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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Interstellar Imperium 2.6.8  (Read 1134254 times)

Coil

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1005 on: April 21, 2024, 09:08:14 PM »

I'm sorry, I love this mod, but I just couldn't stand them, so I made mine. https://i.imgur.com/rz3tUt0.png

While I do not agree with the ones you made, I do agree that the ones that come with the mod are taking out the immersion (especially for the Rome 2 cover guy, he's way too memorable)

This was a quick, sloppy patchwork that I went through the moment I visited the first Imperial World.
Properly teaching AI with stable diffusion takes time, especially if you want to make everything from scratch, without introducing the OG or someone else's portraits first for it to mimic.
I'm experimenting out of curiosity, for now.
But I am slowly getting there, sometimes it listens, sometimes it misses https://i.imgur.com/0Gxm7Pu.png
If I ever do that properly, I'd most definitely use it for my own mod, like a unique missions pack. Probably won't be able to mimic Starsector perfectly, but I know editing tools, like oil paint filters, gauss blur, and algorithms, that could bring them close enough for a 128x128 pic to match the theme well enough once the AI is done with the close approximation.

This one I've done because, while I love the faction's theme, and ships (which are well balanced with the vanilla), the portraits were breaking the immersion worse than some weeb packs and factions out there (one day Aurora, one day...).

I share the same gripe. If you do decide to release a good set of imperium portraits, please do share them!
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Crimsteel

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1006 on: May 04, 2024, 03:13:16 AM »

I would like to report a bug.

Using a Titan against the Hivers will make every faction in the sector hostile against me, even if an ordinary satbomb will not.
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Violen

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1007 on: May 21, 2024, 12:33:27 PM »

So While I am a new player, I must say This mod appears unbalanced to me..atleast from the start of a campaign.. Maybe There thing is being strong early?
What I mean Is the weapons! I spent a good 15 hours with the vanilla weapons, Atwhich point(when i happened to be in a imperium system) Picked up some of these guns for the market and.. Holy crap did they seem to out preform what ive scavenged so far. The first two weapons I bought(the sagittarius auto gun, and the Er particle cannon)have replaced and greatly improved my fleet capability's. The sagittarius auto gun seems to be a better thumber in everyway(especially with recoil reduction) And the ER particle cannon is just WAY better then the PD lasers Ive found to this point, Put them on some wolves and my god do they do work.
Again tho, New player, Maybe I dont know what im talking about.       
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Phenir

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1008 on: May 21, 2024, 02:16:34 PM »

Sagittarius like you noticed is very inaccurate so it misses often on sustained pd duty and hits armor a lot on hull busting duty. It also costs more op than the thumper, less efficient, less accurate, has lower hit strength, less burst dps, and, if you smod expanded mags, less sustained dps. Honestly, it could use a buff I think.
ER particle guns have a pretty high refire delay compared to other PD options which means they can be saturated quite easily. It's not really meant for pd anyway and more for hull busting. Also 8 freaking OP. But for high tech who lack good long range small energies, it's a nice option to have. Compare to the tactical laser, you are paying 4 more OP (and some flux efficiency) for hard flux damage and superior hull damage.
This theme holds true for many of the imperial weapons, pay more OP and get some benefits with some drawbacks. Telum autocannon: More hit strength and slightly more dps than heavy autocannon but worse efficiency. Solis cannon: More dps and hit strength than mauler but worse efficiency and range. And so on. If you can afford to mount them, they are good. But if you can't, vanilla options are better.
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WaleXdraK

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1009 on: June 04, 2024, 07:26:55 PM »

Hello, I have been playing with that mod from some time now (and I have to admit I love it) and I finally decided to try getting an Olympus, the problem is that I have completely no idea on how to proceed as Vulcan refuse to talk to me even after the other AI told me to talk to him, that problem persists even with a commission and high relation with the Imperium, could someone explain to me how to proceed?
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Phenir

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1010 on: June 04, 2024, 08:26:06 PM »

Pretty sure you can just find them in military markets sometimes. They are rare though.
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Apollo Densin

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1011 on: June 20, 2024, 08:47:55 AM »

Still one of my favorite mods overall. The Dominus has become my favorite ride to go around with and always try to keep it as my flagship. Everything works well together, and the ships look great.

However, I would like to see some expansion with the civilian side of things for in faction ships. You either have, small little frigates to carry cargo, or giant capital. There is a lack of survey and mining ships on top of that. Vulcan would seem to want some good miners at least to fuel his forges.

Overall, still highly satisfied with this mod. Keep up the good work, even if it does not get those filled out at end of day
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AdamLegend

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1012 on: July 29, 2024, 05:15:07 AM »

Looking forward to when this mod adds a colony crisis for them!
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Zenaria

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1013 on: August 19, 2024, 12:30:14 PM »

What factor that AI use to decide when they gonna use "Turbofeeder".

I had a trouble to customize Dictator cuz they rarely use system.

Especially when flux reach over halfcap.

Except for Elite core it threat that like maneuver system instead.
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Re-bot-S.AI.

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1014 on: October 03, 2024, 05:34:15 PM »

after finding the Sebastos cruiser and using it for the first time i was sadly quite underwhelmed by the photon cannon.

I personally think the photon cannon needs some attention as its probably one of the weakest modded guns I know of.
While it does have a healthy 997 damage all done in a short burst, its slow refire rate and soft flux damage make it outright useless vs shields. In fact, it does just barely more dps then a single graviton beam all while costing 4.16 times the flux per second to fire continuously. and that's before you get to the part of it being limited to 30 (45 with expanded mags) shots.

ultimately with its firing ai being willing to shoot it at shields makes this gun overwhelmingly weak.
Its overall damage output and total burst damage really is not strong enough to even truly threaten a frigate, nor anything larger to really justify its limited shots.

it could either use substantially more ammo with better flux stats or it needs to become significantly stronger per shot. or some other buff.
that or it needs an autolance esc ai to only fire on hull.

just any sort of love to make it a tad more useful, especially with its amazing sound design.



Anyway, amazing mod for sure, will definitely stay in my mod list for the foreseeable future. Dictator heavy cruiser is the goat.
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Re-bot-S.AI.

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1015 on: October 23, 2024, 04:21:09 PM »

I've noticed and issue with the libritor siege ship
it appears to completely ignore allies that are directly in the way of its firing line
causing this ship to fire it's main gun directly into the ships Infront of it even though it should be holding fire, is it possible it may have some sort of ai que that makes it think it can fire over allies?

after some testing i can confirm its not an issue of the ship turning as it fires the weapon
it'll be pointing at a target with a capital sized ally in the way, obviously blocked line of fire, and it will still fire the built in anyway, which is rather problematic and makes it un-usable as a player fleet ship as it will happily kill your own ships if they happen to be between in and what it wants to shoot.

forgive me for my choice of flagship, i don't like it either.

[attachment deleted by admin]
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MxCrossbrand

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1016 on: October 28, 2024, 04:30:57 AM »

I found a portrait replacer for this mod! Its on the nexus https://www.nexusmods.com/starsector/mods/100; It has a file with portraits for a bunch of mods, and Interstellar Imperium is one of them. Can't wait to actually use this mod now.

Edit: With some tedious find & replacing in the faction files, I was even able to fully replace the old portraits with the ones from this mod entirely. If you go the same route, don't forget about the player faction file.
« Last Edit: October 28, 2024, 06:34:08 AM by MxCrossbrand »
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ShadowKnightNZ

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1017 on: November 30, 2024, 10:54:57 PM »

got a crash when i modded in some of the ii_industry bps not sure which one did it though

26306372 [Thread-3] INFO  org.lazywizard.console.Console  - > list industries ii_
26306375 [Thread-3] INFO  org.lazywizard.console.Console  - Listing 6 industries containing "ii_":
26306375 [Thread-3] INFO  org.lazywizard.console.Console  -    ii_battlestation (Battlestation - Imperium)
   ii_imperialguard (Imperial Guard HQ)
   ii_interstellarbazaar    (Interstellar Bazaar)
   ii_orbitalstation    (Orbital Station - Imperium)
   ii_starfortress  (Star Fortress - Imperium)
   ii_stellacastellum   (Stella Castellum)
26323997 [Thread-3] INFO  org.lazywizard.console.Console  - > addspecial industry_bp  ii_battlestation
26323998 [Thread-3] INFO  org.lazywizard.console.Console  - Added industry_bp' with data ' ii_battlestation' to player inventory.
26335773 [Thread-3] INFO  org.lazywizard.console.Console  - > addspecial industry_bp  ii_imperialguard
26335773 [Thread-3] INFO  org.lazywizard.console.Console  - Added industry_bp' with data ' ii_imperialguard' to player inventory.
26347622 [Thread-3] INFO  org.lazywizard.console.Console  - > addspecial industry_bp  ii_interstellarbazaar
26347623 [Thread-3] INFO  org.lazywizard.console.Console  - Added industry_bp' with data ' ii_interstellarbazaar' to player inventory.
26355198 [Thread-3] INFO  org.lazywizard.console.Console  - > addspecial industry_bp  ii_orbitalstation
26355199 [Thread-3] INFO  org.lazywizard.console.Console  - Added industry_bp' with data ' ii_orbitalstation' to player inventory.
26365422 [Thread-3] INFO  org.lazywizard.console.Console  - > addspecial industry_bp  ii_starfortress
26365422 [Thread-3] INFO  org.lazywizard.console.Console  - Added industry_bp' with data ' ii_starfortress' to player inventory.
26374324 [Thread-3] INFO  org.lazywizard.console.Console  - > addspecial industry_bp  ii_stellacastellum
26374324 [Thread-3] INFO  org.lazywizard.console.Console  - Added industry_bp' with data ' ii_stellacastellum' to player inventory.
26377319 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Beta Madron I, faction: pirates
26379181 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
26379599 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
26379599 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
26379766 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.campaign.impl.items.IndustryBlueprintItemPlugin.render(IndustryBlueprintItemPlugin.java:60)
   at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.E.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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KalHirol

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1018 on: December 10, 2024, 07:58:08 AM »

I am John Starsector and this is my favourite mod on the citadel.

Also honest feedback, I think the Ballista LRM Launcher is way to OP on ships with "Fast Missile Racks".
The condor for example can fire 4 salvos in quick succession with just 1 launcher and the system charges recover really quickly.
Turning 1 missile slot into at least 3 in terms of raw power with unlimited ammo.

This might be a problem with the base game balance, but still is an insane outliner, there is just no reason to get any other carrier,
because no other carrier has 2 wings + 3-4 medium missiles for 10 deployment points.
« Last Edit: December 14, 2024, 09:24:08 PM by KalHirol »
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sot

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Re: [0.97a] Interstellar Imperium 2.6.4
« Reply #1019 on: January 01, 2025, 12:20:38 PM »

Am I the only one having friendly Liberator blasting other friendlies left and right with its magma fulmen? It has elite package and a steady officer, magma is alone in its own weapons' group (don't know if any of  this is important). And I frequently see it firing ships ahead of it in the ass. I was just escorting it to retreat off the battlefield, so it was backpedaling, pointing its main gun at the enemy, and I was literally atop of it, blocking incoming damage with shields for good 5 seconds, when it decided to just end me.
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