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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Author Topic: [0.95.1a] Interstellar Imperium 2.5.2  (Read 670895 times)

TimeDiver

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #675 on: February 24, 2020, 09:47:51 PM »

Can someone tell me where in them I can find the system with babylon, or its name or what system it is next to?

Spoiler
Babylon is should be in Thracia.
[close]
More oddness; there's a Babylon (Comm) Relay in Thracia, but no Babylon Station (market).

Looks like my mod list frakked something in the system generation code for II, after all.
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Histidine

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #676 on: February 25, 2020, 03:19:45 AM »

The market is named Byzantium. That's also the name of the planet which the Babylon station orbits, in the Thracia system.
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TimeDiver

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #677 on: February 25, 2020, 11:35:44 PM »

The market is named Byzantium. That's also the name of the planet which the Babylon station orbits, in the Thracia system.
After travelling to Thracia after getting back today, it does show as 'Babylon' while on the main/campaign screen...

...but alternatively as 'Byzantium - Imperium (military) (size 7) Orbital station' while on the Map tab/screen.

Ugh, I don't even. Something something strings-related?
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furl

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #678 on: February 26, 2020, 04:46:30 PM »

These Vicarius fighters maaaan... aren't they a little bit too good?
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Malleator

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #679 on: March 02, 2020, 09:38:09 AM »

I just wanted to come here and type that, at first I didn't really like II, the ships weren't my style, and I thought them too weak, but as I played Starsector more and more, I found II likewise grew more and more on me. I came to appreciate their vanilla like and well made graphical design that looks to me like a derivation of Midline while being fresh but believable, changing phenotypes with packages, and their general shapes were all things I came to like.

I came to appreciate or enjoy almost everything about II, from the balance to the lore. It's a very well made faction mod, and I can't think of a faction mod with better overall composition.

Very nice.
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sucateer

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #680 on: March 06, 2020, 09:52:01 PM »

Yesterday i got my first Matriarch after a long battle, untouched. Fiddling with her, trying to turn the mother of six into a shieldless aberration i found that she sucks at close combat. She won't swing to change sides, always staying in the same position taking HE shells into the same spot, all that 3200 armor for nothing. My fault, i know, it's a carrier.
Great mod, by the way.
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AffectiveLead

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #681 on: April 18, 2020, 07:25:47 AM »

Hi. I made rebalance of your mod to Archean Order mechanics. I would like to know do you think it is acceptable and, if not here's a link to report https://fractalsoftworks.com/forum/index.php?topic=18394.0
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PainProjection

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #682 on: April 22, 2020, 11:47:05 AM »

Whats up, few months ago i write comment where i thank you for IBB bounty Yamato because it have guaranteed Olympus in it's fleet. Today i finally grow strong enough to beat this mission again, but been dissapointed. I suddenly realised what in my new run olympus had different loadout (with bunch of fundae) so there was no big boom. This completely ruin Yamato bounty expirience, so i consider this as critical(lol) bug. Anyway i really wanted to record some footage so i went to my save file and changed it's loadout to ii_olympus_pb (planet breaker) and i am here to suggest you (if possible) force this particular olympus to always use planet breaker loadout. Thanks in advance. Here is my work:

https://www.youtube.com/watch?v=0CJLca1ilPw
« Last Edit: April 22, 2020, 12:10:35 PM by PainProjection »
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madal434

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #683 on: April 22, 2020, 04:43:03 PM »

Love the mod but it feels like we need another battleship without the special weapon.
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hollow

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #684 on: June 05, 2020, 03:01:41 PM »

Hi. I made rebalance of your mod to Archean Order mechanics. I would like to know do you think it is acceptable and, if not here's a link to report https://fractalsoftworks.com/forum/index.php?topic=18394.0
will you allow the interstellar imperium archeans order rebalance to be available for download??
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Shuka

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #685 on: June 21, 2020, 05:38:07 AM »

I just wanted to come here and type that, at first I didn't really like II, the ships weren't my style, and I thought them too weak, but as I played Starsector more and more, I found II likewise grew more and more on me.

Very nice.

I did almost the same thing because they didn't seem too exciting to me, a kind of Roman Imperialist faction probably very efficient and very basic. The ships ended up having a lot more flavor than I thought, and their location and role really fleshes out the sector for me.

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LeStinke

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Re: [0.9.1a] Interstellar Imperium 2.1.2
« Reply #686 on: July 04, 2020, 12:46:34 PM »

10/10 mod, would get half my fleet blown up by the long *** torpedo again, it's just too bad I can't afford new ships anymore, and I'm now absolutely terrified of fighting Imperium fleets.
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Dark.Revenant

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[0.9.1a] Interstellar Imperium 2.2.0
« Reply #687 on: July 08, 2020, 08:08:16 PM »

A couple new sprites, and a brand new ship: the Libritor!





Download Interstellar Imperium 2.2.0
Download Mirror
(Requires LazyLib 2.4f) (Updated!)
(Requires GraphicsLib 1.4.2) (Updated!)

- Supported by Nexerelin 0.9.6d (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.2.0:
- Added Libritor-class Siege Destroyer
  * Single flight deck
  * Four small weapons (universal) that point forwards; no rear defenses
  * Mediocre hull/armor, strong frontal shield
  * Powerful spinal weapon: Magna Fulmen
    - Long range, fast projectile, heavy energy damage, fairly efficient
    - Armor package adds frag AOE damage
    - Targeting package adds knockback
    - Elite package adds EMP arcs
- Libritor's ship system (Arbalest Loader) instantly reloads Magna Fulmen; 3 charges
  * Armor package has 2 charges but changes the next round to a shotgun-spread of 5 shots
  * Targeting package has 2 charges but changes the next round to a big, slow projectile that detonates on impact for heavy AOE knockback (no damage)
  * Elite package does not fully reload the Magna Fulmen (reduces cooldown by 2 seconds), but boosts the power of the next shot
    - Can stack up to 4 times for an extremely powerful shot
- Olympus blueprint won't appear at Prism Freeport (Nexerelin)
- Olympus costs three times as much to steal (Nexerelin)
- Added unique names for Imperium special forces fleets (Nexerelin)
- Vicarius speed reduced to 175 from 200; acceleration reduced too
- Javelin flight time increased to 16 from 15 seconds
- The AI is more likely to use Armor Package Shock Buster
- New Sledge Gun and Sledge Cannon sprites
- Migrated version file to BitBucket
« Last Edit: July 08, 2020, 08:14:38 PM by Dark.Revenant »
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Dark.Revenant

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[0.9.1a] Interstellar Imperium 2.2.1
« Reply #688 on: July 11, 2020, 12:24:09 AM »

A few general enhancements to the Libritor for balance / ease of use, and a couple nick-knacks.


Download Interstellar Imperium 2.2.1
Download Mirror
(Requires LazyLib 2.4f)
(Requires GraphicsLib 1.4.2)

- Supported by Nexerelin 0.9.6d -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.2.1:
- Targeting Libritor is less likely to use its system against retreating enemy ships
- Armor Magna Fulmen changes spread based on the target it's shooting at (size and distance)
- Targeting Magna Fulmen damage decreased to 1250 from 1500 (which is still higher than the base 1000)
- Some configuration for Vayra's Sector, Starship Legends, and New Beginnings
« Last Edit: July 11, 2020, 04:07:16 AM by Dark.Revenant »
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Modo44

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Re: [0.9.1a] Interstellar Imperium 2.2.1
« Reply #689 on: July 19, 2020, 10:16:44 AM »

Hello. Is there no dedicated tanker in this mod, or have I missed it?
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