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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 918863 times)

TangoMike

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #930 on: June 02, 2023, 08:01:18 AM »

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.

Any success? I love this mod but got no modding knowledge.
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The2nd

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Re: [0.95.1a] Interstellar Imperium 2.5.2
« Reply #931 on: June 03, 2023, 11:24:55 PM »

Any success? I love this mod but got no modding knowledge.

Same  :D

Just edit the "mod_info.json" gameversion to 0.96a and it mostly works for now. It will crash if you mouse over II hull-mods and some custom II colony industries but is otherwise playable. At least from my experience playing with Nex and a few other mods atm.
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Dark.Revenant

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[0.96a] Interstellar Imperium 2.6.0
« Reply #932 on: June 08, 2023, 12:16:28 PM »

Big balance and polishing pass, as well as a teaser of things to come...



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.0:
- Updated for Starsector 0.96a
- Campaign:
  * New/revised miscellaneous dialogue, descriptions, and interactions
  * Added special interaction for the PK mission
  * Added a meeting with a goddess...
  * Imperial Embassy behaves better in Nexerelin
    - Doesn't grow
    - Doesn't get invaded unless the Persean League (or other allied) protectors are removed
    - Automatically decivilizes if the rest of the Imperium is eliminated
  * Updated doctrine settings for Interstellar Imperium, Imperial Guard, Independents, and Mercenaries
    - Imperial Guard runs exclusively Standard / Elite variants in equal number
      * Always with one s-mod: either Imperial Elite Package or Imperial Core Upgrades
  * Minerva now controls Babylon directly in combat
  * Hadrian buffed
  * Byzantium now (randomly) sells a blueprint for the Imperium Orbital Station
    - It's no longer unlocked automatically by having high reputation, unless you're using Nexerelin Random Sector
- Imperial Packages:
  * All packages can now be s-modded
  * Packages no longer show in the picker screen for non-Imperium ships
  * Imperial Armor Package:
    - Now costs 5/10/15/25 (down from 5/10/18/30)
    - Flat armor bonus is now a flat 150 (from 50/100/150/200)
    - Now reduces the minimum armor fraction by 50% (similar fix to the Ablative Armor hullmod)
    - No s-mod bonus or penalty
  * Imperial Targeting Package:
    - Now costs 5/10/15/25 (down from 5/10/18/30)
    - Range bonus changed to 150/200/250/300 (from 100/200/300/400)
    - PD range bonus changed to 125/150/175/200 (from 100/150/200/250)
    - Speed penalty is now a flat 15 (from 20/15/10/5)
    - Zero flux speed bonus is now a flat 30 (from 30/25/20/15)
    - No longer compatible with PD Assault Conversion (Ship/Weapon Pack)
    - No s-mod bonus or penalty
  * Imperial Elite Package:
    - Now costs 10/20/30/50 (down from 10/20/35/60)
    - Speed bonus changed to 40/30/20/15 (from 30/25/20/20)
    - S-mod penalty increases DP (supplies/deploy) by 1/2/3/5
  * Imperial Core Upgrades:
    - Costs 0 OP, but doesn't do anything unless s-modded
    - Incompatible with the other packages
    - If s-modded, provides the following effects:
      * Maximum combat readiness +15%
      * Peak performance time +33%
      * Shield/phase efficiency +10%
      * Hull integrity +20%
      * Top speed +20/15/10/5 (by hull size)
      * Maneuverability +20%
- Ships:
  * Olympus:
    - Extremely rare Titan-related crash fix
    - No longer receives CR events if used in simulation
    - Firing the Titan now reduces CR only after the battle ends
    - Deployment points reduced by to 30 DP (from 50); supply cost remains the same
    - Tooltip improved
  * Barrus no longer has Civilian-grade Hull
  * Basileus:
    - OP increased to 55 from 45
    - Expanded Missile Racks is no longer built-in
  * Renamed Invictus to Triarius
    - Increased OP to 62 from 60
  * Decurion OP increased to 62 from 60
  * Interrex OP increased to 105 from 100
  * Princeps OP increased to 95 from 90
  * Caesar rear Small Hybrid slots changed to Ballistic (can install Ballistic Rangefinder)
  * Sebastos rear Small Hybrid slots changed to Ballistic (can install Ballistic Rangefinder)
  * Lynx:
    - OP increased to 100 from 95
    - CR %/deploy increased to 30
  * Maximus:
    - CR %/deploy increased to 30
    - Slight AI improvement
  * Magnum Salvo AI cares about flux level more
  * Libritor should avoid friendly fire better
  * Adamas:
    - CR %/deploy increased to 30
    - Now has Distributed Fire Control built in
    - Flux dissipation increased to 600 from 500
    - Flux capacity increased to 10000 from 8000
    - Phase cost reduced to 400 flux from 480 flux
    - Photon Blaster flux cost reduced to 200 from 225
    - Max speed increased to 90 from 80
    - Armor increased to 1400 from 1250
    - Lux Finis is no longer usable while phased
      * Therefore it no longer stabilizes phase coils; speed is slow as usual while phased at high flux
    - Lux Finis no longer provides damage reduction normally
      * Instead the ship gains a 67% damage reduction buff (90% with the Armor Package) while firing the Lightspear
    - Lux Finis speed/maneuverability bonuses are disabled while firing the Lightspear
    - Lightspear flux cost increased to 12500 from 8250
    - Lightspear damage increased to 14025 (2125 hit strength) from 8250 (1250 hit strength)
    - AI improvements
  * Slight AI improvement for Legionary
  * Fixed time scaling issue on Impulse Booster and Modified Booster
- Weapons:
  * Fundae bonus fragmentation damage increased to 175 from 140
  * Javelin ASM Pod OP reduced to 7 from 10, ammo reduced to 9 from 12
  * Scorpio Javelin Launcher OP reduced to 16 from 20, ammo reduced to 24 from 36
  * Onager MIRV Launcher ammo increased to 20 from 16
  * Pulsar weapons will not waste their charges on shields
  * Heavy Pulse Laser flux cost reduced to 200 from 220
  * Arcus Autocannon damage increased to 125 from 110, range decreased to 650 from 600
  * Siege Mortar flux cost reduced to 100 from 115
  * Lux Repeater OP reduced to 7 from 8
  * Certain weapons now pass through missiles/fighters
- Fighters:
  * Scutum will try to stay in front of the ship
  * Flamen replacement time decreased to 5 seconds from 6 seconds
  * Sectator:
    - OP increased to 5 from 3
    - Now has Turbofeeder system, Ballistic Rangefinder, and Advanced Optics
    - Grealy improved maneuverability
  * Draconarius hull increased to 700 from 400
  * Vicarius:
    - Engagement range increased to 4000 from 2000
    - Shield removed
    - Weapons generate flux; has 125 dissipation and 1250 capacity
    - Hull increased to 900 from 600
    - Armor increased to 200 from 125
    - Replacement time decreased to 15 seconds from 20 seconds
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Xzaven

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Re: [0.96a] Interstellar Imperium 2.6.0
« Reply #933 on: June 08, 2023, 03:22:12 PM »

Hmmm, that Invictus Rename makes it not safe compatible I guess. :(
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TimeDiver

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Re: [0.96a] Interstellar Imperium 2.6.0
« Reply #934 on: June 08, 2023, 03:32:36 PM »

Hmmm, that Invictus Rename makes it not safe compatible I guess. :(
True... would have been nice to have an explicit warning about current saves being invalidated by said name change, Dark.Revenant.

However! IF replacing all instances of 'invictus' with 'triarius' in a saved game (make a copy/backup and use case-sensitive Find/Replace, just to be sure) current saves will at least load, but whether it will crash at some point? Debatable; and I haven't yet had the time to test it out in-depth.
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Xzaven

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Re: [0.96a] Interstellar Imperium 2.6.0
« Reply #935 on: June 08, 2023, 03:41:15 PM »

Hmmm, that Invictus Rename makes it not safe compatible I guess. :(
True... would have been nice to have an explicit warning about current saves being invalidated by said name change, Dark.Revenant.

However! IF replacing all instances of 'invictus' with 'triarius' in a saved game (make a copy/backup and use case-sensitive Find/Replace, just to be sure) current saves will at least load, but whether it will crash at some point? Debatable; and I haven't yet had the time to test it out in-depth.
I thought about doing that, but then had the same concerns about whether this might break anything further down.

Also luckily not a big issue thanks to mod manager allowing me to have multiple versions of a mod installed and can just switch back if something like this happens.
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Dark.Revenant

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Re: [0.96a] Interstellar Imperium 2.6.0
« Reply #936 on: June 08, 2023, 08:20:11 PM »

As a general rule, if it’s the first update in a year and a half, you should just assume it’s not save-compatible.
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Haka

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Re: [0.96a] Interstellar Imperium 2.6.0
« Reply #937 on: June 08, 2023, 08:44:13 PM »

Oh thank the Emperor, I can pilot the Yamato again
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Dark.Revenant

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[0.96a] Interstellar Imperium 2.6.0b
« Reply #938 on: June 08, 2023, 11:48:22 PM »

Sigh...



Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.6.0b:
- Removed Ballistic Rangefinder from Sectator
- Fixed Imperium fleet/market composition issue
« Last Edit: June 08, 2023, 11:50:50 PM by Dark.Revenant »
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HamzaBou

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Re: [0.96a] Interstellar Imperium 2.6.0b
« Reply #939 on: June 09, 2023, 05:57:44 PM »

Hello there!

After updating to the 2.6.0b I received this crash log concerning the Invictus ship apparently :

38967 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector 0.96a-RC10\starsector-core\..\mods\Interstellar Imperium (data\variants\invictus\ii_invictus_ass.variant)]
38987 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [ii_invictus] not found!
java.lang.RuntimeException: Ship hull spec [ii_invictus] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Don't know if it's because of other mods or this update in particular, hope it won't too much work for you fixing it :p
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Dark.Revenant

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Re: [0.96a] Interstellar Imperium 2.6.0b
« Reply #940 on: June 09, 2023, 07:40:01 PM »

2.6.0 is not save-compatible with 2.5.2.

Also, always delete the mod folder before you update.
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TimeDiver

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Re: [0.96a] Interstellar Imperium 2.6.0b
« Reply #941 on: June 09, 2023, 07:43:12 PM »

Hello there!

After updating to the 2.6.0b I received this crash log concerning the Invictus ship apparently :

*snip starsector.log text*

Don't know if it's because of other mods or this update in particular, hope it won't too much work for you fixing it :p
Old saves aren't compatible; Dark.Revenant changed the in-engine name of the Invictus to Triarius.

Unless you are daring enough to edit the campain.xml file to change all instances of 'invictus' to 'triarius', you'll either have to start a new campaign, or revert to v2.5.2 (below is a link to the original download for it on BitBucket):

https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar_Imperium_2.5.2.7z

EDIT: In addition, you'll have to edit v2.5.2's mod_info.json file so that its 'gameVersion' value is "0.96a-RC8", or "0.96a-RC9", or "0.96a-RC10".

Addendum: Ninja'd by the mod's creator.
« Last Edit: June 09, 2023, 07:45:56 PM by TimeDiver »
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HamzaBou

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Re: [0.96a] Interstellar Imperium 2.6.0b
« Reply #942 on: June 09, 2023, 07:53:10 PM »

Hello there!

After updating to the 2.6.0b I received this crash log concerning the Invictus ship apparently :

*snip starsector.log text*

Don't know if it's because of other mods or this update in particular, hope it won't too much work for you fixing it :p
Old saves aren't compatible; Dark.Revenant changed the in-engine name of the Invictus to Triarius.

Unless you are daring enough to edit the campain.xml file to change all instances of 'invictus' to 'triarius', you'll either have to start a new campaign, or revert to v2.5.2 (below is a link to the original download for it on BitBucket):

https://bitbucket.org/DarkRevenant/interstellar-imperium/downloads/Interstellar_Imperium_2.5.2.7z

EDIT: In addition, you'll have to edit v2.5.2's mod_info.json file so that its 'gameVersion' value is "0.96a-RC8", or "0.96a-RC9", or "0.96a-RC10".

Addendum: Ninja'd by the mod's creator.

Oh thanks for letting me know!
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lucien_licot

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Re: [0.96a] Interstellar Imperium 2.6.0b
« Reply #943 on: June 10, 2023, 10:14:41 PM »

Fantastic work. Interstellar Imperium has been part of my mod library for about as long as I've been playing the game, as it's one of the best, most polished and flavorful faction mods out there, with the added bonus of being remarkably vanilla-friendly both in terms of lore and aesthetics. I could hardly imagine myself starting a new game without it, especially when it would deprive so many characters in other mods I like from enjoying a nice sip of Byzantium Wine!

Now to wait for IndyEvo to update, and (maybe) Iron Shell, and I'll be good to go for a new playthrough (I'll be playing some Kenshi until then).
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Malorn

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Re: [0.96a] Interstellar Imperium 2.6.0b
« Reply #944 on: June 10, 2023, 11:27:07 PM »

So I'm curious, how to do people feel the balance versus vanilla is with this faction? I always try to keep things very balanced, so I'm quite interested.
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