Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Pages: 1 ... 60 61 [62]

Author Topic: [0.95.1a] Interstellar Imperium 2.5.2  (Read 740021 times)

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2744
    • View Profile
    • Sc2Mafia
    • Email
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.
Logged

Satirical

  • Commander
  • ***
  • Posts: 120
    • View Profile
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!
Logged

eidolad

  • Commander
  • ***
  • Posts: 187
    • View Profile
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!
Logged

Raztock

  • Ensign
  • *
  • Posts: 1
    • View Profile
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.
Logged

Ruddygreat

  • Captain
  • ****
  • Posts: 266
  • Seals :^)
    • View Profile
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

  • Captain
  • ****
  • Posts: 315
    • View Profile
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.
Logged
^^

Yubbin

  • Lieutenant
  • **
  • Posts: 64
  • i just play mods
    • View Profile
    • Email
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
Logged

epsilonflash

  • Ensign
  • *
  • Posts: 19
    • View Profile
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
Logged

hello7op

  • Ensign
  • *
  • Posts: 4
    • View Profile
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 ?
Logged
Pages: 1 ... 60 61 [62]