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Author Topic: [0.9.1a] Interstellar Imperium 2.4.0  (Read 587433 times)

BigBeans

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #645 on: September 25, 2019, 03:36:38 PM »

Quick question but is there planned to be pirate versions of Imperial ships?
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ArchdukeValeCortez

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #646 on: September 28, 2019, 08:32:15 AM »

Hiya,

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.

Cheers
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krisslanza

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #647 on: September 28, 2019, 02:59:36 PM »

Hiya,

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.

Cheers

Its a Custom Start in Nex
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ArchdukeValeCortez

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #648 on: September 28, 2019, 05:37:16 PM »

Hiya,

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.

Cheers

Its a Custom Start in Nex

I only get the 3 starts in Nex (spacer, derelict, and derelict fleet) even if I make a random sector. Will tinker with it some more.
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Alphascrub

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #649 on: September 28, 2019, 11:04:42 PM »

Hiya,

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.

Cheers

Its a Custom Start in Nex

I only get the 3 starts in Nex (spacer, derelict, and derelict fleet) even if I make a random sector. Will tinker with it some more.

Might want to grab version checker. Make sure your up to date. Also make sure you have all your mods turned on in the starsector launcher.
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ArchdukeValeCortez

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #650 on: September 29, 2019, 06:57:30 AM »

Thank you for all the kind replies. I found the problem. I didn't have the Ship and Weapon pack installed... I shall pilot the Yamato with my dunce cap on.
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Titann

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #651 on: October 24, 2019, 01:39:15 AM »

wave motion cannon on yamato is super useless when fighters are flying in front of your ship, beam doesnt go through the fighters. It keep resets which is sometimes can be annoying as hell

I hope it will be get fixed
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MesoTroniK

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #652 on: October 24, 2019, 06:37:03 PM »

https://streamable.com/54ewa
https://streamable.com/je8dx

It isn't really practical for under-the-hood reasons make a beam pierce through fighters like missiles. Besides it deals with fighters well enough and the weapon is powerful enough as it is. And those videos were about the hardiest fighters in vanilla, lighter stuff like Talons? It would blast through at min 2x as many.
« Last Edit: October 24, 2019, 06:39:51 PM by MesoTroniK »
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Captain Draco

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #653 on: October 29, 2019, 07:11:18 AM »

Game crashes every time when loading menu with log ending:

85070 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getFleetMember()Lcom/fs/starfarer/api/fleet/FleetMemberAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getFleetMember()Lcom/fs/starfarer/api/fleet/FleetMemberAPI;
   at data.scripts.hullmods.II_TitanBombardment.updateDecoWeapons(II_TitanBombardment.java:137)
   at data.scripts.hullmods.II_TitanBombardment.applyEffectsAfterShipCreation(II_TitanBombardment.java:80)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.String(Unknown Source)
   at com.fs.starfarer.title.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(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)
85223 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
85223 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]

Anyone knows how to fix it?









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Histidine

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #654 on: October 29, 2019, 07:50:44 AM »

Sounds like your copy of Starsector is out of date; get 0.9.1-RC8
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Captain Trek

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #655 on: November 11, 2019, 07:43:27 AM »

This seems odd - why is Traian a star fortress when its description describes it as a "small orbital station"?
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Janster

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #656 on: November 24, 2019, 09:10:42 PM »

Played a while now, I have found that the fighters and some of the mirv missiles are a bit too much. A reduction in shield power of 50% on the fighters could do, maybe 50% less mirv
Ships themselves are tough as nails too, but not sure if too strong. Of course this is your mod and your idea of balance, just saying that vanilla ships fare very poorly against particularly the fighters in any setting.

Otherwise keep up the good work :)
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tomatopaste

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Re: [0.9.1a] Interstellar Imperium 2.1.1
« Reply #657 on: December 10, 2019, 10:27:35 PM »

Small bug(?) report: When the olympus is in the title menu background it can launch the titan missile, playing the sound effect of its launch, which was loud and pretty shocking ;D
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Dark.Revenant

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[0.9.1a] Interstellar Imperium 2.1.2
« Reply #658 on: December 23, 2019, 03:05:58 PM »



Download Interstellar Imperium 2.1.2
Download Mirror
(Requires LazyLib 2.4e)
(Requires GraphicsLib 1.4.1)

- Supported by DynaSector 1.4.4 (Not yet updated!) -
- Supported by Nexerelin 0.9.5h (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.1.2:
- Minor optimization to Command Center system
- Nexerelin alignment support
- Commissioned Crews support
- Proper portraits for the AI gods
- New HELMUT portrait
- Titan detonation no longer has a knockback effect
- II faction starts in Nexerelin now grant the Armor and Targeting packages
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AlindBack

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #659 on: January 19, 2020, 02:54:57 PM »

I can start the game and get to the menu with many other mods including Nexerelin and ORA, but if I try to load with this as well I crash before the main menu and get a log ending in this:

28135 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(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)


Even loading just Nex, this mod, and the required Libraries results in the same crash at the end of loading before the main menu.
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