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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 990178 times)

mehgamer

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Re: [0.8.1a] Interstellar Imperium 1.18.1
« Reply #435 on: October 04, 2017, 02:25:54 PM »

I'm actually in the middle of plotting out a lore rewrite. In short, they call themselves an Imperium, but that name has about as much meaning as the Democratic People's Republic of Korea.  They manage to hold on to a small set of well-protected worlds, thereby avoiding being taken out by the Hegemony without needing to rely on the League, but even this is mostly just a matter of luck and circumstance.

Basically, they put on a show of perceived strength and showmanship with big flashy capitals and superweapons, but have trouble projecting this force without bankrupting themselves.  They're really a lot more fragile than this firepower suggests, and it's why they have a lot of defensive fleets (including the huge defensive array around Nova Capitalis).  The siege event will still exist; however, the rationale for embarking on sieges is to force an economic surrender from the market being blockaded, hauling back expensive goods and lots of credits.  It's little better than piracy.

I reeeeeally like it, and it helps to solve the long standing "lore purist" issue II had for so long as a monolith equal in power to Hedgemony.  Also, I like the idea of factions that maintain order through dramatic shows of force, but can't actually support offensive actions.  It's pretty common in the real world (Hence the North Korea reference) but would be the first time I know of that someone took this angle so directly in Starsector.

Good work, DR
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Sy

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Re: [0.8.1a] Interstellar Imperium 1.18.1
« Reply #436 on: October 04, 2017, 02:40:47 PM »

I reeeeeally like it, and it helps to solve the long standing "lore purist" issue II had for so long as a monolith equal in power to Hedgemony.
same. that always felt a bit unfitting to me. :]
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Dark.Revenant

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[0.8.1a] Interstellar Imperium 1.18.2
« Reply #437 on: December 01, 2017, 09:53:57 PM »

Some balance-related BS, mainly.


Download Interstellar Imperium 1.18.2
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.4.1 (Updated!) -
- Supported by Nexerelin 0.8.2d -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 1.18.2
- Gave Draconarius a pair of single-shot Ballista missiles
- Reduced Scutum refit time to 10 from 15
- Made Scorpio Javelin Launcher great again
- Fixed hullmod-related crash bug
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Bastion.Systems

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Re: [0.8.1a] Interstellar Imperium 1.18.2
« Reply #438 on: December 05, 2017, 01:54:29 PM »

The new art looks so nice. Like wow.
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Dark.Revenant

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[0.8.1a] Interstellar Imperium 1.19.0
« Reply #439 on: April 23, 2018, 05:13:28 AM »

More missiles, more better.





Download Interstellar Imperium 1.19.0
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.4.4 (Updated!) -
- Supported by Nexerelin 0.8.3e (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 1.19.0
- Added spammy AOE anti-fighter missile weapon
  * Added Fundae SRM Pod
  * Added Heavy Fundae Pod
  * Added Onager Launcher
- Added a 2x Fundae to the Flamen
- Increased Flamen OP to 5
- Decreased Scutum OP to 7
- Drive Booster is weaker when applied in reverse or forward, stronger for lateral movement
- Made II hullmods somewhat rarer in general, and 10x less likely to appear in random loot
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Cyan Leader

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #440 on: April 23, 2018, 05:28:12 AM »

>Made II hullmods somewhat rarer in general, and 10x less likely to appear in random loot

You have my thanks.
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A Random Jolteon

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #441 on: April 23, 2018, 06:09:54 AM »

Whelp, II is going onto my list again.
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cjuicy

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #442 on: April 23, 2018, 02:03:21 PM »

You had me at spammy missiles ;)
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ClassicAngus

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #443 on: August 17, 2018, 09:19:32 PM »

My favourite faction
What loadouts do you guys run on the maximus class?
i played a pre setup one somehow ages ago and it was awesome
right now i am running stabilised, extended and hardened shields
12 capacitors/vents and a flux distributor
In the light turret slots i have 2 light machine guns and 2 auto cannons, but i dont really get much use out of them since i tend to just dodge missiles

i also really like the malleus class
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Shodan13

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #444 on: November 25, 2018, 04:53:45 AM »

Hoping this gets updated to 0.9 as well.
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ahrenjb

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #445 on: November 25, 2018, 02:24:58 PM »

You've been cranking out stuff recently DR, and I'm sure there's stuff higher on your list than II, but I've gotta say... With the additions and changes to the base game mechanics, I think II has never been more appropriate. Can't wait to see these guys in the sector again, either as an ally or opponent. Absolutely still a contender for my favorite faction mod to ever come out of the SS modding community.
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AeusDeif

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #446 on: December 07, 2018, 06:52:55 AM »

classic starsector mod, will be great to see it in play again at some point.
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Hasp

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #447 on: January 03, 2019, 02:15:51 PM »

Always loved this mod. I know you're busy updating a plethora of mods right now Revenant, but any idea when this one might get the bump to 0.9?
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Maelstrom

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #448 on: January 19, 2019, 10:47:04 AM »

One day imperium will be updated to 0.9. That day will be glorious.
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Kraosdada

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Re: [0.8.1a] Interstellar Imperium 1.19.0
« Reply #449 on: January 19, 2019, 11:16:49 AM »

According to DR, he's gonna change a lot of stuff for the next update, both for II and Knights Templar. That's why it's taking so long to update.
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