updated ship bounding polygons
- High Maintenance added to Maximus
- Fighter balance adjustments
- Apocalypse MIRV has many more missiles
- Apocalypse MIRV AI update
- Apocalypse and Ballista LRM stats and appearance adjusted
- Gravity Cannon and Photon Beam Cannon now charge up before firing; stats updated
- Praetorian armor increased to 700 from 600
- Interrex armor increased to 500 from 400
- Ballistae reduced to 350 damage from 400; hit points reduced to 75 from 100
- Pulsar flux costs slightly increased
- Light Ballista Rack ammo reduced to 6 from 10; OP reduced to 5 from 6
- Basileus OP increased to 38 from 35; built-in Expanded Missile Racks removed; CR stats adjusted; Fast Missile Racks replaced with Flare Launcher



Falcon (I)-class Light Cruiser


Eagle (I)-class Cruiser
« Last Edit: November 29, 2014, 11:14:20 AM by Dark.Revenant »
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Regularity

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #49 on: November 14, 2014, 08:28:43 AM »

Quick question, are the bases/planets in the Thracia system supposed to be missing the ability to purchase storage space? Or does it have a special unlock requirement that I've overlooked?
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Dark.Revenant

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #50 on: November 14, 2014, 08:54:06 AM »

I suppose I could add storage to Byzantium, but the lack of storage on Babylon and Traian is deliberate (there's no space/infrastructure).
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Regularity

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #51 on: November 14, 2014, 10:09:34 AM »

The system sits at the relative center of the map so it's a perfect place for acting as a trader warehouse or fleet storage depot that's readily accessible from any direction. Babylon would be ideal since it's right beside the jump node itself (which is important for those agonizingly slow capital fleets). But if that's not possible, Byzantium is better than nothing.
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ahrenjb

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #52 on: November 14, 2014, 04:11:34 PM »

Damn, you're killing my ability to play a save for more than a couple of days! I should have just sworn off SS for a month. Great stuff, DR.
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Dark.Revenant

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #53 on: November 14, 2014, 08:01:37 PM »

So, uh, I heard you liked missile trails.  A certain MIRV looks pretty good in this update:

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Debido

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #54 on: November 14, 2014, 08:17:19 PM »

Time to duck and cover!
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Midnight Kitsune

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #55 on: November 14, 2014, 08:26:32 PM »

Time to duck and cover!
No, that would be for the TITAN
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Nanao-kun

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #56 on: November 15, 2014, 12:15:21 AM »

I would love to see two Titans and several of Scy's large missile swarm weapons fire at each other at the same time. Sadly, I don't have the ships needed yet. :V
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garfu

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #57 on: November 15, 2014, 12:02:22 PM »

I agree with adding some storage to Babylon or something.
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Regularity

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #58 on: November 16, 2014, 12:13:48 PM »

Exploit found: Unlike almost every other system, Thracia effectively has two super-city ports (Babylon and Byzantium), so if one of them ever has a shortage you can go to the other and ship the tens of thousands of goods it has in its open/military/black markets.  It's much shorter (less than a day, as opposed to interstellar trade routes which take a week+) so are also much cheaper in terms of supply usage, to say nothing of the fact you don't need to burn a single drop of fuel since it's in-system. It effectively makes almost every other possible trade route obsolete while either of the two has a shortage. You can make hundreds of thousands of credits in real-world minutes, with nil risk.
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Ishman

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Re: [0.65.1a] Interstellar Imperium v1.5
« Reply #59 on: November 16, 2014, 12:25:15 PM »

Every space trader needs an Opal run.
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