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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 939923 times)

Dark.Revenant

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[0.7.2a] Interstellar Imperium 1.12.0
« Reply #300 on: April 15, 2016, 12:45:24 AM »

Unlike the previous one, this update DOES have much in terms of gameplay.  Most of the ship systems were redesigned, the Maximus is redesigned, and frigates/destroyers in general are a little faster but less maneuverable than before.  Also, II doesn't screw with supply/fuel costs as much as it used to.


Download Interstellar Imperium 1.12.0
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.0) (Updated!)
(Supports Starsector+ 3.4.0) (Legacy)
(Supports DynaSector) (Coming Soon)
(Supports Nexerelin 0.7.4e) (Updated!)

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 1.12.0:
- Reworked Turbo Drive, renamed to Infernium Turbo
- Remade Drive Booster from the ground up
- Draconarius redesigned around a Lux Repeater instead of Pulsar Cannon
- Scutum speed increased dramatically
- Frigate and destroyer speed and acceleration adjusted for higher top speed and more inertia
- Maximus reworked; updated system, new built-in weapons (Fusion Pulse Cannon)
- Adjusted economy
- Buffed Javelin HP
« Last Edit: April 15, 2016, 08:34:51 AM by Dark.Revenant »
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sycspysycspy

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #301 on: April 15, 2016, 03:08:18 AM »

Quote
DynaSector
So I guess this is happening. The first mod split from SS+.
I guess it must be "Dynamic Sector" where ship variants would be generated randomly.
« Last Edit: April 15, 2016, 03:12:50 AM by sycspysycspy »
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ANGRYABOUTELVES

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #302 on: April 15, 2016, 03:15:36 PM »

So II now requires GraphicsLib, and GraphicsLib specifically says it doesn't work with SSP. Is this recent update to II incompatible with SSP?
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #303 on: April 15, 2016, 03:26:21 PM »

You can use ShaderLib with this mod; I just didn't want to make yet another row.
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ANGRYABOUTELVES

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #304 on: April 15, 2016, 04:04:50 PM »

Cool, thanks.
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Serenitis

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #305 on: April 16, 2016, 02:09:55 PM »

Also, II doesn't screw with supply/fuel costs as much as it used to.

You're not kidding.
Gone from a base fuel price of 300 to just short of 60.

Whatever you did, thanks. :)
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Rathorn

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #306 on: April 17, 2016, 11:44:45 PM »

Anyone have any tips on getting the starting decurion frigate to survive salamanders? I can't seem to put enough PD on to stop them  ::) insulated engine assembly helps a little, but by the time I can get that I've usually died a couple times and I'm buying a new one
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #307 on: April 18, 2016, 12:59:46 AM »

You can dodge them.  Being able to jump to the left or right at 600 speed is enough to shake a salamander.
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Rathorn

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #308 on: April 18, 2016, 03:27:48 PM »

You can dodge them.  Being able to jump to the left or right at 600 speed is enough to shake a salamander.

I'm trying to get good enough to do that xD I've been practicing by fighting lashers in mock battles. seems to work ok, :)
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dertien

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #309 on: May 07, 2016, 06:22:11 AM »

Hi, never had issues with this mod before but...


Starsector 0.72a
Lazylib and GraphicsLib installed (downloaded latest version)

I get this error in a JRE popup window:

Fatal: Ship hull variant [ii_maximus_arm] not found!
check starsector log for more info

and in the log:

15801 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [ii_maximus_arm] not found!
java.lang.RuntimeException: Ship hull variant [ii_maximus_arm] not found!
   at com.fs.starfarer.loading.A.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.ooOo$Oo.<init>(Unknown Source)
   at com.fs.starfarer.loading.ooOo.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ΓΈ00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


I'm using version 1.12 of the mod. Any ideas as to what might cause this ?
« Last Edit: May 07, 2016, 06:24:11 AM by dertien »
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #310 on: May 07, 2016, 11:50:45 AM »

The word "ii_maximus_arm" doesn't appear in any of my mods.  Most likely, it's something left over in a save file or mission.  Try deleting saves/missions.  However, you never told me when the crash happens.
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ProdigyToby

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #311 on: May 07, 2016, 12:18:49 PM »

where the large hardpoints at?
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #312 on: May 07, 2016, 12:55:43 PM »

where the large hardpoints at?

The Caesar has large missile hardpoints, and the Matriarch has a large missile turret.
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dertien

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #313 on: May 07, 2016, 12:57:25 PM »

The word "ii_maximus_arm" doesn't appear in any of my mods.  Most likely, it's something left over in a save file or mission.  Try deleting saves/missions.  However, you never told me when the crash happens.

I 've installed the mod on a new installation of Starsector v 0.72a, so there are no saves/missions to delete.

The crash happens right after pressing 'play starsector' on the launcher, so before the game even gets loaded. I have circumvented the problem by installing Interstellar Imperium 1.11.0 and then copying the contents of 1.12.0 over that and overwriting all files. It resolves the crash, but I dunno if it has any other influences on the faction in general.
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Dark.Revenant

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Re: [0.7.2a] Interstellar Imperium 1.12.0
« Reply #314 on: May 07, 2016, 02:04:39 PM »

It will crash later if that's the case; the old ii_maximus_arm variant won't work with the updated maximus hull.  There's a reason it's deleted.

The problem is you have some other mod that apparently references the ii_maximus_arm variant.  I have no idea what that mod may be, since it's not any of the ones I have in my mods folder - a grep for "ii_maximus_arm" turns up absolutely nothing in all of my mods, including II 1.12.0.  To find which mod is doing it, I suggest getting Cygwin (if you're on Windows), cd to your mods directory, and use the command

Code
grep -R ii_maximus_arm *

It will print out anything that has the phrase "ii_maximus_arm".
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