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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 939900 times)

Shad

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #555 on: June 22, 2019, 08:16:22 AM »

I noticed the open markets in the imerium have very wide definitions of what can be sold to complete strangers.

The first visit to Byzantium, in the open market (NOT the Bazaar) had a pristine battlestar for sale. On subsequent visits, there were often multipe cruisers there as well.
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SCC

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #556 on: June 22, 2019, 08:44:33 AM »

That's not much different from vanilla open markets in my experience.

Shad

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #557 on: June 22, 2019, 08:49:08 AM »

That's not much different from vanilla open markets in my experience.

Dunno, vanilla markets usually don't have Paragons and Astrals in the open market and the battlestar is a 60 OP supercapital.
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Parawings

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #558 on: June 22, 2019, 09:39:42 AM »

I've really got to congragulate you on what you've done with this faction. I've always liked the Imperium, they fit in nicely and had cool ships, but after this overhaul? I absolutely love them. The lore is brilliant and slots very neatly into the universe, the redone sprites are beautiful, and the gameplay is... Wow. You've managed to do something incredible with the specification packages and there are few things as fun as strapping into an elite specc'd Legionnaire or Dominus. 
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.0.0
« Reply #559 on: June 22, 2019, 07:41:36 PM »

Thanks, man!  We worked hard to get it to this state; glad to know the effort paid off.
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Dark.Revenant

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[0.9.1a] Interstellar Imperium 2.0.1
« Reply #560 on: June 28, 2019, 09:03:44 PM »

First big tweak update.  This probably shouldn't break saves, but I didn't test it for save breakage.




Download Interstellar Imperium 2.0.1
Download Mirror
(Requires LazyLib 2.4e)
(Requires GraphicsLib 1.4.0)

- Supported by DynaSector 1.4.4 (Not yet updated!) -
- Supported by Nexerelin 0.9.2 (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.0.1:
- Missions updated:
  * Calydonian Hunt is now rated HARD instead of IMPOSSIBLE
  * Daring Rescue is now rated IMPOSSIBLE instead of HARD
  * Doomsday now features an enemy station
- Interstellar Bazaar now sells even more Imperium weapons
- Visual tweak to Javelin trail
- Olympus CR now goes down by the usual 30% if you bombard a market
- Fixed Shock Buster targeting bugs and generally improved the targeting logic (shouldn't misfire)
- Dampened Mount (Diable Avionics) is now incompatible with Reinforced Emplacements, Imperial Armor Package, and Imperial Targeting Package
- Efficiency Overhaul is now incompatible with the Olympus
- Fixed random crash with Titan explosions
- Dominus peak performance time reduced to 660 seconds from 720 seconds
- Reduced Titan to 7000 hull and 700 armor from 8000 hull and 800 armor
- Adjusted Olympus purchasing:
  * No longer sold at Open Markets or the Starship Bazaar
  * Rarely (25% as often) sold at Black Markets, and even then it has extra D-mods
  * Less often (50% as often) sold at Military markets
  * Other ships are affected to some degree, too
- Increased Sagittarius Autogun flux/second to 250 from 200
- Reduced Targeting Package range bonus to 100/150/200/250 from 100/200/300/400 for PD weapons
- Changed Elite Package CR penalty to 40%/50%/55%/60% from a flat 50%
- Fundae MLRS is no longer considered a rare weapon (now part of the weapon package)
- Targeting Package + Command Center changes:
  * Speed Mode's speed bonus is reduced to 25% from 33%
  * Speed Mode's maneuverability bonus is increased to 50% from 33%
  * Targeting Package + Speed Mode now also increases fighter projectile speed by 50%
- Elite-package Titan (EMP) overload duration malus now scales from 200% to 50% (at the epicenter) depending on hull size
  * Stations and station modules never get the overload duration malus
- Titan now attributes damage to the Olympus that fired it
- Increased Apocalypse missile HP to 100 from 75
- Updated Titan (Fundae MIRV) description to more accurately display damage
- Starship Bazaar sometimes sells piecemeal Imperium blueprints (non-rare)
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joppe_k

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #561 on: June 28, 2019, 10:44:05 PM »

Woot! Thanks for all your hard work! I'll update to see if there is any breakage. :) No biggie if there is.
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Iafeth

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #562 on: June 28, 2019, 11:13:46 PM »

Hi! Is incompatibility with Efficiency Overhaul supposed to work like this?
https://imgur.com/a/FkWN2iF
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #563 on: June 28, 2019, 11:40:49 PM »

Yes, that's how it's supposed to work.
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Kwbr

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #564 on: June 30, 2019, 01:25:08 AM »

this update is amazing, i had to take a break in the middle of a battle from laughing too hard after watching a pirate frigate get flung into a battleship's shield by my caesar
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blaa

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #565 on: June 30, 2019, 07:59:45 AM »

hi,
is this point compatible with random sector generation in nexerelin?

 "and 3 detailed star systems full of interesting lore to dig up."
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #566 on: June 30, 2019, 09:04:03 AM »

No, the random sector generation throws lore out the window.
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blaa

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #567 on: June 30, 2019, 09:40:48 AM »

good to know, thanks
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Killjoymcpuppykicker

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #568 on: July 02, 2019, 12:10:23 AM »

A reckless captain in a dictator with a targeting package, railguns, and a trio of linked annihilator pods is the one who knocks.

I like this ship.
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The2nd

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #569 on: July 02, 2019, 01:47:02 AM »

A reckless captain in a dictator with a targeting package, railguns, and a trio of linked annihilator pods is the one who knocks.

I like this ship.

Yeah I have two in my fleet which I use to break into enemy formations with an eliminate order. I am usually right behind exploiting the opening. 

@Dark.Revenant fantastic work with the update. I love the new optic and the way the 3 hull-mods work. It's the little things like that you can turn the combat freighter into an hybrid with them.

I have noticed that in the Imperial variants the armor package is always? combined with the heavy armor hull-mod. I assume there is very heavy synergy between the two? 
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