Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

Pages: 1 ... 40 41 [42] 43 44 ... 56

Author Topic: [0.9.1a] Interstellar Imperium 2.4.0  (Read 580089 times)

Gann

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #615 on: August 23, 2019, 02:22:17 PM »

Hi Dark, I absolutely love your mod and I was wondering if you'd consider porting the IBB Yamato to your Ship/Weapon pack as well? I like the Empire as a faction but sometimes I want to play without 'em, and I miss the ship.
Logged

Dostya

  • Lieutenant
  • **
  • Posts: 79
    • View Profile
    • Email
Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #616 on: August 23, 2019, 03:41:23 PM »

Disable Interstellar Imperium and start a new game, save & quit, enable Interstellar Imperium, load and play. The faction won't exist and assuming you didn't turn faction respawning on they won't, but you'll have all the stuff available.
Logged

Taverius

  • Captain
  • ****
  • Posts: 460
    • View Profile
Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #617 on: August 23, 2019, 03:56:42 PM »

Or you could just disable the faction spawning in the nex start options.
Logged

Gann

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #618 on: August 23, 2019, 05:05:17 PM »

Disable Interstellar Imperium and start a new game, save & quit, enable Interstellar Imperium, load and play. The faction won't exist and assuming you didn't turn faction respawning on they won't, but you'll have all the stuff available.

Thanks for the help! It works perfectly! :)
Logged

HaymakerW

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #619 on: August 27, 2019, 04:51:38 PM »

Oh hi there, dropping a kudos for some quality modding. After returning to Starsector, I'm treated with a facelift on my favorite faction mod.

The Industrial feeling is gone, but now now these ships look more regal. Something a massively OP psychic ruler of entire race of humanoids would design to represent his majesty and definite not-godhood. Yes..

I feel like they are in good spot. While favoring range and being brickhouses mostly, they still have that versatility in forms of tons of points and those packages are so fun.
Few highlights from my game so far
-Seeing AI Ixion loaded with other missiles go full ham on a cruiser, reseting its armaggedon with its system and doing it again.
-Deploying three Ixions with various torpeds to EXPLODE a poor effer
-Putting sledgeguns on the nose of Dictator, grouping them and setting them to alternative fire and watch as weak shield ships can't deal with the constant barrage.
-Managing to withstand odds with some turtling up ala Roman style, shoulder to shoulder with the escort commands while sneakily deploying strike craft reinforcements to torpedo up some exposed rears. Survived some big batles with minimal losses, battles I had no right to win with such schemes.
-Basileuses (Basileusii?) with sabots on the 'wing'. It's sexy.. whenever AI realises he can fire those sabbots willy nilly. Infact, pretty much all missiles with some homing do. Homing torpedos are especially stupid awesome
Logged

Kreldin Foxclaw

  • Ensign
  • *
  • Posts: 10
    • View Profile
    • Email
Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #620 on: September 02, 2019, 12:58:09 AM »

Sorry if this has been asked before, but what music did you use for the planetary menu on the Imperium planets. I could swear I've heard it before, but I cant quite place where, and it's bugging me something fierce.

Really enjoying the mod's content, too. Not my kind of ships to fly, but they make a fantastic opponent.
Logged

Ed

  • Captain
  • ****
  • Posts: 442
    • View Profile
Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #621 on: September 05, 2019, 04:16:12 PM »

i want to make a ship system for my mod very similar to shockbuster (but will do the opposite, pulling enemies), do you mind if i take some of your code? I will credit it of course.
Logged
Check out my ships

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2702
    • View Profile
    • Sc2Mafia
    • Email
[0.9.1a] Interstellar Imperium 2.1.1
« Reply #622 on: September 08, 2019, 12:06:06 AM »

Big balance pass!  Check the change log!




Download Interstellar Imperium 2.1.1
Download Mirror
(Requires LazyLib 2.4e)
(Requires GraphicsLib 1.4.1) (Updated!)

- Supported by DynaSector 1.4.4 (Not yet updated!) -
- Supported by Nexerelin 0.9.4b (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.1.1:
- Added Space Battleship Yamato start
- Lightspear balance adjustment:
  * Lightspear (Elite) EMP damage is increased by a factor of 4, but no longer inflicts actual damage
  * Lightspear damage and flux cost is reduced by approximately 20%
- Titan balance adjustment:
  * Slight flux boost and overload duration boost (for cruisers and capital ships) to EMP Titan
  * Titan now requires more CR to launch if the Olympus has D-mods (always costs 300 supplies)
  * When a Titan appears, the enemy AI will always attempt to order an Eliminate against it
  * Enemy ships not ordered to Eliminate an explode-type Titan (standard or EMP) will try to avoid it
- Wave Motion Cannon now does 3x damage to fighters and hulks and 100x damage to asteroids, and won't detonate on hulks
- Decreased rarity of Ship and Weapon packages
- Fundae balance adjustment:
  * Fundae MIRVs now prioritize closer targets more (big impact for Fundae MIRV Titan)
  * Reduced Fundae AOE fragmentation damage to 140 from 160
- Reduced Sagittarius Autogun DPS to 720 from 800, reduced hit glow effect
- Imperial Package balance adjustment:
  * Elite no longer scales CR penalty by hull size; back to a flat 50%
  * Elite penalizes range by 20%
  * Elite's reversing speed penalty is increased to 20/15/10/10 from 15/12.5/10/10
  * Armor now adds 50% EMP resistance
  * Targeting now penalizes speed by 20/15/10/5
  * Targeting now increases zero flux boost by 30/25/20/15
  * Targeting is no longer compatible with Unstable Injector
- Massively improved the readability of Imperial Package tool-tips
- Adjusted Lynx Shock Buster AI to work better with phase ship tactics
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
  * Most changed are the Legionary and Dominus, which now cost considerably more to recover from low CR
- Increased Legionary DP to 15 from 14
- Massively buffed Elite Ixon's Magnum Salvo missiles:
  * Doubled EMP damage
  * Arcs have a chance to pierce through shields
  * Slightly faster and longer-lived, considerably harder to shoot down
- Increased Armageddon AI range to 1750 from 1500, but fixed a Magnum Salvo AI bug that caused it to fire at a range of 2000
  * Slightly increased lifespan of base missile to compensate
- Overdrive and Lux Finis balance adjustment:
  * Increased gauge recovery time to 28 seconds from 24 seconds
  * Targeting Package decreases the gauge drain rate by 25%
  * Fixed issue where CR was not draining quickly enough at redline with the Elite Package (now closer to the default CR drain when redlined)
Logged

Trulock

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #623 on: September 08, 2019, 02:33:58 AM »

Hi,

Just wanted to let you know I am really enjoying this mod. I am only running nex + this and I highly recommend a campaign using this faction with nex to any other newer players out there.

Thank you
Logged

radekplug

  • Ensign
  • *
  • Posts: 30
    • View Profile
    • Email
Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #624 on: September 08, 2019, 06:59:43 AM »

finaly i yamato is playble before was bout now she do serius damage one shooting firagets fuun as hell.
Logged

Offensive_Name

  • Lieutenant
  • **
  • Posts: 71
    • View Profile
    • Email
Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #625 on: September 08, 2019, 11:32:31 AM »

Why you gotta do me with that Targeting package speed nerf?
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 2872
    • View Profile
Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #626 on: September 08, 2019, 11:35:32 AM »

You say nerf, I say buff.  Sure, it makes the targeting package ships less kite-y, but that's overall a good thing.  And boosted zero-flux means they get into position that much faster.  (I guess it's a straight nerf if you were using targeting + Unstable Injector, but I never did, so I don't care.)
Logged
Wyvern is 100% correct about the math.

Starareo

  • Lieutenant
  • **
  • Posts: 94
    • View Profile
Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #627 on: September 15, 2019, 06:36:14 PM »

As someone who just started a playthrough as the Imperium, I don't think the targeting package nerf matters too much when my Caesar class is deleting ships before I even see them lmao.
Logged

Ed

  • Captain
  • ****
  • Posts: 442
    • View Profile
Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #628 on: September 15, 2019, 06:54:40 PM »

As someone who just started a playthrough as the Imperium, I don't think the targeting package nerf matters too much when my Caesar class is deleting ships before I even see them lmao.
Get a Matriatch, it gets even more fun.
Logged
Check out my ships

Starareo

  • Lieutenant
  • **
  • Posts: 94
    • View Profile
Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #629 on: September 15, 2019, 07:35:47 PM »

Can't wait, how good is the battlecarrier capital?
Logged
Pages: 1 ... 40 41 [42] 43 44 ... 56