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Author Topic: [0.9.1a] Interstellar Imperium 2.4.0  (Read 588115 times)

BrotherLeviticus

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #720 on: January 24, 2021, 04:19:35 PM »

Thanks!
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BrotherLeviticus

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #721 on: January 29, 2021, 09:22:16 AM »

Having another issue, I can't seem to use the different hull types, bought the elite package but can't seem to use them. Do I make specific ships in that type or is it a hullmod? Any help will be appreciated.
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cjuicy

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #722 on: January 29, 2021, 09:35:44 AM »

Having another issue, I can't seem to use the different hull types, bought the elite package but can't seem to use them. Do I make specific ships in that type or is it a hullmod? Any help will be appreciated.
Its a hullmod set. Pick up an Imperium hull, add them on the right. Make sure you have the imperium tag on the bottom selected, or else you wont see them.
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It's been a long time, but I still love ya!

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BrotherLeviticus

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #723 on: January 29, 2021, 01:55:34 PM »

Yeah, they literally do not appear then, same issue with the Commissioned Crews mod. Anyone know the fix or where I can go to get help? Thanks for the help regardless!
« Last Edit: January 29, 2021, 02:20:39 PM by BrotherLeviticus »
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Wyvern

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #724 on: January 29, 2021, 03:33:31 PM »

Yeah, they literally do not appear then, same issue with the Commissioned Crews mod.
Make sure you have the imperium tag on the bottom selected, or else you wont see them.
This. Hullmods, like the ship production / faction priority screens, have tag-based sorting... and in many cases, when you gain access to something that gets sorted under a new tag you didn't previously have, that tag defaults to not being selected.
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Wyvern is 100% correct about the math.

BrotherLeviticus

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #725 on: January 29, 2021, 10:14:19 PM »

Weirdly enough that was the fix, thank you sir!
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Chikanuk

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #726 on: February 20, 2021, 08:57:54 AM »

Last tournment made me even more convinced what Libritors need some buffs. They always lacking in terms of damage and kinda fragile. What you guys think about it?
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #727 on: February 24, 2021, 12:25:34 AM »

Last tournment made me even more convinced what Libritors need some buffs. They always lacking in terms of damage and kinda fragile. What you guys think about it?

They were reduced from 12 to 11 DP after the tournament, for similar reasons.
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Omnissah

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #728 on: February 24, 2021, 11:37:22 PM »

So, poking around in the files,

ii_titan_elite

Something about the explosion effect is crashing the game.  Tried removing all the mods except for Interstellar Imperium, same issue.  I'm curious how the mod is creating the damage profile for this.

On a side note, the Yamato is fun as hell. 
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Chikanuk

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #729 on: February 25, 2021, 03:38:44 AM »

They were reduced from 12 to 11 DP after the tournament, for similar reasons.
Maybe its worth to buff his main gun a little? 1DP is not that much of difference. Especially with this ship, i dont think alot of people will have more then 1-2 of these in their fleet.
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.3.0
« Reply #730 on: February 25, 2021, 11:42:09 AM »

So, poking around in the files,

ii_titan_elite

Something about the explosion effect is crashing the game.  Tried removing all the mods except for Interstellar Imperium, same issue.  I'm curious how the mod is creating the damage profile for this.

On a side note, the Yamato is fun as hell. 
You probably don't have the correct version of Starsector.  It should report 0.9.1a-RC8.  Also, there's pretty much nothing I can do without the backtrace in the log.

They were reduced from 12 to 11 DP after the tournament, for similar reasons.
Maybe its worth to buff his main gun a little? 1DP is not that much of difference. Especially with this ship, i dont think alot of people will have more then 1-2 of these in their fleet.
First off, the Libritor is a half-carrier and isn't particularly fragile.  It is straight up sturdier than the Interrex: same hull, more armor, better shield.  I'll improve the main cannon's efficiency from 1.25 to 1.15 to make the flux easier to manage, but over-buffing the ship can break the game.
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Dark.Revenant

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[0.9.1a] Interstellar Imperium 2.4.0
« Reply #731 on: March 10, 2021, 12:40:55 AM »

Station time.  It's a big, beefy station somewhat similar to the Low Tech variety, but has a greater focus on missiles, lacks conventional large weapons, supports a mix of all slot types, makes use of heavy beam weapons, and has shield drones.

Orbital Station


Spoiler
Battlestation


Star Fortress


Stella Castellum
[close]


Download Interstellar Imperium 2.4.0
Download Mirror
(Requires LazyLib 2.5c) (Updated!)
(Requires GraphicsLib 1.4.5) (Updated!)

- Supported by Nexerelin 0.9.8b (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.4.0:
- Added Imperium Orbital Station, Battlestation, and Star Fortress
  * Player can access by having at least Welcoming reputation with the Interstellar Imperium
  * Imperial Embassy has an Orbital Station
  * Aleria has a Battlestation
  * Nova Capitalis has a Star Fortress
- Added Imperium Stella Castellum
  * Tier 4 station, unobtainable by the player
  * Only found at Byzantium
  * Always defended by a fleet
- Adjusted Armageddon variant missile flight time and AI behavior to work better on the Imperium Star Fortress (and in general)
- Added exotic luxury good Byzantine Wine
- Olympus can be used to obliterate planets
- Reduced bombardment bonus for the Olympus to 3000 from 5000
- Mucked about with Javelin weapon tags and "range" to make the AI much more competent at using them
- Shock Buster targeting fixes relating to stations
- Generally improved weapon tags for autofitting
- Added a dozen janky AI-generated portraits for the sake of variety
- Magna Fulmen flux cost reduced to 1150 from 1250
- Slightly updated Matriarch sprite
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Chikanuk

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Re: [0.9.1a] Interstellar Imperium 2.4.0
« Reply #732 on: March 10, 2021, 12:05:41 PM »

This is very cool and beatiful station design i must say.

But imho it will be cool to have chance of getting it by raiding emire. In case someone want to destroy this AI worshippers.
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PreConceptor

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Re: [0.9.1a] Interstellar Imperium 2.4.0
« Reply #733 on: March 10, 2021, 12:13:09 PM »

Seconded on the station acquisition, is there any way to make it available via BP, or just have a setting to enable it by default?
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.4.0
« Reply #734 on: March 10, 2021, 12:37:27 PM »

Acquiring the station via blueprint isn’t possible because you currently cannot raid for non-ship/weapon/fighter blueprints.  That may change with 0.95, in which case I’d make the station blueprint obtainable via raiding.

If you want to force building the station, just set Imperium reputation to welcoming, start constructing, and then set reputation back to where it was.  You can upgrade an orbital station once built, regardless of reputation.
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