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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 947431 times)

SpaceDrake

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #855 on: December 14, 2021, 10:47:18 PM »

Well holy hell it's happened. Thank you for this, DR! Now I finally get to try this thing out. :V
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Killsode

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #856 on: December 15, 2021, 02:00:47 AM »

huzza! thank you for keeping at it for so long and through the [REDACTED] hell that has been 2020-21, i've been eagerly awaiting an updated II.

Ps: damnit, i just found an amazing system!
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dcong89

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #857 on: December 15, 2021, 04:14:59 AM »

The big compatibility patch is here, with some fresh new balance adjustments!  Sorry for being so late!


Download Interstellar Imperium 2.5.0
Download Mirror
(Requires LazyLib 2.7b) (Updated!)
(Requires GraphicsLib 1.6.0) (Updated!)

- Supported by Nexerelin 0.10.3g - (Updated!)

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.5.0:
- Updated for Starsector 0.95.1a
- Moved Ex Vis and Corsica closer to the core worlds
- Fixed the calculation/obscurement of some area-of-effect damage/knockback, especially the Libritor's weapon
- Armor version of Arbalest Loader costs 33% more flux
- Updated Nexerelin integration
- Added fighter weapon descriptions
- Carrum cargo reduced to 150 from 160
- Carrum fuel per light year increased to 1.5 from 1
- Barrus fuel per light year reduced to 6 from 10
- Carnifex engagement range reduced to 6000 from 8000
- Standard Pulsar projectiles no longer pass through missiles
  * Pulsar Bombs and Heavy Pulsars still do
- Pulsar Cannon OP reduced to 5 from 6
- Pulsar Repeater OP reduced to 9 from 10
- Lux Repeater OP reduced to 8 from 9
- Fundae SRM Pod OP reduced to 7 from 8
- Fundae MLRS OP reduced to 12 from 14
- Custos Defender flux per second reduced to 85 from 100
- Heavy Pulse Laser flux per shot reduced to 220 from 240
- Adjusted faction relationships
- Integrated various new campaign features into existing content
- Draconarius AI behavior tweaked
- Vicarius AI behavior tweaked
- Imperium Packages cannot be built-in
- Maximus hull increased to 2000 from 1500, armor increased to 400 from 350, supplies increased to 9 from 8
- Lynx hull increased to 4500 from 4000, armor increased to 650 from 600
- Adamas hull increased to 9000 from 8000, armor increased to 1250 from 1100
- Adamas speed increased to 80 from 65
- Lux Finis now auto-stabilizes phase coils (no speed penalty) while active
- The Adamas' photon blasters now count as large weapons
- Basileus flux dissipation increased to 150 from 125
- Dictator hull increased to 11500 from 10000
- Matriarch armor increased to 1350 from 1250
- Ballista launchers regenerate ammunition about 25% more slowly
- Reduced Ballista damage to 325 from 350 (high explosive)
- Siege Mortar range increased to 800 from 700
- Arcus Autocannon range increased to 700 from 600

Thanks you :)) this christmas gift this big ,lol
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The_White_Falcon

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #858 on: December 15, 2021, 07:43:14 AM »

Spoiler
The big compatibility patch is here, with some fresh new balance adjustments!  Sorry for being so late!


Download Interstellar Imperium 2.5.0
Download Mirror
(Requires LazyLib 2.7b) (Updated!)
(Requires GraphicsLib 1.6.0) (Updated!)

- Supported by Nexerelin 0.10.3g - (Updated!)

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.5.0:
- Updated for Starsector 0.95.1a
- Moved Ex Vis and Corsica closer to the core worlds
- Fixed the calculation/obscurement of some area-of-effect damage/knockback, especially the Libritor's weapon
- Armor version of Arbalest Loader costs 33% more flux
- Updated Nexerelin integration
- Added fighter weapon descriptions
- Carrum cargo reduced to 150 from 160
- Carrum fuel per light year increased to 1.5 from 1
- Barrus fuel per light year reduced to 6 from 10
- Carnifex engagement range reduced to 6000 from 8000
- Standard Pulsar projectiles no longer pass through missiles
  * Pulsar Bombs and Heavy Pulsars still do
- Pulsar Cannon OP reduced to 5 from 6
- Pulsar Repeater OP reduced to 9 from 10
- Lux Repeater OP reduced to 8 from 9
- Fundae SRM Pod OP reduced to 7 from 8
- Fundae MLRS OP reduced to 12 from 14
- Custos Defender flux per second reduced to 85 from 100
- Heavy Pulse Laser flux per shot reduced to 220 from 240
- Adjusted faction relationships
- Integrated various new campaign features into existing content
- Draconarius AI behavior tweaked
- Vicarius AI behavior tweaked
- Imperium Packages cannot be built-in
- Maximus hull increased to 2000 from 1500, armor increased to 400 from 350, supplies increased to 9 from 8
- Lynx hull increased to 4500 from 4000, armor increased to 650 from 600
- Adamas hull increased to 9000 from 8000, armor increased to 1250 from 1100
- Adamas speed increased to 80 from 65
- Lux Finis now auto-stabilizes phase coils (no speed penalty) while active
- The Adamas' photon blasters now count as large weapons
- Basileus flux dissipation increased to 150 from 125
- Dictator hull increased to 11500 from 10000
- Matriarch armor increased to 1350 from 1250
- Ballista launchers regenerate ammunition about 25% more slowly
- Reduced Ballista damage to 325 from 350 (high explosive)
- Siege Mortar range increased to 800 from 700
- Arcus Autocannon range increased to 700 from 600
[close]
THANK YOU!! Finally, the Imperium rises again!  Nam Imperium! Mors haereticis!
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ApolloStarsector

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #859 on: December 15, 2021, 12:04:02 PM »

Wow, chad mod developer! Thank you for updating!!!
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Mikomikomiko

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    • Kitbash album. Not a modder, just a bote maker :P
Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #860 on: December 15, 2021, 06:44:25 PM »

Spoiler
The big compatibility patch is here, with some fresh new balance adjustments!  Sorry for being so late!


Download Interstellar Imperium 2.5.0
Download Mirror
(Requires LazyLib 2.7b) (Updated!)
(Requires GraphicsLib 1.6.0) (Updated!)

- Supported by Nexerelin 0.10.3g - (Updated!)

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.5.0:
- Updated for Starsector 0.95.1a
- Moved Ex Vis and Corsica closer to the core worlds
- Fixed the calculation/obscurement of some area-of-effect damage/knockback, especially the Libritor's weapon
- Armor version of Arbalest Loader costs 33% more flux
- Updated Nexerelin integration
- Added fighter weapon descriptions
- Carrum cargo reduced to 150 from 160
- Carrum fuel per light year increased to 1.5 from 1
- Barrus fuel per light year reduced to 6 from 10
- Carnifex engagement range reduced to 6000 from 8000
- Standard Pulsar projectiles no longer pass through missiles
  * Pulsar Bombs and Heavy Pulsars still do
- Pulsar Cannon OP reduced to 5 from 6
- Pulsar Repeater OP reduced to 9 from 10
- Lux Repeater OP reduced to 8 from 9
- Fundae SRM Pod OP reduced to 7 from 8
- Fundae MLRS OP reduced to 12 from 14
- Custos Defender flux per second reduced to 85 from 100
- Heavy Pulse Laser flux per shot reduced to 220 from 240
- Adjusted faction relationships
- Integrated various new campaign features into existing content
- Draconarius AI behavior tweaked
- Vicarius AI behavior tweaked
- Imperium Packages cannot be built-in
- Maximus hull increased to 2000 from 1500, armor increased to 400 from 350, supplies increased to 9 from 8
- Lynx hull increased to 4500 from 4000, armor increased to 650 from 600
- Adamas hull increased to 9000 from 8000, armor increased to 1250 from 1100
- Adamas speed increased to 80 from 65
- Lux Finis now auto-stabilizes phase coils (no speed penalty) while active
- The Adamas' photon blasters now count as large weapons
- Basileus flux dissipation increased to 150 from 125
- Dictator hull increased to 11500 from 10000
- Matriarch armor increased to 1350 from 1250
- Ballista launchers regenerate ammunition about 25% more slowly
- Reduced Ballista damage to 325 from 350 (high explosive)
- Siege Mortar range increased to 800 from 700
- Arcus Autocannon range increased to 700 from 600
[close]

It's a christmas miracle! Thank you!
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Superharem

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #861 on: December 16, 2021, 08:17:38 AM »

Finally!  :D
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facc00

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #862 on: December 16, 2021, 10:33:55 AM »

On your signature what mod is that ;p

Spoiler
The big compatibility patch is here, with some fresh new balance adjustments!  Sorry for being so late!


Download Interstellar Imperium 2.5.0
Download Mirror
(Requires LazyLib 2.7b) (Updated!)
(Requires GraphicsLib 1.6.0) (Updated!)

- Supported by Nexerelin 0.10.3g - (Updated!)

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.5.0:
- Updated for Starsector 0.95.1a
- Moved Ex Vis and Corsica closer to the core worlds
- Fixed the calculation/obscurement of some area-of-effect damage/knockback, especially the Libritor's weapon
- Armor version of Arbalest Loader costs 33% more flux
- Updated Nexerelin integration
- Added fighter weapon descriptions
- Carrum cargo reduced to 150 from 160
- Carrum fuel per light year increased to 1.5 from 1
- Barrus fuel per light year reduced to 6 from 10
- Carnifex engagement range reduced to 6000 from 8000
- Standard Pulsar projectiles no longer pass through missiles
  * Pulsar Bombs and Heavy Pulsars still do
- Pulsar Cannon OP reduced to 5 from 6
- Pulsar Repeater OP reduced to 9 from 10
- Lux Repeater OP reduced to 8 from 9
- Fundae SRM Pod OP reduced to 7 from 8
- Fundae MLRS OP reduced to 12 from 14
- Custos Defender flux per second reduced to 85 from 100
- Heavy Pulse Laser flux per shot reduced to 220 from 240
- Adjusted faction relationships
- Integrated various new campaign features into existing content
- Draconarius AI behavior tweaked
- Vicarius AI behavior tweaked
- Imperium Packages cannot be built-in
- Maximus hull increased to 2000 from 1500, armor increased to 400 from 350, supplies increased to 9 from 8
- Lynx hull increased to 4500 from 4000, armor increased to 650 from 600
- Adamas hull increased to 9000 from 8000, armor increased to 1250 from 1100
- Adamas speed increased to 80 from 65
- Lux Finis now auto-stabilizes phase coils (no speed penalty) while active
- The Adamas' photon blasters now count as large weapons
- Basileus flux dissipation increased to 150 from 125
- Dictator hull increased to 11500 from 10000
- Matriarch armor increased to 1350 from 1250
- Ballista launchers regenerate ammunition about 25% more slowly
- Reduced Ballista damage to 325 from 350 (high explosive)
- Siege Mortar range increased to 800 from 700
- Arcus Autocannon range increased to 700 from 600
[close]

It's a christmas miracle! Thank you!
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ApolloStarsector

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #863 on: December 16, 2021, 03:18:52 PM »

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EmperorOfMankind

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #864 on: December 16, 2021, 03:30:30 PM »

Save game compatable??
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SpaceDrake

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #865 on: December 16, 2021, 08:37:37 PM »

Save game compatable??

Lol, no. You'll need to start a new game to get the Imperium to spawn.
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connortron7

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #866 on: December 17, 2021, 05:05:45 AM »

Save game compatable??

Lol, no. You'll need to start a new game to get the Imperium to spawn.
I cant even fathom a world where something like this would somehow be save game compatible

Killsode

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #867 on: December 17, 2021, 05:18:57 AM »

Is there any way to build Imperium stations yourself?
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Killsode

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #868 on: December 17, 2021, 05:24:39 AM »

Is there any way to build Imperium stations yourself?

After looking through the graphics files i'm going to guess that only imperium star-fortresses exist, so i guess not

sigh immediately after posting this i looked over at my available stations after getting to welcoming with the imperium and its right there...
« Last Edit: December 17, 2021, 05:26:25 AM by Killsode »
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Killsode

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Re: [0.95.1a] Interstellar Imperium 2.5.0
« Reply #869 on: December 17, 2021, 11:48:10 PM »

After having used 3 liberators in my fleet for about a dozen battles i've noticed a little bit of a problem, they seem VERY fond of slapping my ass engines with shots from their magna fulmen. They seem to either think they can shoot over me, or are firing at fighters with it and somehow hitting my ships, and frequently my own flagship, more than they miss and fling a shot into the void.
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