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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 939726 times)

Dark.Revenant

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #915 on: March 09, 2022, 09:54:38 AM »

A bit of an odd question, but how can I modify the mod so that imperial ships no longer use vanilla weapons?
The thing is, I love this faction's aesthetic to bits and I feel like vanilla weapons really get in the way of it. It also makes it harder to hoard imperial weapons and get them from industrial revolution requisition centers since the faction uses vanilla blueprints.

You'd want to modify the faction files in data/world/factions to no longer offer any of the vanilla blueprints or blueprint packages.  I'll warn, however: the Imperial weapons don't cover every niche.
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Satirical

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #916 on: May 04, 2022, 05:12:10 PM »

thanks so much for the update *hugs u* epic win moment!
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eidolad

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #917 on: May 15, 2022, 06:34:55 PM »

it's just so huuuuge to have this faction roaming around in my games once again!
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Raztock

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #918 on: May 20, 2022, 03:55:25 AM »

I have an issue with the mod. When i try to lunch the game, it crash and i have an error message and it's not a compatibility problem because it happened even with no other mod enable.

[attachment deleted by admin]
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Ruddygreat

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #919 on: May 20, 2022, 05:15:34 AM »

I have an issue with the mod. When i try to lunch the game, it crash and i have an error message and it's not a compatibility problem because it happened even with no other mod enable.

you're on the previous version of the game, you can download the latest version here

Mira Lendin

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #920 on: June 12, 2022, 11:37:37 AM »

Is firing the Titan in simulation supposed to reduced it's CR ? If not then i suggest you use the function "isSimulation() " to check beforehand.
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Yubbin

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #921 on: July 09, 2022, 08:15:25 PM »

Firing the Titan is always supposed to reduce CR I'm pretty sure
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epsilonflash

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #922 on: September 21, 2022, 11:52:24 AM »

Hey, I noticed a small mod interaction bug between the Yamato's ship system and your Speed Up mod. If you use Yamato's system while speeding up time, she will lose a lot more speed than she should after the initial burst is over. If you want to check it out, setting the speed to 4x will make this issue extremely easy to notice
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hello7op

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #923 on: October 17, 2022, 05:49:16 AM »

So I explore about 80% of the map, but still only has barrus and caesar bp (I got the fighter and weapon bp pack before the ship bp even), does the ship bp drop in single pack or is it really rare ?
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NovaSnake

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #924 on: December 14, 2022, 07:53:41 AM »

Any plans on adding arty station compatibility for Ind.evo?
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Mitras

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #925 on: March 04, 2023, 04:28:50 AM »

Hey there,


just wanted to leave a quick reply! Really enjoy the Ships & Faction.
Only thing missing is something like a Super-dreadnought like MSMs Nagato lmao


Anyways, stay safe o7
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Thy shall not fear the dark. But a strange new light can be just as frightening as the dark.

SnowToad

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #926 on: March 30, 2023, 12:09:19 AM »

Does anyone know how the armor package and polarize armor interact?
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AshGorechild

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #927 on: April 01, 2023, 01:10:54 AM »

Do you have to start a new game for the faction and ships to appear?
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Sanrai

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #928 on: May 07, 2023, 03:51:14 PM »

II will crash in .96 as it's guns make a call to data/scripts/plugins/MagicTrailPlugin which no longer exists.
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UltimateZapZap

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #929 on: May 12, 2023, 03:34:12 PM »

II will crash in .96 as it's guns make a call to data/scripts/plugins/MagicTrailPlugin which no longer exists.
Try using the experimental magiclib 1.1.0-dev02 patch: https://github.com/MagicLibStarsector/MagicLib/releases
Haven't tried it myself, i'm growing balls to update the game and make all my mods work.
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