Fractal Softworks Forum

Starsector => Mods => Topic started by: Tartiflette on November 30, 2015, 02:39:10 PM



Title: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Tartiflette on November 30, 2015, 02:39:10 PM
(https://i.imgur.com/qGog9o6.jpg)

FlashFrozen's original thread (http://fractalsoftworks.com/forum/index.php?topic=8147.0)



(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.87RC2.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Integrated to Dark.Revenant's DynaSector (http://fractalsoftworks.com/forum/index.php?topic=11001.0).


Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931.0)!


Recommended non-faction mods list

LazyWizzard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
    To make sure all your mods are up-to-date.

LazyWizzard's Autosave (http://fractalsoftworks.com/forum/index.php?topic=9748.0)
    To remind you to save from time to time.
    (check the settings to force it to save)

LazyWizzard's Common Radar (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
    To improve your situational awareness in combat.

Dark.Revenant's GraphicLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
    To make the game shinier. (check the settings to tweak the effects)

Dark.Revenant's AudioPlus (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
    To tweak some vanilla weapons sounds and compile music from many faction mods.

Dark.Revenant's Leading Pip (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
    To get a leading indicator when targeting an enemy.

Histidine's Combat Chatter (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
    To give your captains some personality, and get some ships status info during battles.

Helmut's Portrait Pack (http://fractalsoftworks.com/forum/index.php?topic=10836.0)
    To get a sector with less officer clones.

My Unknown Skies (http://fractalsoftworks.com/forum/index.php?topic=12041.0)
    To add more variety in the procgen systems.

My Lightshow (http://fractalsoftworks.com/forum/index.php?topic=11528.0)
    To make vanilla beams more identifiable.

My Upgraded Rotary Weapons (http://fractalsoftworks.com/forum/index.php?topic=9446.0)
    To make vanilla rotary weapons spin smoothly.

   Claiming ownership over millions of people's possessions might seem like a bold claim, but that is one the Diable Avionics Corporation intends to enforce, with deadly means if necessary.

   Prepare to face an aggressive faction that relies on overwhelming fighter forces and missile saturation. Their ships might not be the most resilient ones, but they do pack a punch, and their numerous Wanzers wings will ruin your day quite fast.

   Integrated to Dark.Revenant's DynaSector mod. Not required but it will make them significantly more interesting to face.  

Feature advanced transforming ships:

(http://i.imgur.com/xuaQHch.gif)   (http://i.imgur.com/XVMGrtC.gif)

(https://imgur.com/hmLIsZ3.gif)  (https://imgur.com/KUKuZId.gif)
(http://i.imgur.com/135RxVl.jpg)

Take a peek thanks to the ever awesome NemoNaemo (https://www.youtube.com/channel/UCKq4a_AJig1x-826Z8Kc3tA)

https://youtu.be/jaov8Wh98Sc

Go to the 16 minutes mark to see them in action.

Credits:
FlashFrozen for the original mod, all ships artworks and designs.
Tartiflette for the supplementary artworks, scripting and post 0.7 implementation.
Debido for the most advanced scripts.

(http://i.imgur.com/COz6UGy.jpg) (http://i.imgur.com/mmVvUvm.jpg)
(Click to enlarge)


Versant Teaser:
(http://i.imgur.com/GtFknuW.gif)

Old Valiant showcase:
https://www.youtube.com/watch?v=QfwsHQgEC1g

RECENT CHANGELOGS

1.87

BALANCING:

 - Cramped Hull:
   . Hullmod that prevents the instalation of physically "large" hullmods such as Expanded Missiles Racks of Expanded Magazines,
   . Reduces the missiles fire-rate by 50%,
   . Built-in the Hayle, Vapor and Versant.

BUGFIXES/IMPROVEMENTS:

 - Thunderbolts:
   . Raised the engine's endurance to better match the listed range.

 - Glowtusk:
   . Shots now more visible.

 - (finally) Fixed a mod incompatibility regarding some visual effects.

 - Shear tug now has "Drive Field Stabilizer" instead of "Tow Cable".

1.86

BALANCING
 - IBIS and Raptor:
   . Reworked firing pattern with scripted spread,
   . Slightly buffed DPS, slightly nerfed projectile speed and flux efficiency.

 - State beam:
   . Lowered the flux requirement to 1:1 ratio.

 - Strife:
   . Raised the damage per shot of the minigun, reduced the fire-rate,
   . Raised the accuracy and projectile speed.

 - Frost:
   . Now all wanzers can use the slashing special move, not just the leader,
   . Cooldown raised accordingly.

 - Storm:
   . Deployment cost reduced to 28 supplies from 35.

 - Fractus:
   . Now equipped with a "Emergency refit" ship-system that lowers the refit time at the cost of faster depletion of the fighter replacement rate.

*experimental changes*

 - Glowtusk:
   . Now a high powered, long cooldown HE murder cannon.

 - Grave MG:
   . Now a kinetic stream of death.

 - Raven:
   . Now armed with a Glowtusk and a Grave HMC.

 - Recson V:
   . Significant buff to the per-shot damage,
   . Significant reduction of the fire-rate,
   . Significant buff to the flux per shot,
   . Range raised to 1000.

 - SRAB:
   . Range raised to 1000.

BUGFIXES/IMPROVEMENTS:

 - Changed some ship tags leading to better AI behaviors.
 - Wanzer Servicing Gantry hullmod now usable on non Diable ships.
 - Draft:
   . Improved sprite,
   . Slightly bigger armor drone that should better protect the front of the ship.

1.85

NEW CONTENT:

 - Arbitrator Interceptor wing:
   . Long range fast interceptor for a moderate price.
   . Armed with a single barrel IBIS and an Artassaut cannon.
   . Equipped with a drop-booster to quickly traverse the battlefield. Also usable for improvised bombing runs.

BALANCING:

 - Storm:
   . Median turrets got more generous arcs

 - Fractus:
   . Ship system changed from Reserve Deployment to Long Range Coordination.
   . Raises the wings range by 3000su but reduces the carrier speed by 75%.

 - Valiant wings:
   . Shield now front facing instead of omni.
   . Shield arc raised to 120deg from 90.
   . Weapons range reduced to 400 from 600.
   . Weapons flux raised to 1:1 ratio.

BUGFIXES/IMPROVEMENTS:

 - Wanzers Servicing Gantry:
   . No longer allows bombers to deploy new fighters before the deployed ones landed to rearm.

 - Uhlan Artillery:
   . Fixed hardpoint recoil.

1.84

BALANCING:
 - Most combat ships' shield efficiency raised by 10%.

 - Haze:
   . New sprite.
   . Gained 3 small turrets but medium central one no longer reaches the rear.
   . OP raised to 180 from 145.
   . Ship-system now reduces the weapons accuracy when in use.

 - Advanced Avionics hullmod:
   . No longer affects weapon ranges.
   . Now raises the ships' acceleration over time.
   . Ships base accelerations adjusted accordingly.
   . Still affects auto-aim accuracy, weapons turn rates and recoil.
   . Now compatible with Safety Override.

 - Dampened Mounts hullmod:
   . Extends the range of all weapons by 200su.
   . Built-in the Maelstrom and the Pandemonium (replaces built-in Targeting Core).

 - Uhlan Artillery:
   . Range reduced to 1000su from 1200.

 - SRAB:
   . Shots hp reduced to 300 from 450.

 - Burchel:
   . Charges regeneration reduced to 30rpm from 45.
   . Flux requirement raised to 350fps from 300.

 - Calm:
   . Now has four built-in micro-missiles launchers.
   . OP reduced accordingly.

BUGFIXES/IMPROVEMENTS:

 - RC4 (ugh) fixed bug with the Haze system. (will try to make a fancier version later)
 - RC4 fixed Wanzers refit time bug.
 - RC3 fixed crash between the Wanzer carrier hullmod and non-Diable wings.
 - RC2 fixed targeting crash.
 - RC2 fixed Shadow forward base's shadow.
 - Wanzer Servicing Gantry hullmod:
   . Now actually does something.

 - All missile AIs reworked/optimized.

1.83

BALANCING:
 - Warlust:
   . Removed ammo limitation for the weapon.
   . Damage per shot increased to 400 from 300.
   . Weapon's shots are now more visible.
 - Blizzaia:
   . Burst Recson replaced with Plover Rack.
 - Haze:
   . Flux Redirection system no longer reduce the shield efficiency.
 - Starting reputation with the player slightly increased.

BUGFIXES/IMPROVEMENTS:
 - RC3: Fixed Nexerelin generation.
 - New sprites for the Vapor, the Calm and the Hayle.
 - Warlust is now a Support fighter (will attack from afar)
 - Removed pirate variants that confused people.
 - Adjusted some FP values for more coherent markets availability.
 - Fixed generation bug from 0.8.1.
 - Targeting Analysis hint no longer blinking when deploying few Diable ships, script optimized.

1.82

BALANCING:
 - Valiant:
   . Lost Resilient Frame hullmod.

 - Derecho:
   . Gets built-in ECM, ECCM and High Maintenance hullmods in addition to the High Resolution Sensors and Advanced Avionics.

 - Wanzers:
   . Blizzaia speed raised to 110 from 95.
   . Blizzaia OP reduced to 16 from 20.
   . Raven speed raised to 120 from 100.
   . Raven OP reduced to 14 from 16.
   . Strife speed raised to 160 from 115.
   . Strife OP reduced to 8 from 10.
   . Warlust speed increased to 170 from 130.
   . Warlust OP reduced to 9 from 12.
   . Frost speed increased to 200 from 150.

 - Trifire/Hexafire:
   . EMP damage per shot raised to 30 from 15.
   . Accuracy slightly reduced.

BUGFIXES/IMPROVEMENTS:
 - Fixed Thunderbolt friendly fire issue.
 - Fixed case sensitivity issues.
 - Fixed lootable Wanzer weapon.
 - Removed fixed derelict ships.

1.81

BALANCING:
 - Warlust:
   . Sniper gun damage nerfed by 25% overall, added limited ammo with half fire-rate regen.
   . Removed Maneuvering Jets ship system.

 - Raven
   . Removed chest Glaux Lances.

 - Strife:
   . Added 50% damage reduction to the armor only while the system is active.

 - Vapor:
   . Modified the system as a stop-gap fix until 0.8.1 releases.

 - Arassaut:
   . Flux per shot reduced to 35 from 50.

 - SRAB:
   . Flux per shot reduced to 900 from 1100.

 - GlowTusk:
   . Flux per shot reduced to 750 from 900.

 - Burchel:
   . Flux per second raised to 300 from 275.


BUGFIXES/IMPROVEMENTS:

 - Removed Universal Decks from ships without regular flight decks.
 - Renamed the "Universal Decks" hullmod "Wanzer Servicing Gantry". (There, happy?)
 - Minor descriptions fixes.

1.8

Starsector 0.8a compatibility

BALANCING:
 - Wanzers:
   . All wings have one or two Wanzer,
   . They have long reffit timers,
   . Hulls unchanged but weapons vastly changed and/or buffed.

 - Ships:
   . Most Carriers got the "Universal Fightdecks" that reffit quickly the first three losses of each Wanzer wing (no effect on vanilla wings)

 - Storm:
   . Reworked as a slightly smaller cruiser with three decks and half the weapon mounts.

1.71

BALANCING:
 - Pandemonium:
   . Raised flux capacity to 27000 from 22000.
 - Maelstrom:
   . OP reduced to 225 from 250.
 - Magicbox AA missiles:
   . AOE damage smoother decay.

BUGFIXES/IMPROVEMENTS:
 - Versant:
   . System's AI tweaked for better use of the shield when facing missiles.
 - Advanced Avionics hullmod:
   . Now prevent the installation of the Safety Override hullmod.
 - Magicbox:
   . Slightly improved targeting script.

1.7

BALANCING:
 - GlowTusk:
   . Raised the damage per shot to 500 from 450.
 - Hexafire Scatter-Cannon:
   . Reduced the flux requirement to fire from 1300 to 900. (Mjolnir side-grade)
 - Trifire Scatter-Cannon:
   . Reduced the flux requirement to fire from 675 to 450.
 - Prices adjustment:
   . Draft price increased from 8999 to 9499.
   . Vapor price decreased from 13599 to 11499.
   . Versant price decreased from 32599 to 27449.
   . Fractus price decreased from 25750 to 19999.
   . Gust price decreased from 57500 to 52999.

   . Recson S price decreased from 900 to 700.
   . Micro Missile Launcher price decreased from 900 to 500.
   . Thunderbolt MRM Rack price decreased from 600 to 400.
   . Recson V price increased from 1800 to 2400.
   . Glowtusk price decreased from 2700 to 2250.
   . Trifire price decreased from 3000 to 2100.
   . Glaux Lance Repeater price increased from 1950 to 3000.
   . State Support Beam price increased from 1650 to 2000.
   . SRAB Heavy Emitter price increased from 1500 to 2300.

   . Blizzaia wing price decreased from 26000 to 20000.
   . Valiant wing price decreased from 32000 to 26000.
   . Raven wing price decreased from 52000 to 32000.

BUGFIXES/IMPROVEMENTS:
 - Thunderbolt Pods:
   . Thunderbolts missiles now decelerate if they can't find a target, preventing the use of the catapult to reach ships far out of range.
 - Derecho system:
   . The AI now consider the full AOE for activating the system.
   . New improved visual feedback.

1.66

BALANCING:
 - Magicbox anti-missiles:
   . Slightly reduced the fringe and core AOE damage while maintaining the mid range. (bell curve instead of exponential falloff)

BUGFIXES/IMPROVEMENTS:
 - Corrected some minor typos
 - SRAB no longer collide with allies but is still checking for line of sight (for balance purpose).


1.65

NEW CONTENT:
 - Glowtusk Linear Rifle: High-power high precision short range Kinetic damage ballistic gun, with extra damage against bare hulls.
 - SRAB Heavy Emitter: High power long range guided HE damage energy weapon whose shots can be shot down.

BALANCING:
 - Thunderbolts Rack/Pod:
   . Too many changes and reverts over the months to remember but nerfed overall.
   . Maneuverability significantly reduced.
   . Tweaks to the AI so that frigates can sometime dodge them.
   . Rack ammo reduced to 5 from 6, pod ammo reduced to 16 from 20.

 - Micro-Missiles:
   . HP reduced by 50% to 25.
   . Ammo stack reduced to 5 from 10

 - Versant:
   . Raised flux capacity to 3500 from 3000.
   . Raised flux dissipation to 350 from 225.
   . Lowered base speed to 110 from 120.
   . Raised transformed speed to 240 from 220.

 - Grave HMC:
   . Range reduced to 625 from 825.
   . OP reduced to 11 from 12.
   . Precision improved.
   . Turn-rate slightly improved.

 - Draft:
   . Removed built-in Light Thermal Pulse Repeater.
   . Added one medium Hybrid mount.
   . Raised OP available to 50 from 40.
   . Arcus Armor now held firmly in place instead of wobbling around.

 - Derecho:
   . Jamming system range increased to 2000su.

BUGFIXES/IMPROVEMENTS:
 - Fixed crash when the Uhlan Artillery is mounted in a hidden slot.
 - Lots of rewritten descriptions.
 - New sound effects.
 - New weapon sprites.
 - As usual misc improvements all over the place.

1.63

BALANCING:
 - Glaux Lance Repeater:
   . Clip reduced to 6 charges from 10.
 - Versant:
   . Harvests damage per shot raised to 150 Energy from 100, 130 flux/shot from 90, 171 shots/min from 240 (429dps from 400),
   . Heavy ILIS turn-rate raised to 120 from 30,
   . Base speed raised to 120 from 90, base acceleration/deceleration raised to 240 from 180,
   . High Speed Mode boost reduced to 100 from 110, turn rate reduced by -25% from -50%, acceleration debuff removed.

BUGFIXES/IMPROVEMENT:
 - Advanced Avionics hull-mod:
   . Bonus to short range weapons rewritten,
   . Now adds up to 150/200/250/300su to all weapons,
   . Bonus increasingly smaller for longer range weapons,
   . No bonus beyond 1500/2000/2500/3000 range (if any weapon ever reach those ranges.
 - Calm:
   . Fixed the drone system mistakenly reduced to 4 charges instead of 8,
   . Still deploys only 4 of them at once.
 - Gust:
   . Repositioned the drones farther from the hull.

1.62

NEW CONTENT:
 - New Uhlan sprite and animation.
 - Gulf IBB. (once SS+ updates)

BALANCING:
 - Thunderbolt MRM Rack:
   . Fire delay raised to 6s from 4 (133 DPS from 200)
 - Thunderbolt MRM Pod:
   . Fire delay raised to 5s from 4 (160 DPS from 200),
   . Ammo count reduced to 20 from 30.
 - Glaux Lance Repeater:
   . Full DPS reduced to 650 from 700,
   . Flux requirement reduced to 825 from 875,
   . Recharge rate lowered to 24 charges/min from 30. (125 sustained dps from 168)
 - Raptor Defense System:
   . Fire-rate reduced to 600 RPM from 800 (500 DPS from 667)
 - Versant:
   . Switched the High Maintenance hull-mod for Delicate Machinery,
   . CR to deploy reduced to 20% from 30,
   . High-Speed Mode boost raised to 110 from 100 (200 base speed from 190),
   . Shield efficiency raised to 0.9 flux/dam from 1.1,
   . Head's Heavy ILIS now has 100 ENERGY dps from 200 HIGH-EXPLOSIVE, 75 flux/sec from 175 and 700 range from 550.
 - Grave HMG:
   . Loss of precision during continuous fire halved.
 - Pandemonium:
   . Small nerf of about 5% for all stats.
 - Haze Cruiser:
   . Flux Redirection ship-system no longer deactivates the shield but lowers greatly its efficiency. (Should help the AI quite a bit)
 - Derecho Destroyer:
   . Jamming ship-system now affects all missiles in range and has a (small) chance to flame-out them.
 - Banish torpedoes:
   . Damage reduced to 2000 ENERGY from 2400 and 500 EMP from 600.
 - Thrush LRM:
   . Ammo count reduced to 10 from 16,
   . Refire delay reduced to 10s from 13,
   . Regen rate raise to 4 ammo/min from 3,
   . Failsafe MIRV raised to 4 micro-missiles from 3.

BUGFIXES/IMPROVEMENTS:
 - Banish Torpedoes:
   . Now have a proper custom AI,
   . No more miss-fires,
   . Precise enough to hit reliably destroyers by default,
   . Can hit reliably slow frigates with ECCM.
 - Thunderbolt missiles:
   . Corrected an issue when the target has been vaporized.
 - Thrush LRM:
   . Now have a proper custom AI,
   . Can hit targets reliably from great distances unless they maneuver at the last second,
   . Consistently MIRV in four micro-missiles if it overshot its target,
   . Benefits a lot from ECCM.

1.61

 STARSECTOR 0.7.2 compatibility.

BUGFIXES/IMPROVEMENT:
 - Corrected a few typos in the descriptions.
 - Adjusted all hard-points positions to better fit the covers.

1.6

NEW CONTENT:
 - Versant versatile frigate:
   . IT TRANSFORMS!!!
   . Nuff said.
 - Trifire Scatter Cannon:
   . Single barrel Hexafire, medium sized.
 - Rime blockade runner:
   . Cruiser sized freighter.
   . Not exactly well armed but survivable.
   . Equipped with a Burn Drive Catalyzer system that slowly increase the speed but can be interrupted.
 - Escalation mission:
   . Showcase the Valiant wings and the Versant frigates.

BALANCING:
 - Banish Torpedoes:
   . Slightly raised the maneuverability of the first stage.
 - Magic-box Missiles:
   . Significantly raised the max turn rate.
 - Valiant:
   . Hull reduced to 1200 from 1450,
   . Flux dissipation reduced to 210 from 250,
   . Shield upkeep reduced to 70 from 125.
   . Weapons changed to Culls (similar to the weapons of the Versant frigate). Slightly less damage per shots, higher fire-rate and much greater projectile speed.
 - IBIS/Raptor:
   . Doubled the turn rate while firing.
 - Burchel Beam Repeater:
   . Doubled the turn rate while firing,
   . OP reduced to 8 from 9.
 - Vapor:
   . Small Universals Hard-points switched to Turrets.
   . Arcs increased to 35 degrees from 25.

BUGFIXES/IMPROVEMENTS:
 - Valiant (and Versant) transformation AI:
   . Logic improved against faster targets,
   . Ships now deploy folded.
 - Valiant:
  . Completely revamped the transformation for a much smoother animation and no damage decals popping.
 - Banish Torpedo (single):
  . Fire rate lowered to 6 rpm from 60 for real this time .
 - Recson S:
  . Added a proper hard-point sprite.
 - Calm:
  . New drone system,
  . Deploys 8 PD drones in frontal arc,
  . Provides an excellent missile defense while they last.


Made with Trylobot and Deathfly's Ship Editor (http://fractalsoftworks.com/forum/index.php?topic=375.0)

Please ask for permission before using any asset from this mod in your's.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Toxcity on November 30, 2015, 02:51:40 PM
You're like extreme makeover for mods.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: RyMarq on November 30, 2015, 02:54:43 PM
Not going to lie.

Those fighters are cool as hell.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: speeder on November 30, 2015, 08:41:26 PM
After seeing this... Now I want more transforming ships!

I want Macross-style stuff everywhere!!!


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Tartiflette on December 01, 2015, 12:45:18 AM
After seeing this... Now I want more transforming ships!

I want Macross-style stuff everywhere!!!
While I LOVED making that ship, it has more work in it than a significant portion of the other ships combined. Also, I kinda dig the fact that it's unique (and super strong!): having a whole swarm of different models would be hard to follow.
Although I could maybe think about something... Bigger. But that certainly isn't any time soon, and I'll have to talk to FlashFrozen before.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Creepin on December 01, 2015, 01:27:02 AM
Tartiflette, thanks a lot for updating this mod!

After seeing this... Now I want more transforming ships!

I want Macross-style stuff everywhere!!!
One of the things I always loved about Diable was how their bigger ships remind me of Zentraedi design. And now we have transforming ship as well, woot! Coincidence? :)



Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: SeinTa on December 01, 2015, 02:05:11 AM
Thank you for the mod!
I love the looks of these ships, too bad they hate me(and I can't figure out how to get on good terms).

Interesting thing is that once you put on Safety Overrides on my Hayle, I got about 16 seconds of peak time and after that (suprisingly) my CR starts to go UP.
Needless to say very OP and fun.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Tartiflette on December 01, 2015, 02:51:22 AM
Thank you for the mod!
I love the looks of these ships, too bad they hate me(and I can't figure out how to get on good terms).

Interesting thing is that once you put on Safety Overrides on my Hayle, I got about 16 seconds of peak time and after that (suprisingly) my CR starts to go UP.
Needless to say very OP and fun.
Yeah, they get stronger over time but it's very slow and they take forever to get back their CR afterward (because even if CR rise in combat, the ships literally break down after the fight). Overall they are more dangerous to use: you will often have a first somewhat easier fight at high CR but then if you get ambushed while recovering you will be in a very bad position. It require to be a bit more careful when picking fights. In addition, the ships stats are slightly worse than vanilla ship, they require that CR boost to get on top.

Now that being said, we intend to change that mechanic. The ships will still get stronger over time but it will be done in an independent script rather than with CR. That will create some interesting situations in long fights where your weapons will be most effective when they are about to malfunction.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Originem on December 01, 2015, 06:10:58 AM
An awesome mod i'd waited for long time


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Troika on December 01, 2015, 09:03:14 AM
This is very cool. I see you are a Front Mission fan as well, judging by those 'fighters'. Though if it's in space, can it really be called a wanzer? ;)


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Ghoti on December 01, 2015, 12:03:26 PM
I'm really really liking this set so far, this mod seems vanilla balanced, brings in some interesting weapons, I haven't hit anything yet that made me say "Damn, I see no reason to ever use anything else."

Style is awesome
ships are interesting
fighters are scary powerful, but I might be ok with that.

This is damn good work.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Troika on December 01, 2015, 04:04:43 PM
Hm, I noticed a possible bug: Storm-class barely fires it's micro missile launchers a lot of the time when controlled by the AI. Considering the huge amount of ammo it has, shouldn't it be liberally spamming them?


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Toxcity on December 01, 2015, 04:23:44 PM
Played around with the mod a bit. Don't really have a lot of things to say atm, but there are a few weird things:
  • The Grave HMG is way too similar to the Assault Chaingun. Maybe it could have its DPS/Flux decreased a bit and have its range raised to 700-800.
  • The Thunderbolt SRMs onHitEffect could be a bit more noticeable, both in battle and in the description.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Ghoti on December 01, 2015, 05:25:10 PM
Recson S has 850 range but stats otherwise comparable to a light autocannon. For one more ordnance point you get 250 range. Weapon is best in class by a large margin.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Tartiflette on December 02, 2015, 12:12:54 AM
Hm, I noticed a possible bug: Storm-class barely fires it's micro missile launchers a lot of the time when controlled by the AI. Considering the huge amount of ammo it has, shouldn't it be liberally spamming them?
Small issue that will be corrected in the hotfix (today?). Thanks.

Played around with the mod a bit. Don't really have a lot of things to say atm, but there are a few weird things:
  • The Grave HMG is way too similar to the Assault Chaingun. Maybe it could have its DPS/Flux decreased a bit and have its range raised to 700-800.
  • The Thunderbolt SRMs onHitEffect could be a bit more noticeable, both in battle and in the description.
Yeah, with Flashfrozen we had the same feeling about the Grave, and ended up with the same idea: more range and less damage to make it an intermediary between Assault Chaingun and Heavy Mauler.
As for the Thunderbolts, I'll see what I can do about it.

Recson S has 850 range but stats otherwise comparable to a light autocannon. For one more ordnance point you get 250 range. Weapon is best in class by a large margin.
My mistake, it was supposed to be 8 or 9 OP. Probably 8 due to the inaccuracy and slow shots compared to the Light Needler despite the slightly longer range.

This is very cool. I see you are a Front Mission fan as well, judging by those 'fighters'. Though if it's in space, can it really be called a wanzer? ;)
FlashFrozen is, I never played any Front Mission myself. I just saw mechs in space and I liked it! ^^
(though if it was my mod, I would probably have changed the names a bit, to avoid any IP conflicts and/or takedown. Devil Aerospace doesn't sound bad either...)


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: tanith on December 02, 2015, 12:56:09 AM
Only one of the Valiants in a squad ever seems to do any shooting, the other two seem stuck in high speed mode?
And thanks for reviving this!


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Tartiflette on December 02, 2015, 01:05:09 AM
Only one of the Valiants in a squad ever seems to do any shooting, the other two seem stuck in high speed mode?
And thanks for reviving this!
Yeah depending on the enemy they are fighting it happen. They will have a much better behavior after my hotfix, but the final fixes will come after 0.7.1 is released.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: dis astranagant on December 02, 2015, 08:43:00 AM
Loading a Hayle with Annihilators and Heavy Machine Guns is fun.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Tartiflette on December 02, 2015, 09:27:34 AM
Okay, small hotfix for the few issues reported, and added support for Version Checker:

(http://i.imgur.com/pAKT9wQ.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.1RC3.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).

Changelog:
Code:
1.11

BALANCING

 - Grave HMG:
  . Range raised to 725 from 475.
  . Flux per shot raised to 85 from 80 (340fps from 320).
 - Burchel:
  . Flux per second reduced to 275 from 375 (50fps sustained from 68).
 - Recson S:
  . OP cost raised to 8 from 5.

 - Prices adjusted to vanilla levels.

BUGFIXES/IMPROVEMENTS

 - Improved the Valiant transformation logic.
 - All projectiles are now slightly more visible.
 - Slightly improver the Heavy TPC projectile.
 - Variant adjusted for better use of missile.
 - Slightly improved the Plover/Thunderbold effect visual, modified the description.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: speeder on December 02, 2015, 11:40:55 AM
I don't even played your mod, but if you want to balance the fighters being too OP:

Some other sci-fi series (Battletech for example) mention that transformable vehicles weren't made because they are inherently fragile with lots of moving parts...

You can thus make your fighters glass cannons, maybe in one mode they are absurdly fast (and hard to hit), with good weapons, and in another mode they have a really good front shield, but in both modes it has little (or zero) armor, and will get exploded with just a couple hits of chaingun fire.

As for wanting transformers everywhere I wasn't talking about your mod, I was talking about wanting more mods (including from other people) with transforming ships =D


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Troika on December 02, 2015, 01:37:57 PM
I actually don't think the fighters are particularly OP. They get swatted fairly quickly if trying to pick on any formation of ships that has decent PD. For example, try running them against an Imperium fleet sometime, they just don't get much done.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Ghoti on December 03, 2015, 01:39:23 PM
Troika: This mod is very vanilla balanced. I haven't had much luck destroying a wing of valiant fighters in a vanilla frigate, they usually kill me first, which is unusual because every other vanilla fighter wing in the game is easy pickings. That might not be OP of course, they have deployment points of a cruiser, so they have the cost to match. They are very powerful compared to vanilla.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Tartiflette on December 03, 2015, 03:32:50 PM
Valiant fighters are a bit too strong I think. They are costly and with very few replacements, but they can pick off frigates one by one as they come in range and only struggle a bit when surrounded. They are pretty good at backing off to get repaired. I'll probably lower their shield efficiency: that should be enough to make them killable, or at least prevent them from firing.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Ghoti on December 03, 2015, 04:40:03 PM
yah valiants are pretty terrifying. ... come to think of it what are the stats of the weapons they're firing?

hrm...

Valiant Thermal Pulse Repeater   
diableavionics_valiantright         
range: 650
damage/shot: 100
turn rate:24
ENERGY   
flux/shot:100
chargedown:0.5

so... that's 200 dps over 650 dist right? and they can keep firing them.

This weapon fits between the IR Pulse Laser @ 150 dps over 500 dist, and the Pulse Laser at 300 dps over 600 dist, and it outreaches both of them, plus they have missiles and PD.

and a wing has 3 fighters. You're getting hit by 6 of those things. I was *WONDERING* why I was getting creamed by them.

To compare: the Gladius fighters are good and they only have two IR Pulse Lasers, and there's only two of them to a wing! Though in fairness, the Gladius fighters cost 3 deployment points. Not 9. That said, pretty sure one valiant wing could tear 3 Gladius wings to pieces.

edit: Looking at the valients further, each fighter has a vent speed of 350, and a capacity of 2000.

A wolf is at best capable of 250 vent and 4250 capacity. So those little valiants are about as powerful as a single frigate. Their vent speed is what makes them so lethal. all three of them together kick out 1050 flux vent.

To put that in comparison, the Apogee cruiser has a maximum flux dissipation of 1000.

Trading shot for shot, Valients can out DPS an Apogee. Apogee's have super awesome shields of course, so it doesn't end up being a contest, but yikes!


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Tartiflette on December 04, 2015, 12:26:14 AM
yah valiants are pretty terrifying. ... come to think of it what are the stats of the weapons they're firing?

hrm...

Valiant Thermal Pulse Repeater   
diableavionics_valiantright         
range: 650
damage/shot: 100
turn rate:24
ENERGY   
flux/shot:100
chargedown:0.5

so... that's 200 dps over 650 dist right? and they can keep firing them.

This weapon fits between the IR Pulse Laser @ 150 dps over 500 dist, and the Pulse Laser at 300 dps over 600 dist, and it outreaches both of them, plus they have missiles and PD.

and a wing has 3 fighters. You're getting hit by 6 of those things. I was *WONDERING* why I was getting creamed by them.

To compare: the Gladius fighters are good and they only have two IR Pulse Lasers, and there's only two of them to a wing! Though in fairness, the Gladius fighters cost 3 deployment points. Not 9. That said, pretty sure one valiant wing could tear 3 Gladius wings to pieces.

edit: Looking at the valients further, each fighter has a vent speed of 350, and a capacity of 2000.

A wolf is at best capable of 250 vent and 4250 capacity. So those little valiants are about as powerful as a single frigate. Their vent speed is what makes them so lethal. all three of them together kick out 1050 flux vent.

To put that in comparison, the Apogee cruiser has a maximum flux dissipation of 1000.

Trading shot for shot, Valients can out DPS an Apogee. Apogee's have super awesome shields of course, so it doesn't end up being a contest, but yikes!

A better comparison would be the Xyphos:
120 dissipation for 1000 flux, compared to the 350 / 2000 (2.5x better for the Valiant)
50 armor 750 hull compared to 175/1450 (2.5x better for the Valiant)
120 degree omni-shield, 30 flux per second, 0.6 efficiency compared to 90 omni/80 fps/1.1 efficiency (2x better for the Xyphos)
Two Burst PD and one Pulse Laser (333 dps 600 range) compared to the single PD + two light TPC (2x 200dps 650 range) + (weak) missiles (1.5x better for the Valiant because the missiles are more decoys than anything else)
Cost 2 supplies per fighter, 2 per month and has 16 replacements from 100%CR compared to 3 per fighter, 3 per month and 7 replacements. (1.75 better for the Xyphos)

So each Valiant is almost worth around two Xyphos. That is strong indeed, but not that crazy strong, given the price tag. As I said, I intend to reduce their ability to fire under pressure by reducing the shield efficiency (or the flux dissipation) and raising the shield upkeep. Reducing the wing size to two is also a possibility once 0.7.1 drop and I can give them a better transformation logic that could make them more efficient.

Btw fighters can vent but only do so extremely rarely. I saw it twice in years of playing.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Cik on December 04, 2015, 02:30:17 AM
>someone makes a strong fighter

"it's too strong compared to these other fighters that aren't any good"

:^)


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Tartiflette on December 04, 2015, 02:49:28 AM
Personally I find all vanilla fighter very strong but the Talons. I mean, you can't loose them, AND they get rebuilt in combat! They are the ultimate cannon fodder while still packing a decent punch.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Troika on December 04, 2015, 01:34:05 PM
This works fine with the new patch, with the exception that it needs to be updated for faction commission compatibility. :)


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Tartiflette on December 04, 2015, 02:19:13 PM
(http://i.imgur.com/b6HwLwD.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.2RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).

Diable Avionics, now at war with the rest of the sector for real! Also decent nerf for the Valiant, and a small buff to the Maelstorm and Pandemonium.

Changelog:
Code:
1.2

0.7.1 update

BALANCING
 - Valiant Versatile Fighter:
  . Light TPCs range reduced to 600 from 650.
  . Light TPCs damage per bolt reduced to 75 from 100 (dps reduced to 150 from 200).
  . Light TPSs flux per shot reduced to 75 from 100.
  . Missile damage raised to 150 Frag from 100 Frag (dps raised to 75 from 50).
  . Flux dissipation reduced to 250 from 350.
  . Armor reduced to 100 from 150.
  . Shield upkeep raised to 125 from 80.
  . CR to deploy reduced to 5% per fighter from 6%.
 - Maelstorm:
  . Deployment/monthly cost reduced to 50 from 55.
  . Flux dissipation raised to 1200 from 950.
 - Pandemonium:
  . Deployment/monthly cost reduced to 60 from 70.
  . Flux dissipation raised to 1750 from 1150.
  . Armor raised to 1750 from 1500.


BUGFIXES/IMPROVEMENTS

 - Diable Avionics now post commissions and engage in hostilities.
 - Improved the transformation AI for the Valiant.
 - Valiant Light TPC sprite and sound slightly toned town.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: speeder on December 04, 2015, 02:32:30 PM
You ignored my suggestion it seems? :(


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 04, 2015, 02:39:39 PM
Yes because
1.
I don't even played your mod

and

2.
You can thus make your fighters glass cannons, maybe in one mode they are absurdly fast (and hard to hit), with good weapons, and in another mode they have a really good front shield, but in both modes it has little (or zero) armor, and will get exploded with just a couple hits of chaingun fire.
I don't want that, it won't work well given the game mechanics and it doesn't fit Diable "fighters" theme at all. Sorry, but we aren't on the same page on this one.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: speeder on December 04, 2015, 02:47:52 PM
Thanks for the reply!


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: dis astranagant on December 04, 2015, 05:00:55 PM
What's the deal with the Plover rockets?  They look worse than small Annihilators in every way.  Is there some gimmick I'm missing?


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: FlashFrozen on December 04, 2015, 05:35:58 PM
Certain high explosive missiles, like the Plover, and Thunderbolt have a double damage mechanic on bare hulls.

It'll do less damage compared to a annihilator vs shields and armor ( the double damage does do some extra damage to armor  just not double) but will be twice as effective once it gets through them.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Piemanlives on December 04, 2015, 09:41:43 PM
@ Speedy

I do recommend you play the mod though, the quality of the ships is fantastic, up to both Flashes and Tarts usual fantastic standards, and once Deathfly is done working the updated version of Neutrino, which is also fantastic.

Hell play any of the mods that get updated really.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Edigos on December 05, 2015, 04:38:38 AM
Micro missile data shows that it generates 15 flux per second and 20 shots per min,
however in fact every shot generates 120 flux which means 40 flux/s.
So which one is correct?


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 05, 2015, 04:56:54 AM
The flux indicated is the sustained one, when the missile are spent and only fire as fast as the regenerate. That's the case for all weapons: You didn't thought the AutoPulse laser generated 200 flux for it's dps did you?  ;D


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Edigos on December 05, 2015, 05:05:17 AM
I see, so micro missile is kind of burst weapon. XD


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Jonlissla on December 05, 2015, 06:06:20 AM
I really like the capital ship sprites and the fighters, but many of the frigates and destroyers except the new freighters feels as if they're identical at first glance and in combat. I think it would be better if they were more asymmetrical and had more unique shapes.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Troika on December 05, 2015, 10:30:01 PM
Any chance of micromissile launchers for medium and large mounts? It'd also be nice to see a more defence oriented cruiser.

Also, the beams seem like they could use a touchup-- I've tried them, but much of the time it feels like I'm just shining a laser pointer at things. The kinetics on the other hand are great and I love them. :)


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: JohnDoe on December 05, 2015, 10:36:39 PM
I just put phase lances on Hayle  :D


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 06, 2015, 01:13:57 AM
Also, the beams seem like they could use a touchup-- I've tried them, but much of the time it feels like I'm just shining a laser pointer at things. The kinetics on the other hand are great and I love them. :)
Mmmh

Glaux
DPS: 630 (105)
FPS: 800 (131)
EMP: 0
Range: 650
OP: 14
   Phase Lance
DPS: 217
FPS: 261
EMP: 107
Range: 600
OP: 10
   
State
DPS: 200
FPS: 250
EMP: 0
Range: 850
OP: 12
   Graviton Beam
DPS: 100 (kinetic)
FPS: 75
EMP: 0
Range: 1000
OP: 9
   HIL
DPS: 250
FPS: 250
EMP: 0
Range: 1000
OP: 16

So, the Glaux has a monstrous, if short span, DPS for a similar range and flux cost as the phase lance, but is slightly more expensive. And the state fits almost perfectly between High Intensity Laser and Graviton Beam: Almost a shorter ranged HIL in a medium mount. I don't think they are anything weak compared to vanilla.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Ghoti on December 06, 2015, 01:56:25 PM
Tartiflette I think you might of made a mistake with the glaux and the phase lance here. The phase lance has burst damage as well, looks to be higher than the Glaux.

Do these damage totals seem right to you? gaux vs phase beam, same ship configuration.

https://streamable.com/o4v0

So the glaux has more utility in that it's got better range, and you can more precisely control the damage, where as the phase lance has to fully fire. As it is, I don't think I would use the Glaux given the severe OP difference. 


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 06, 2015, 02:36:50 PM
Not really, the Glaux is really an intermediary between Burst and Continuous, it may be pricey but it try to take the best from both types (better armor penetration than the HIL, still able to engage multiple small targets unlike the Phase Lance). Now 4 more points may be too high, but then I'd rather buff the clip size and keep the price.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Surge on December 06, 2015, 03:36:40 PM
Well I just had a playthrough saved by a desperate Stratus purchase. Are Frost Element drones supposed to be such an amazing fighter screen or did my Shepard pull all of the weight against that carrier group?


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Troika on December 06, 2015, 04:45:46 PM
Have you thought of using the moveable ship part system you used in SCY to try to give some of the Wanzers physical shields? Obviously that wouldn't work well for the transforming one, but I could easily see it being used on the others.

Unless, of course, I'm displaying my naivete by assuming they have hands...


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: FlashFrozen on December 06, 2015, 05:25:00 PM
Well I just had a playthrough saved by a desperate Stratus purchase. Are Frost Element drones supposed to be such an amazing fighter screen or did my Shepard pull all of the weight against that carrier group?

The Stratus is basically a clone of the mule with worse hull, armor, and shields that are front vs omni too ). To boost the defence though it does get 2 Frosts to deploy ( replacements sold seperately )

Have you thought of using the moveable ship part system you used in SCY to try to give some of the Wanzers physical shields? Obviously that wouldn't work well for the transforming one, but I could easily see it being used on the others.

Unless, of course, I'm displaying my naivete by assuming they have hands...

While a neat idea, working on the scale of fighters will most likely be pretty taxing ( more of them and kinda tiny ) but then again I haven't tried either lol.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Surge on December 06, 2015, 08:57:45 PM
Well I just had a playthrough saved by a desperate Stratus purchase. Are Frost Element drones supposed to be such an amazing fighter screen or did my Shepard pull all of the weight against that carrier group?

The Stratus is basically a clone of the mule with worse hull, armor, and shields that are front vs omni too ). To boost the defence though it does get 2 Frosts to deploy ( replacements sold seperately )
Yeah but with 4 small ballistics and a medium in it's forward arc it's noticeably more dangerous than the mule, feels like an actual COMBAT freighter that is somewhat hazardous to approach, and the Frosts are just icing on the cake.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Surge on December 06, 2015, 09:09:05 PM
So...can we expect SS+ compatibility for Diable in the near future?


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: MesoTroniK on December 06, 2015, 09:10:03 PM
Every faction mod is compatible with SS+.

Will Diable get SS+ support though? Perhaps...


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 06, 2015, 11:46:20 PM
Have you thought of using the moveable ship part system you used in SCY to try to give some of the Wanzers physical shields? Obviously that wouldn't work well for the transforming one, but I could easily see it being used on the others.
Given the CPU cost, the issues with UI (each part would have a targeting diamond on it) the message spam in the left corner each time one dies or spawn, and the sheer amount of work required (any part need almost as much work as a regular ship, and the host twice as much), I thing the result would be terrible. I also noticed some people don't read release posts and don't download the required libraries, so that means a lot less people playing the mod. And that's only on the technical side: what are the chances that a wanzer seriously engaged can survive even with an additional shield? I don't think it would change much from simply bumping up the health. It work in Scy because each parts add weapons that can be permanently disabled, and offers a constant defense. I don't think such system would be worth the effort on fighters.

Now I toyed with the idea of a transforming frigate that could or could not use twig parts... But I would have to talk to FlashFrozen about it ^^


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Troika on December 07, 2015, 11:08:37 AM
Not sure why this happened, but in the latest patch of everything, the SCY system was moved and is now right on top of the Diable Avionics Forward Base.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 07, 2015, 11:23:30 AM
Ooops, that's an oversight. Acheron avoids spawning on top of another system, but it doesn't check for stations... I will have to correct that. (and maybe add a console command to move it, in case it spawn way too far)


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: AeusDeif on December 09, 2015, 01:19:47 PM
Great mod, but how hard is it to edit the names on anything, like ship or equipment? One of the weapons is simply named 'State'... not sure if it's a bug or what.

I'd be glad to do it myself if I knew where to look.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Surge on December 09, 2015, 02:37:32 PM
Great mod, but how hard is it to edit the names on anything, like ship or equipment? One of the weapons is simply named 'State'... not sure if it's a bug or what.

I'd be glad to do it myself if I knew where to look.
I believe it's intentional.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: AeusDeif on December 10, 2015, 04:34:24 AM
yeah, no offense, maybe I just don't understand it, but in any case, how would I go about tweaking it? even just adding the word 'beam' on the end so I know what it is


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Surge on December 11, 2015, 09:08:44 AM
So now that I'm far enough into this Nexerlin playthrough for Diable where I'm effectively *** away hundreds of thousands of credits on ships I gotta say, on the ship front everything seem to fall into a fairly nice place all on it's own, the dependence on missiles and fighters is inherently precarious but the Wanzers and micro missiles are mean enough to make it work in bulk. The ships themselves seem to tend to favor very excessive amounts of PD, mostly because any small hybrid mount on a Diable ship has to mount either a Recson S or PD weapon if you don't have a player or SS+ to introduce some foreign weapons. Speaking of the Recson it is frankly a pretty crazy weapon that very much makes up for how underwhelming I found most of the other Diable weapons, the Recson is probably one of the best kinetic weapons available to me...I can't imagine it not getting a nerf or rebalance honestly, though it does have the problem where it doesn't actually synergize all that well with it's HE counterpart the Grave HMG, one is a long range burst fire weapon and the other is a less long range sustained fire weapon, considering how Diable seem to love using medium hybrid mounts as their bread and butter I'd be very interested in a rebalance that makes the Recson and Grave match up more like the LAC and LAG in vanilla.

Which brings me to the other various weapons, the Burchels seemed very not worth it, they cost a relative lot of OP for a PD and didn't actually control incoming threats as well as I'd hoped, the IBIS was better but still felt like I was working with a mediocre system. The State was...strange, it seemed to do a well enough job once the shields were down but otherwise I didn't see any reason to choose it over a Recson considering it's immense flux generation. I didn't actually test the Glaux. The Uhlan and HTPC performed more or less the same but felt very different, the HTPC gave the Gust some very exciting teeth to it, while the Uhlan felt like the Grave, technically effective but a sub-par usage of an otherwise good slot, with it's slow and inaccurate projectiles feeling like they were more for show than anything, I went a few battles in my Pandemonium with my Uhlans totally disabled and I didn't notice any actual difference in my combat performance. Thunderbolts are a very neat concept but they felt wholly outclassed by micro missiles that had better tracking and only slightly less damage output, not to mention regenerating ammo, similarly the micro missiles were just so effective when massed that buying a ship with room for a plover or something instead of more micro missiles felt like a waste.

In terms of the individual ships I haven't quite flown all of them yet but generally speaking the frigates feel like a waste of supplies, Drafts are basically a Torch that takes longer to fall apart and has a fraction of the fire power, they're only really good early on as micro missile boats, and Vapors are just Hayles without a turret for a PD weapon and even worse flux capacity to maximize their suicidal tendencies. The Destroyers were fairly hit and miss, the Stratus is perhaps the best combat freighter a trader could ask for with it's frost element drones and surprisingly generous forward firepower, the Hayle was, as I said, a larger and slightly sturdier Vapor with all the same suicidal tendencies, the Calm was an excellent missile boat much like the Draft but often struggled with the flux just from it's own micro missiles, involving the shield or it's twin spinal guns led to a startlingly rapid overload, and the Fractus felt...well it didn't really feel like a Diable ship with only 1 medium missile hardpoint, what's more since Diable don't have any LRMs the Fractus didn't feel much like a carrier either, it would have a torpedo and no way to actually make it count, even alongside the Hayle and Calm it was pretty thoroughly meh. For cruisers the Gust and Haze were more impressive, the Haze I actually didn't use first-hand because the Gust just does so many good things for the Diable fleet that in hindsight I can't imagine how I could be expected to choose the Haze over the Gust, the Haze has some very impressive mounts but as I said I can't speak for it's agility or flux management so they may be as worthless as they are on the Vapor, the Gust on the other hand certain had some flux issues but they never felt dangerous or unmanageable, the Gust felt perfectly suited to both a light battle carrier and hunter-killer role, basically most of the things that make the Maelstrom worthwhile in a smaller package. Speaking of the Maelstrom I've not tested the Storm yet but the Maelstrom was quite satisfactory for most of the same reasons the Gust was, except it offered much more generous firepower for direct engagements, although it does have that awkward clump of small hybrid mounts in the center that is generally used for PD, which felt like a bit of a wasted opportunity to me so I used them for shard cannons, the Flicker Drive further offset many of the Gust's flux issues by making it very easy to withdraw and engage at the drop of a hat if you can control your momentum, but really I like to go big or go home so I simply had to test the Pandemonium and it is a very impressive ship, the Maelstrom's flicker drive with that much firepower is just a sight to behold...until you get stuck in with another large capital ship and realize you have poor flux management, moderately poor weapon mounts (again, the awkward blob of PD weapons, but this time there's two) compared to other capitals, a lot of inertia that severely complicates disengaging with the Flicker Drive, and somewhat like the Fractus it doesn't terribly feel like a Diable ship in combat, this time however because it's a giant warship not only with no flight decks but also with only 6 missile mounts on the whole thing.

I won't try to tell you how to balance anything (aside from the Recson...), just offering my 2 cents on the ships and weapons as I've been using them.
I may or may not also be a bit sleep deprived as I type this, so please excuse any gibberish or nonsense.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 11, 2015, 09:49:21 AM
That's quite a comprehensive feedback, thanks a lot!

   I pretty much agree on everything, and will probably spend some time this weekend fine tunning the rough balance spots. The gist of it might be: Does the faction need one weapon for every role, or should it use some vanilla ones? Given the marked art style I'd lean toward the former, but that imply adding at least five new weapons: small HE, medium long range HE; medium sort range KI, long range missiles and a large cheap alternative to the Uhlan.
   I also have to do something to replace the curent inverted CR mechanic.

   One note on the Pandemonium though. As per its description it's actually a fairly poor ship in real combat. Unless you got a lot of skills to improve it's weaknesses, it's way overpriced and quite underpowered. It scales very well with skills though and become an interesting option during very late game.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Ghoti on December 11, 2015, 10:26:30 AM
I think a slight issue here is that some diable weapons arn't to the same scale as vanilla, so using vanilla weapons throws the aesthetic of some of the ships out of wack. That's an unfortunate pileup issues of the design I think. The ships have close close weapon mounts for smaller weapons, so you cant make the weapons larger without adjusting the weapon mounts, which breaks the ship graphics.

Oh well, it's not a very big issue I guess.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Surge on December 11, 2015, 01:37:22 PM
I think Diable can get by with only a medium mount counterpart to the micro missile and a small mount counterpart to the Grave. Though an alternative or two to the Uhlan sounds fabulous... Their offensive abilities seem to be pretty niche, they fill a more limited range of roles than other factions but do so very well.

Goodness all of my testing with the Pandemonium was with 10 in all combat skills, I can't imagine trying to fly it without those.

Edit: I think if you do go through with a new lineup of weapons I would recommend you design weapons around what Diable ships need instead of what would make a balanced weapon roster.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 11, 2015, 02:39:34 PM
Edit: I think if you do go through with a new lineup of weapons I would recommend you design weapons around what Diable ships need instead of what would make a balanced weapon roster.
But.... Diable needs a balanced weapon roaster! >__<


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Surge on December 11, 2015, 02:55:13 PM
Yes and no. Perhaps I worded it poorly. Scy has a very versatile list of weapons and you can fully run a fleet that only uses Scy weapons, I don't think Diable needs quite that many, just some bare essentials to suit the design and playstyles of their ships.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: JohnDoe on December 11, 2015, 07:19:01 PM
Diable has unlimited peak performance, and that's all it needs. :P


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 12, 2015, 05:39:56 AM
Preliminary changelog:
- Recson S:
  . range reduced to 800 from 850. (Decent alternative to the Railgun)
 - Burchel Beam Repeater:
  . Reduced ammo count to 6 from 8.
  . Raised the Burst dps to 240 from 120, adjusted re-fire rate to 90 sustained DPS from 64.
 - Micro Missile Launcher:
  . Reduced the ammo count to 10 from 20.
  . Reduced the flux per shot to 50 from 150.
 - Thunderbolt Rack/Pod:
  . Reduced the max speed to 300 from 400.
  . Greatly improved the maneuverability and tracking. (Easy to intercept but won't miss that often)
 - Raptor Defense System:
  . Reduced the range to 500 from 550. (Decent alternative to the Flak Cannon)
 - Recson V:
  . Raised the OP cost to 12 from 11. (Decent alternative to the HVD)
 - Grave HMG:
  . Raised the range to 825 from 725.
  . Raised the OP cost to 12 from 11.
  . Raised the dispersion during continuous firing. (Long range deluxe Assault Chaingun)
 - Glaux Beam Repeater:
  . Raised the burst DPS to 672 from 320.
  . Raised the sustained DPS to 168 from 90.
 - Plover Rocket Pod:
  . Removed the flux cost to fire.
 - Uhlan Siege Laser:
  . Raised the range to 1200 from 1050.
  . Raised the projectiles speed to 600 from 550.
  . Lowered the OP cost to 30 from 35.

 - Draft:
  . Added built-in Light Thermal Pulse Cannon.
  . Armor reduced to 300 from 325.
  . Hull raised from 1625 to 1750.
  . Speed increased to 120 from 112.
  . Flux capacity increased from 1750 to 2350.
 - Vapor:
  . Switched to Evasive Maneuver ship-system. Brief burst of speed and evades incoming ordinances.
  . Hull raised from 900 to 1500.
  . OP raised to 50 from 45.
 - Shear:
  . Hull reduced from 600 to 450.
 - Laminar:
  . Flux capacity raised to 2000 from 100.
  . Armor raised to 225 from 150.

 - Calm:
  . Armor reduced to 425 from 575.
  . Hull raised to 4250 from 3750.
  . Flux capacity raised to 5000 from 3400.
 - Hayle:
  . Switched to Flicker Core ship-system.
  . Hull raised to 4100 from 3150.
  . Armor lowered to 410 from 525.
  . Flux capacity raised to 6250 from 4400.
  . Flux dissipation raised to 425 from 250.
 - Chinook:
  . Hull reduced to 3000 from 4200.
  . Armor reduced to 400 from 450.
  . Speed reduced to 50 from 70.
 - Stratus:
  . Hull raised to 4000 from 3600.
  . Armor reduced to 400 from 500.
  . Flux dissipation reduced to 200 from 225.
 - Cirrus:
  . Hull reduced to 4200 from 4800.
  . Speed reduced to 45 from 55.
 - Fractus:
  . Medium hard-point converted to Universal from Missile.
  . Hull reduced to 3500 from 4200.
  . Armor reduced to 400 from 450.
  . Flux dissipation reduced to 125 from 175.
  . Speed reduced to 45 from 55.

 - Gust:
  . Shield arc reduced to 60 degrees from 75.
  . Hull raised to 7250 from 6200.
  . Armor lowered to 750 from 975.
  . Flux dissipation reduced to 400 from 450.
 - Haze:
  . Hull raised to 9000 from 7800.
  . Armor raised to 900 from 825.

 - Storm:
  . Hull raised to 11000 from 9500.
  . Armor reduced to 975 from 1150.
  . Reduced speed to 40 from 50.
 - Maelstorm:
  . Armor reduced to 1250 from 1350.
  . Flux capacity raised to 22250 from 18250.
 - Pandemonium:
  . Added two flight decks.
  . Armor reduced to 1500 from 1750.
  . Flux dissipation reduced to 1250 from 1750.
  . Speed raised to 30 from 25.

The gist of it is:
Substantial buff of the frigates,
Overall nerf of the armors with a buff of the hulls,
Flux stats slightly buffed on the military ships but nerfed on the civilians,
Significant nerf of the Pandemonium stats but it gained two flight decks,
Significant buff of the beams and the Uhlan Siege Laser.
All stats are now within the range of similar vanilla ships.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: zoe_zucchini on December 12, 2015, 09:23:26 AM
Really digging the Vapor, Hayle, and Draft buffs, will definitely be giving them a shot!


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Ghoti on December 12, 2015, 11:03:29 AM
I am surprised you nerfed the micro missiles. The flux cost for firing them was a little too high, yah, glad that's fixed. Swarmer SRM's and Salamanders seem to be better options at this point.

I was a little sketchy about using them before. Doesn't seem worth it now. Salamanders are much better at the job,


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Surge on December 12, 2015, 11:59:16 AM
Salamanders are better in quantities of 1-4 for support purposes, but 8 micros or so is an absolute nightmare to just survive.

The Pandemonium change is interesting, shifts it more towards functioning like 2 Maelstroms mashed together (though lacking an obscene number of micro missiles) with 2 actual Maelstroms still being more effective separately. It looks like I won't be able to get hilariously aggressive with it anymore but 2 flight decks is a fair trade. The addition of an LTPC to the Draft is also very interesting, can't wait to see that in play.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: tanith on December 12, 2015, 12:19:18 PM
The thunderbolt changes should be interesting, and should prevent things like my unstable injector tempest missing and then circle-strafing its butt right into their path as they curve back around and getting flamed out.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 12, 2015, 12:23:06 PM
The thunderbolt changes should be interesting, and should prevent things like my unstable injector tempest missing and then circle-strafing its butt right into their path as they curve back around and getting flamed out.
I also added an "anti-clump" behavior to their AI, they may miss you if you dodge them but won't just fly around in circle afterward. Also like Scyan missiles they get a huge boost from ECCM.

I think I have something interesting to replace the inverted CR mechanic. Diable Avionics ships now deploy with a 15% debuf on accuracy, weapon recoil and weapon turn rate. As they spend time near the enemy, they "analyze" their pattern and get better at firing at them. Frigates for example jump from -15% to +15% on the 60s mark. Capital ships however have -15% / -7.5% / 0% / +7.5% / +15% at 0s / 60s / 120s / 180s / 240s. The weapons also get up to 50% range bonus the shorter their normal range is.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Valhalla on December 12, 2015, 12:39:19 PM
The one thing i don't like about the Micro missiles is the wibbly wobbly "im going to go in on the right side of this ship, over arc to hell and back, and hit it on the left front!" thing they do. Is there any way to make them not go full retard?

I will admit, enmass that actually kinda works, because the first volley is hitting the left side just as the right one is nearing the ship, usually making the AI try to block them, there for missing the ones that are actually about to hit, but they have such short range, it doesn't feel like they have much use, since they will sometimes run out of fuel before they can even start turning behind the target you fired them at.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 12, 2015, 01:00:26 PM
Their whole point is to disperse! That way you can't block them all, not if you want to stay alive by maintaining your shield between you and that Diable ship. If they were to go straight they would get shot down in droves and would barely nudge your flux when hitting the shield. Also since they spread so much they distract PD weapons from more dangerous missiles or Wanzer wings.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Surge on December 12, 2015, 01:22:34 PM
I am curious about that huge hit to the Pandemonium's vent rate, the excellent active vent rate seemed it's biggest claim to usefulness as a brawler.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Edigos on December 12, 2015, 01:22:55 PM
Currently thunderbolt is working quite well with ECCM,
I dont know if this buff would keep its tracking at same level without ECCM in the future, if not I would consider these changes generally nerf.

As Uhlan Siege Lasers are mostly mounted on Pandemonium, with considering its accuracy, it would almostly hit nothing but capital ships at 1800,
but with 500 flux dissipation gone, I think a 4 Uhlan Siege Lasers Pandemonium will soon out of the role of will breaker.

In my opinion Pandemonium doesn't quite need flight deck, it is working fine as a ultimate firepower platform in the Diable fleet.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Valhalla on December 12, 2015, 02:49:27 PM
Their whole point is to disperse! That way you can't block them all, not if you want to stay alive by maintaining your shield between you and that Diable ship. If they were to go straight they would get shot down in droves and would barely nudge your flux when hitting the shield. Also since they spread so much they distract PD weapons from more dangerous missiles or Wanzer wings.

I... actually had not thought of that, probably due to me not doing my normal 3-4 heavy frigates 2carriers and an assload of fighters.

Christ, they become more useful as 'chaff' for PD than actual weapons.

Now.. all we need are skills that upgrade fighters in your fleet, then i'll be happy.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 12, 2015, 03:27:16 PM
Now.. all we need are skills that upgrade fighters in your fleet, then i'll be happy.
Well, SS+ does that, and every faction mod work well with it so no reason not to use it... Unless you don't like the heightened difficulty that is.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Surge on December 12, 2015, 04:25:36 PM
In my opinion Pandemonium doesn't quite need flight deck, it is working fine as a ultimate firepower platform in the Diable fleet.
The Pandemonium plays mostly like a super light cruiser with battleship firepower, it's flicker drive and outstanding vent rate let it get super aggressive but it has to armor tank a lot of incoming fire due to it's somewhat low flux capacity and that bites into it's staying power pretty bad, the flight deck and vent changes are pushing it towards the same role as the Maelstrom, a second line fire support vessel, though I'm not sure what purpose the flicker drive serves in that role outside of getting you out of sticky situations on occasion.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Valhalla on December 13, 2015, 11:17:54 AM
Now.. all we need are skills that upgrade fighters in your fleet, then i'll be happy.
Well, SS+ does that, and every faction mod work well with it so no reason not to use it... Unless you don't like the heightened difficulty that is.

I actually hadn't even given SS+ a look yet. Thanks for changing my mind, i think i need to download that.


Title: Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
Post by: Tartiflette on December 13, 2015, 03:38:04 PM
(http://i.imgur.com/1Hf9wfq.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.3RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).

 Now provided with a fine-tuned balance. The frigates are generally much more viable and most ships traded some armor for more hull points and flux capacity. In addition, you will be able to install the Hexafire Scatter-Cannon, a double barreled space-shotgun that fires shield-bouncing buckshots, and fly the Derecho, an electronic warfare destroyer suitable in both attack and support roles. Finally, the inverted CR mechanic has been replaced by one that respect the game working. DA ships now start with a 15% debuf to their weapons accuracy. Every 60s in contact with the enemy their weapons get more efficient, up to +15% accuracy after 60/12/180/240 seconds. Low ranged weapons also get a range boost up to 50% along the precision buff.

 If you don't use it already, Version Checker is now functional out-of-the-box: You don't need to edit files anymore and just have to tick it in the launcher like any other mod. No reason to not use it and it will help you keeping your mods up-to-date.

Full Changelog:
1.3

NEW CONTENT:

 - Advanced Avionics:
  . Debuff all weapons aiming by 15% on deployment.
  . Every 60sec spent in contact with enemy ships, the weapons get a buff to their aiming depending on the ship's size.
  . After 60/120/180/240s, the weapons have a 15% buff to their aiming, -15% to their spread and up to 50% range the shorter their normal range is. (300 range weapons get +50%, 1000 range weapons get only +7%)

 - Hexafire Scatter-Cannon:
  . Double barreled Space-shotgun!
  . Buckshots bounce off shields.

 - Derecho Electronic Warfare Destroyer:
  . One large Hybrid hard-point, one medium Missile hard-point and two small turrets for PD...
  . Reveals the enemy units on the battlefield.

BALANCING

 - Recson S:
  . range reduced to 800 from 850. (Decent alternative to the Railgun)
 - Burchel Beam Repeater:
  . Reduced ammo count to 6 from 8.
  . Raised the Burst dps to 240 from 120, adjusted re-fire rate to 90 sustained DPS from 64.
 - Micro Missile Launcher:
  . Reduced the ammo count to 10 from 20.
  . Reduced the flux per shot to 50 from 150.
 - Thunderbolt Rack/Pod:
  . Reduced the max speed to 300 from 400.
  . Greatly improved the maneuverability and tracking. (Easy to intercept but won't miss that often)
 - Raptor Defense System:
  . Reduced the range to 500 from 550. (Decent alternative to the Flak Cannon)
  . Reduced the flux requirement from 266 to 133FPS.
 - Recson V:
  . Raised the OP cost to 12 from 11. (Decent alternative to the HVD)
 - Grave HMG:
  . Raised the range to 825 from 725.
  . Raised the OP cost to 12 from 11.
  . Raised the dispersion during continuous firing. (Long range deluxe Assault Chaingun)
 - Glaux Beam Repeater:
  . Raised the burst DPS to 672 from 320.
  . Raised the sustained DPS to 168 from 90.
 - Plover Rocket Pod:
  . Removed the flux cost to fire.
 - Uhlan Siege Laser:
  . Raised the range to 1200 from 1050.
  . Raised the projectiles speed to 600 from 550.
  . Lowered the OP cost to 30 from 35.

 - Draft:
  . Added built-in Light Thermal Pulse Cannon.
  . Armor reduced to 300 from 325.
  . Hull raised from 1625 to 1750.
  . Speed increased to 120 from 112.
  . Flux capacity increased from 1750 to 2350.
  . Maneuverability raised by roughly 25%
 - Vapor:
  . Switched to Evasive Maneuver ship-system. Brief burst of speed and evades incoming ordinances.
  . Hull raised from 900 to 1500.
  . OP raised to 50 from 45.
  . Acceleration raised by 30%
 - Shear:
  . Hull reduced from 600 to 450.
 - Laminar:
  . Flux capacity raised to 2000 from 100.
  . Armor raised to 225 from 150.

 - Calm:
  . Armor reduced to 425 from 575.
  . Hull raised to 4250 from 3750.
  . Flux capacity raised to 5000 from 3400.
 - Hayle:
  . Switched to Flicker Core ship-system.
  . Hull raised to 4100 from 3150.
  . Armor lowered to 410 from 525.
  . Flux capacity raised to 6250 from 4400.
  . Flux dissipation raised to 425 from 250.
 - Chinook:
  . Hull reduced to 3000 from 4200.
  . Armor reduced to 400 from 450.
  . Speed reduced to 50 from 70.
 - Stratus:
  . Hull raised to 4000 from 3600.
  . Armor reduced to 400 from 500.
  . Flux dissipation reduced to 200 from 225.
 - Cirrus:
  . Hull reduced to 4200 from 4800.
  . Speed reduced to 45 from 55.
 - Fractus:
  . Medium hard-point converted to Universal from Missile.
  . Hull reduced to 3500 from 4200.
  . Armor reduced to 400 from 450.
  . Flux dissipation reduced to 125 from 175.
  . Speed reduced to 45 from 55.

 - Gust:
  . Shield arc reduced to 60 degrees from 75.
  . Hull raised to 7250 from 6200.
  . Armor lowered to 750 from 975.
  . Flux dissipation reduced to 400 from 450.
 - Haze:
  . Hull raised to 9000 from 7800.
  . Armor raised to 900 from 825.
  . OP amount reduced from 160 to 140.

 - Storm:
  . Hull raised to 11000 from 9500.
  . Armor reduced to 975 from 1150.
  . Reduced speed to 40 from 50.
 - Maelstorm:
  . Armor reduced to 1250 from 1350.
  . Flux capacity raised to 22250 from 18250.
 - Pandemonium:
  . Added two flight decks.
  . Armor reduced to 1500 from 1750.
  . Flux dissipation reduced to 1250 from 1750.
  . Speed raised to 30 from 25.

 - All ships now have vanilla-like deployment CR cost and Peak Efficiency timer.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: StarSchulz on December 13, 2015, 11:48:46 PM
as soon as i saw that battleship, i knew i had to fly it. two cycles later i got my hands on it. this thing is a monster and i love it


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Cik on December 13, 2015, 11:58:44 PM
i need to play these guys. are they as fighter-centric as they seem? i've fought a grand total of one fleet of them and the only phrase that came to mind was "PD saturation"

it could be because they had several capitals, though.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: HELMUT on December 14, 2015, 02:56:44 AM
They rely very heavily on their fighters, they're the faction's tanks.

Don't engage them like you would engage a regular Tri-tachyon carrier fleet. Each of these mech-wings are closer to frigates than actual fighters.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Tartiflette on December 14, 2015, 04:25:40 AM
Each of these mech-wings are closer to frigates than actual fighters.
A shield-less light frigate! I'm not that crazy on the balance. (And most of the time they only have a couple of replacements) But yeah, flying a Diable Avionics fleet without a fighter screen is suicide since the regular ships are well armed but somewhat fragile.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Cik on December 14, 2015, 09:54:27 AM
gave the faction a shot and i like what i see so far. still haven't got the names for everything entirely down but i'm doing alright with the gust plus two frigates for support and that one destroyer with 6x small missile mounts and 3 hybrids (my god what a monster) and a destroyer carrier, giving me 2 decks.

have 5 wings of the moment, 2 of the very high-tier, two strife(?) and a warlust wing.

they're murderous. they seem fast, and more importantly they survive and swarm.

it seems like most of them have very nice mixed weapon loadouts and they seem survivable in general. the general PD saturation that diable fields (tons of missiles, the wanzer systems, etc) seem to help them out a ton. as long as the enemy isn't flakspamming diable fighters are very effective.

the aesthetic of the ships is also very incredible. i like the unique engines, the blood red paint and the spindly, elongated look they have going on.

really good mod, thanks for making it.

P.S. the fighters are really good in an escort role; i'm not sure why exactly but they seem to actually hit incoming missiles really well. several times my cruiser was overloaded and with any other fighter escort i would have died to the incoming harpoons, the AWACs + a warlust wing picked an entire barrage out of space no problem,  though.




Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Ghoti on December 14, 2015, 02:53:16 PM
Are the Chinook tankers supposed to cruise at 200? I caught a DA supply fleet and sent in a lasher to kill off the remaining tankers, and using their flicker core ship system they outran me. Now I admit, I didn't send in a wolf with augmented engines to tackle them, but I didn't think I needed to. They are super fast tankers.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Network Pesci on December 15, 2015, 07:00:38 PM
There's quite a few typos in the Laminar Mining Ship's description.  "environement", "appart", and "tuging" should all be corrected.  Haven't got these guys to trust me yet so I haven't piloted any of their ships.  I have scored quite a few pirate kills using Thunderbolts on my frigates in the early game though.

(edit)  *Points at Taverius*  "Wot 'e said."


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: StarSchulz on December 15, 2015, 07:33:51 PM
I'm not sure what i think about most of the ships, but the Haze, Maelstrom, and Pandemonium are amazing.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Taverius on December 15, 2015, 11:37:20 PM
Insomnia + Codex browsing = text notes. WARNING: WALL OF TEXT INCOMING.



Draft: add a comma after 'frontal profile'. ... the sideway missile armament ... at a mimum should be 'sideways' 'armaments', but 'broadside missile mounts' is better.

Laminar: ... harshest environment ... - plural - ... breaking appart large ... asteroids then ... - comma between the two - ... tuging the richest ...

Shear: ... tug sporting Diable Avionics' color ... - colors, even if its only one, as its not referring to the red directly but to the color scheme - ... that sport a small ... - 'sports'

Vapor: ... with a frontal oriented heavy armament ... - either 'frontally oriented' or 'frontal-oriented' or better 'heavy frontal armaments' armaments plural in any case - ... weak on Point-Defense weapons. - unless its built-in weapons, always use 'armaments' 'capability' or 'mounts' as appropriate. Capability here I think.

Calm: add a comma after 'versatile loadout'.

Chinook: ... built Antimater hauler ... - missing a t, and add a comma after hauler.

Cirrus: ... main turret of it's freighter cousin ... environmental plant forced to remove ... - either something like 'forced the designers to remove' or 'forced the removal' - ... deployed in actual combat situation. - either 'combat situations' or 'an actual combat situation'.

Fractus: ... modified to house a flight-deck. ... - kill the hyphen.

Hayle: A stripped down destroyer to include as many weapon mounts onto its delicate frame as possible - something is off here. 'A destroyer stripped down to include' is a good start but rephrasing it is probably better.

Maelstrom: ... Main strategic bombarding ... - I think the classic 'bombardment' is what you want here. Put a comma after 'Diable Avionics fleet'.

Pandemonium: ... it is comparably inefficient to the use ... - 'inefficient compared to the use' is better I think. - ... of multiple Maelstorms ... nothing in the Diable Avionic's fleet ...



Valiant: ... Wanzers on the battlefield thus alleviating ... -> ... Wanzers on the battlefield, alleviating ...

Warlust ... deadly PD on the head. - 'prow' or 'front'.



IBIS: ... and the wanzers themselves. - capitalized elsewhere.

Grave HMG: ... welcome addition to any ship. - 'on' works better I think. Otherwise 'to any ship's armaments' or something like that.

Micro Missile Launcher: ... of damage even if it is minor. - comma after damage? You can also remove 'it is' and it'll still work.

Thunderbolt SRM Rack: 'Create a secondary explosion when hitting a non armored hull section' -> 'Creates a secondary explosion on hull impact'

Plover Rocket Pod: 'Create a secondary explosion when hitting a non armored hull section' -> 'Creates a secondary explosion on hull impact' ... These high powered rockets ... - 'high-powered' or even 'high-power' - ... relatively inaccurate so ... - comma after 'inaccurate' - ... ammo is limited overall. - get rid of 'overall'.

State Support Beam: ... weapon consisting in a pair ... - 'the weapon consists of a pair' or 'a weapon consisting of a pair' - ...

Heavy Thermal Pulse Cannon: ... pumped into system -> pumped into the system ... increase firepower -> increases firepower ... this has notable [...] as worth it. -> at the cost of notably decreased efficiency. ... generated on each firing ... - 'upon each firing' - ... made many components burn out -> would burn out many components ... repeated use so -> repeated use, therefore ... been built in -> been installed ... to reduce said occurrences ... - remove this - ... while integrated [...] and electronics -> along with additional heat-sinks.



High Speed Mode: ... maneuvrable - should be 'manoeuvrable'. No, I can't spell it either, that's what spell-checkers are for :D


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Tartiflette on December 16, 2015, 08:36:17 AM
Heh, you went Grammar-berserk on that one... Thanks! (Although for several of them, that's an issue with my spell-checker using an English dictionary, not an American one.)


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Taverius on December 16, 2015, 07:13:13 PM
I tend to take long breaks from the game, and when I come back I like to spend a while browsing the codex. Get ready cause SCY's next.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Tartiflette on December 16, 2015, 11:29:59 PM
I tend to take long breaks from the game, and when I come back I like to spend a while browsing the codex. Get ready cause SCY's next.
Then get ready for a surprise, MesotroniK went over all Scy texts, there shouldn't be many errors left to correct! (well, compared to the amount of text...)


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: StarSchulz on December 18, 2015, 09:43:08 PM
I love the fighters in this mod. thank you! it lets me have my dream of watching a fleet get swarmed by 20+ fighter wings while laughing extra evil-like.

Though i think the DA needs a larger freighter. many of their larger fleets use precious fleet points and space in combat freighters instead of more fighters and combat ships. their fleets end up being weaker overall and get shredded by most things they come in contact in. I am playing in nexerelin, if that is relevant.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Tartiflette on December 19, 2015, 12:58:25 AM
I love the fighters in this mod. thank you! it lets me have my dream of watching a fleet get swarmed by 20+ fighter wings while laughing extra evil-like.

Though i think the DA needs a larger freighter. many of their larger fleets use precious fleet points and space in combat freighters instead of more fighters and combat ships. their fleets end up being weaker overall and get shredded by most things they come in contact in. I am playing in nexerelin, if that is relevant.
Good point, we may look into that. Although for now we have a couple other things in the works ^^


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: sycspysycspy on December 25, 2015, 03:13:08 AM
Not sure if it is a bug I have never seen the AI firing a single Thunderbolt SRM so far.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: FlashFrozen on December 25, 2015, 12:36:09 PM
Not sure if it is a bug I have never seen the AI firing a single Thunderbolt SRM so far.

I've added a tag in to thunderbolts that should make them fire more often, don't say you weren't warned... Lol.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Carcer on December 25, 2015, 01:14:59 PM
When I take the fighter wings into battle I end up losing about 40% cr on them, despite the tool tip saying it only costs them 10% per deployment. Is this down to the fact that I don't have a carrier for them? If that is the reason, it charply limits thier usability, and thus the faction as a whole, when you are just starting out.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: FlashFrozen on December 25, 2015, 01:57:08 PM
When I take the fighter wings into battle I end up losing about 40% cr on them, despite the tool tip saying it only costs them 10% per deployment. Is this down to the fact that I don't have a carrier for them? If that is the reason, it charply limits thier usability, and thus the faction as a whole, when you are just starting out.

The Codex will list it as CR PER fighter deployed, so if it says 10% and your wing has 4 in it, it'll take 40% off.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: sycspysycspy on December 25, 2015, 04:42:37 PM
Not sure if it is a bug I have never seen the AI firing a single Thunderbolt SRM so far.

I've added a tag in to thunderbolts that should make them fire more often, don't say you weren't warned... Lol.
don't worry, i will try to not be hostile with them. anyway even without thunderbolt, their missles are kicking my ass badly :P after a few tries i finallly gave up killing a 500k DA bounties. they fired so many missiles, i get 15fps with the shader lib disabled.... and 5 without. maybe you could work with the performance with the missile spam next time, they have loely trails but not performance friendly  ;D


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Carcer on December 25, 2015, 10:30:40 PM
The Codex will list it as CR PER fighter deployed, so if it says 10% and your wing has 4 in it, it'll take 40% off.

Is the intension to make them very expensive to deploy and to then force either a long downtime or running back to a friendly planet base?


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: sycspysycspy on December 27, 2015, 07:56:56 PM
My impression with this mod:
1. Ships seem to be really under-powered, bad shield average flux stat, average mobility.The only good thing is that they could carry a tons of missiles :P
2. Their weapons are not quite impressive, except for the missiles.
3. Fighter wings seem to be very strong sadly I am not a fan of fighters.
4. Overall it's well balanced compare to NC


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: StarSchulz on December 27, 2015, 08:43:16 PM
Gotta keep em with a good screen of the fighters. they really shine when the fighters tank the damage. many of the larger ships have flight decks too, so it combos even better.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Wyvern on December 28, 2015, 10:36:27 AM
I think there's something wrong with the Banish torpedo?  At least when I try it, it goes out a bit, takes aim, and then just... vanishes.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Nanao-kun on December 28, 2015, 02:43:27 PM
I think there's something wrong with the Banish torpedo?  At least when I try it, it goes out a bit, takes aim, and then just... vanishes.
Perhaps it's a misspelling of Vanish Torpedo? :D


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: FlashFrozen on December 28, 2015, 05:41:50 PM
I think there's something wrong with the Banish torpedo?  At least when I try it, it goes out a bit, takes aim, and then just... vanishes.

It's a bug with SS+

if you really want the fix now, you can just delete line 25 in weapons/proj/diableavionics_banishwarhead

   "fadeTime":4.5, # fadeout duration      


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Wyvern on December 28, 2015, 06:41:22 PM
It's a bug with SS+

if you really want the fix now, you can just delete line 25 in weapons/proj/diableavionics_banishwarhead

   "fadeTime":4.5, # fadeout duration      
Weird... but thanks for the fix!  I'll go ahead and apply that, since it's kinda cheatery to engage DA deserter fleets and watch their torpedos just... fail.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Network Pesci on December 29, 2015, 03:54:08 PM
I notice the description of the Fractus talks about a Medium Missile slot, but the ship is actually armed with a Medium Universal slot.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: saqib126 on December 29, 2015, 05:27:25 PM
Does this mod have SS+ support?


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Jude on December 29, 2015, 10:22:17 PM
Does this mod have SS+ support?

It works alongside SS+ no problem, but it's not an integrated faction if that's what you mean.


Title: Re: [0.7.1a] Diable Avionics 1.3 - Balance fine-tuning + ship + weapon (14/12/2015)
Post by: Bastion.Systems on December 30, 2015, 03:19:10 AM
I just love micro missiles, they remind me the most OP weapon from Battle Engine Aquila.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (01/09/2016)
Post by: Tartiflette on January 09, 2016, 10:23:14 AM
(http://i.imgur.com/QEHMZ2x.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.4RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).

New Stuff!
A large weapon, a small one, a medium long range missile, a new ship-system for the Derecho and a brand new elite Wanzer (http://i.imgur.com/ysbvx7K.png)!

Changelog:
1.4

NEW CONTENT:

 - Mostro Cannon Array:
  . Large assault battery designed to brutalize armor and hull at medium range.

 - Artassaut Revolver Gun:
  . Small High Explosive gun that can delivers a lots of rounds on target in a very short span of time.

 - Thrust LRM System:
  . Long range Missile that can split in several micro-missiles should it's target be too nimble to hit with the main stage.

 - Quantum Impulse ship-system:
  . New system of the Derecho destroyer, jams the guidance of nearby enemy missiles for a short while, making them easier to shoot down.
  . Especially effective against waving missiles.

 - Raven wanzer:
  . Ultra heavy wanzer that comes in wings of two.

BALANCING:
 - All wings:
  . Monthly cost lowered for the low tier ones,
  . CR cost to deploy raised for the high tier ones,
  . CR recovery rate slightly increased overall.
 - Plover damage raised to 400 from 200.
 - Thunderbolt fire-rate halved.
 - Banish torpedo damage raised to 2400 from 1800.
 - Slight buff to most Wanzers weapons turn rate.
 - Significant nerf to the Valiant secondary weapons (Head ILIS and micro-missile launchers)


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (01/09/2016)
Post by: Nanao-kun on January 09, 2016, 10:40:41 AM
That new Wanzer looks even more mech like thanks to the blue color helping differentiate it.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (01/09/2016)
Post by: Takion Kasukedo on January 09, 2016, 12:52:53 PM
Hmm, I used a Banish Torpedo before, but all it did was sit there and aim.

When it exploded, nothing happened.

I also have all latest versions of Shader, Lazy and TwigLib.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (01/09/2016)
Post by: FlashFrozen on January 09, 2016, 01:43:21 PM
Was this the most recent diable version? That should of been fixed, if not just making sure else I'll recheck the file in a bit. Oh and the torpedo is a fairly low range torpedo just in case you tried using it like an lrm.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (01/09/2016)
Post by: Taverius on January 09, 2016, 03:14:04 PM
Seems to work here. Interesting weapon - should make DA more interesting to fight.

Still don't like flying factions with weak ships and strong fighters myself, but well, different strokes.

Btw, there seems to be a visual issue with Hexafires - the glow from high flux doesn't go away or something.

Edit: Also something is up with the Glaux - the AI essentially refuses to fire it. Try the premade Calm Assault variant in the simulator. It dislikes the Glaux so much it would rather attack with the PD weapons. It doesn't end well for it.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (01/09/2016)
Post by: FlashFrozen on January 09, 2016, 03:26:28 PM
Seems to work here. Interesting weapon - should make DA more interesting to fight.

Still don't like flying factions with weak ships and strong fighters myself, but well, different strokes.

Btw, there seems to be a visual issue with Hexafires - the glow from high flux doesn't go away or something.

Edit: Also something is up with the Glaux - the AI essentially refuses to fire it. Try the premade Calm Assault variant in the simulator. It dislikes the Glaux so much it would rather attack with the PD weapons. It doesn't end well for it.
Banish seems to work for me as well.

The glow might be a visual reference from the new advanced avionics hullmod, it gets pretty glowy the longer you drive your ship though.
For the glaux, not sure, but i'll go check.
Edit: they fire, but pretty rarely, since the flux usage is pretty up there.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (01/09/2016)
Post by: Taverius on January 09, 2016, 04:00:54 PM
Probably doesn't consider it worth it given it makes soft flux - I have to agree with the AI here.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Taverius on January 11, 2016, 09:31:52 AM
Allrighty, so I made myself a max-skill character to give the new weapons a nice play.

Banish is good fun. I think the aiming time needs to go down a bit so the AI can appear borderline-competent with it.

Artassault is extremely situational - the only place I've actually found a use for it is an early-game flagship Vapor - but for that its pretty effective.

Mostro is great fun on a flagship with flicker tricks, though AI does much better with a Hephaestus - cheaper and the range lets a steady officer actually use it, only an aggressive one will actually make good use of a Mostro. I like to stay in faction flavor so my AI ships get Uhlans or Hexafires, or the Mostro never gets used - aggressive-officer DA ships are also known as fireworks.

Really feeling the need for a heavy IBIS or a light Burchel in the 6-7 OP cost area, as the Burchel is really too expensive for anything except capitals, but its current power is necessary for PD there.

I'd also love a large-mount kinetic as a vanilla Mk. IX is superior to any DA weapon on the Derecho.

There's also some issues on the destroyers right now - on the whole they cost too much to deploy, as none of them are as strong as their vanilla counterparts, and the Fractus even costs more than a Condor. Likewise the Stratus is not nearly as a good as a Mule - in combat its a liability by comparison - and a Calm is not in any way a match for a Hammerhead despite also costing 8 to deploy.

P.S. Yes I'm aware DA ships should come with a fighter screen, but a Calm with a Warlust wing is still worse than a Hammerhead with an equivalent fighter screen.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: FlashFrozen on January 11, 2016, 10:36:10 AM
Snip snip

The torpedo is relatively hardy in addition to doing good damage, I'd rather make the range a bit longer for the first stage then lower the time period its interceptable too much

The artassaut is super bursty but extra low range, it works best on ships that have equally low range gund like a lmg if i give more range I'd lower the burst.

Mostro is a funky spot its super high dps with good stats all around just below par for range, you'll likely need a itu or a dtc to make use of it on a capital.

There's already a heavy ibis in the medium ballistic, check the very bottom for a 8op version

I'll keep in mind of a large kinetic although the hexafire does a good job as multirole so its not a huge priority ATM with the good range recsons

As to the destroyers I'll have to wait a bit on that but I do appreciate the feedback :)


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Taverius on January 11, 2016, 12:12:59 PM
There's already a heavy ibis in the medium ballistic, check the very bottom for a 8op version
Mainly the Calm/Haze, Calm could do with a stronger PD option that doesn't cripple its already-low OP, Haze the middle 360deg might as well be ballistic for me as Raptor is the only thing that ever goes in there - if I could put something a bit stronger than IBIS in the back i might actually get a use out of it being a universal, but Burchel is way more PD than I need and I don't have the OP.
I'll keep in mind of a large kinetic although the hexafire does a good job as multirole so its not a huge priority ATM with the good range recsons
Hex works fine, yeah, and I would not put a large kinetic + Grave setup on an AI Maeltrom - since it'll shoot the Graves at shields and lose flux wars - but I would like such a setup for my flagship :)


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Taverius on January 12, 2016, 11:00:12 AM
Oh btw - Micro Burchel (the fighter one) is missing the SYSTEM tag.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Tartiflette on January 12, 2016, 02:53:11 PM
Oh btw - Micro Burchel (the fighter one) is missing the SYSTEM tag.
Yup it's corrected for the next release, along with something else...


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Taverius on January 18, 2016, 07:36:58 PM
So I was trying to load a game that had 1.3 and I crashed with:

"Caused by: java.lang.RuntimeException: Ship hull variant [diableavionics_pandemonium_boneShatterer] not found!"

because its now bonesShatterer.

Pls a little more care for our poor savegames ;(

I copied the .variant from 1.3 and loaded, but yeah :P


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Tartiflette on January 18, 2016, 11:57:50 PM
I don't know how that happened: everything checks out in my version and I'm pretty sure I didn't changed the name since the last release.  ???


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Taverius on January 19, 2016, 10:29:03 AM
No idea but its boneShatterer in the 1.3 archive and bonesShatterer in the 1.4 archive *shrug* eh, it happens.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: HELMUT on January 21, 2016, 08:56:20 AM
I just finished a DA campaign. Early game felt pretty difficult, not so much because of the ships, but more because of the remote location of their stations and the necessity to cross the "ocean of hyperstorms" to reach Outer Terminus (played corvus mode). Otherwise, it was a pretty fun ride, even if i struggled quite a bit during very late game, being "forced" to use fighters with the current ship slot system.

For the ships, the Vapor frigate felt like a Wolf on steroids. Like its vanilla counterpart, it's a glass cannon that rely on mobility and with its evasive system, it's an ideal starter ship. Really hard to catch but still extremely allergic to Salamanders. The standard variant i started with felt very underwhelming, the attack variant with the dual Grave/Recson is infinitely better for pirate hunting.

The Draft is a strictly support ship, and a pretty good one as a first wingman. It works like a Kite or Vigilance, you have to escort it while it keep the pressure with its 4 small missiles. A Salamander Draft is a pretty mean ship to anything without omni-shield. The lack of shield isn't a problem for early game, even though the Arcus armor will rapidly show its limit against bigger calibers.

In the destroyer category, the Calm is just a bigger Draft. It flies like a non-crappy Buffalo MK.II. It can brawl surprisingly well (kinda) against frigates early on, thanks to the two armor drones. It's still pretty much a purely fire-support ship though.

The Hayle is like an hybrid between the mobile Medusa with the firepower of the Enforcer. I think it's the best Diable flagship for the player, it's really fast and the huge frontal missile firepower make it an amazing hunter killer. Not fantastic for the AI though, the frontal shield coupled with long profile, with the teleporter on top of it make it an easy target. It can still be built as a fire support though, but the Calm's here for that already.

Like said earlier in the thread, the Stratus is pretty much a Mule. It's not as tough, and can't mount medium missile for long range fire support, but the two Wanzers that come with it are pretty handy for early game. It won't hold it against anything bigger than a destroyer though.

The Derecho felt quite good to me. It's pretty much a Sunder, even though it doesn't quite have to same frontal firepower. The medium missile coupled with the large hybrid still make it a pretty dangerous ship, even in the hands of the AI. I'm not sure about its ship system though. I haven't really noticed any loss of tracking in any missiles, i don't know how large is the effect radius, and on top of that its cooldown is surprisingly long...

Then we got the Fractus, which is a Condor, with more guns (and drones), and that's pretty much all. I guess it can make an interesting front line ship for early game, like the Stratus. It's still pretty good to get wanzers on the field relatively early, as DA can't really fight without them.

For the cruisers, i found them to be quite expensive. The Gust is a more expensive Heron that trade its second launch bay for the built in HTPC. It's still very fragile, and the limited range on the HTPC force it to get closer to the frontline, which lower further its life expectancy. I personally traded my Gusts for bigger ships later in the game, as Diable doesn't need to resupply their wanzers as much as other factions do, and every of their capital ships also provide launch bays.

The Haze is an interesting one, but still pretty damn expensive, more than a Dominator. It's the epitome of the glass cannon, it dies incredibly easily but can dish out a lot of damage, which is interesting because DA fleets usually needs something to do the killing while the wanzers are keeping the enemy fleet busy. It's a good, if risky, flagship that allow no piloting mistakes. I'm not very comfortable putting it in the hands of the AI though, even if it can be built as a pretty good long range missile platform.

I was a bit disappointed by the capital ships, mostly expensive and not that amazing. The Storm is good because it bring a surprisingly cheap way for wanzers to stay in battle with its 4 launch bays. I found it could be built in a decent broadside ship. It's not a Conquest though, and it doesn't like staying on the frontline too long. While the Storm by itself is good, fielding more than one (or two) tends to be a waste.

Its bigger brother, the Malestorm, is more or less the same. But while the Storm is closer to the Astral, the Maelstrom is more an Odyssey-like. It may be called a battleship, but its role is definitely battlecruiser. It can't brawl with the other factions big ones, which is the role i would have liked it to fill. It's also really expensive, at 50 deployment points, you can get a Paragon to wreck some faces. The Maelstorm was my backbone ship, even though i wasn't supremely satisfied with it. It's clearly more survivable than the DA cruisers, and the single launch bay is always a bonus with so many wanzers. But alas, really expensive, hard to field.

The only proper battleship of the faction is the Pandemonium, which is even more expensive. Like most of DA ships, it's very fragile and vulnerable to flanking. But unlike its two smaller capital siblings, the Pandemonium can at least bring a pretty good amount of firepower in the battle. I feel Diable always have trouble when it comes to dealing with enemies battleships, they don't have a dedicated bomber (the closest one being the Raven) and few reliable damage dealer (the Haze is supposed to fill this role, but tends to die when facing bigger ships). The Pandy is the only alternative i see when it comes to drill a hole in a tougher target, but at a pretty extreme cost unfortunately.

For the wanzers, i'm still a bit confused about their roles, as they uses weapons that don't appear in the codex and can only be guessed from their performance in battle. The Frost seems to be the Talon-like, which is supposed to intercept missiles and fighters. The Warlust looks like a Broadsword-like, an all around fighter. The Strife is a Warthog-like (the SS+ one). The Valiant is definitely a Xyphos-like, and finally the Raven is... Erh, a mix between the Piranha and the Gladius?

Not much more to say. To be honest i haven't seen any big balance issues. They may sound a bit on the weak side in my feedback, but i also played with the ExtraSystem mod that increase the strength of the enemy ships by an uncertain amount, which may have skewed the whole thing a bit.

Still, the faction is pretty good, if quite difficult to play at some times. I'm just a bit sad that the Pandemonium and Maelstrom are that expensive to field, but it's still possible that i missed something about them that would justify that high cost.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Ahne on January 21, 2016, 01:57:11 PM
Great infos about your playthrough Helmut, i like that kind of feedback. How do you place DA between other mods in terms of overall strenght?


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: HELMUT on January 21, 2016, 02:22:22 PM
Hard to say, given that ExtraSystem changed the campaign and i'm not sure by how much. Also i haven't played some factions in a very long time and they probably changed quite a bit since then.

Overall, i'd say Diable Avionics is around the low/middle part of the "power ladder". Lower than factions like Blackrock, Imperium and Shadowyard but higher than Junk Pirates, PBC and Mayorate. They have okay early game, very good mid game with their wanzers, but not great during late game where high level battleships are common. That's how i feel it.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: FlashFrozen on January 21, 2016, 04:28:55 PM
Hard to say, given that ExtraSystem changed the campaign and i'm not sure by how much. Also i haven't played some factions in a very long time and they probably changed quite a bit since then.

Overall, i'd say Diable Avionics is around the low/middle part of the "power ladder". Lower than factions like Blackrock, Imperium and Shadowyard but higher than Junk Pirates, PBC and Mayorate. They have okay early game, very good mid game with their wanzers, but not great during late game where high level battleships are common. That's how i feel it.

Another small issue to the maelstrom is how far back the main large turret is, seriously cuts off some of the range on weapons while taking hits on the nose of the ship.



Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Ahne on January 21, 2016, 04:56:25 PM
Interesting, would like to see more such faction analysis stuff.
I have to say i like DA even that thay lack some endgame power, not every faction needs to be a powerhouse at endgame.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: DrakonST on January 21, 2016, 08:03:29 PM
Interesting, would like to see more such faction analysis stuff.
I have to say i like DA even that thay lack some endgame power, not every faction needs to be a powerhouse at endgame.
I could write a similar review of your fraction. But I am afraid it it won't be possible to read because of my bad English.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Taverius on January 22, 2016, 10:49:33 AM
Hard to say, given that ExtraSystem changed the campaign and i'm not sure by how much. Also i haven't played some factions in a very long time and they probably changed quite a bit since then.

Overall, i'd say Diable Avionics is around the low/middle part of the "power ladder". Lower than factions like Blackrock, Imperium and Shadowyard but higher than Junk Pirates, PBC and Mayorate. They have okay early game, very good mid game with their wanzers, but not great during late game where high level battleships are common. That's how i feel it.

Another small issue to the maelstrom is how far back the main large turret is, seriously cuts off some of the range on weapons while taking hits on the nose of the ship.
I kind of like it - it forces you to make use of the Flicker Core - but at the same time it kind of limits you to the Siege lazor if you're going to hand it to the AI. That's why I mentioned a 1000-1200 large recson would be handy, you could pair it with 3 medium HMGs and have the AI be competent.

They may sound a bit on the weak side in my feedback, but i also played with the ExtraSystem mod that increase the strength of the enemy ships by an uncertain amount, which may have skewed the whole thing a bit.
Not really - I agree with you basically 100%, and I played my game without extrasystem.

The glass cannon ships are good as flagships but suicidal in the AI's hands, there's no frigate that can handle the mid-game, and the AI-friendly ships are too expensive to field for their power.

You do feel the lack of bomber but I think that's also fine - I'm just not sure what the point of the RAVEN is right now, they need so much light wanzer screen themselves (they're not that tough) I'd rather bring another Valiant wing.

One other thing I've noticed since my initial feedback is that the lack of a medium PD that's capable against missiles really hurts the faction. The RAPTOR can't compete with a single flak, let alone a dual flak, but its the only medium pd option. Its about as effective as a dual hmg against against fighters, which is nice, but anti-fighter fire is not an issue for a DA fleet anyway, what with the clouds of wanzers.

Still, regardless of the fact that the ships are individually weak, I found it a very fun faction to fly - unlike say, SCY, which flat doesn't click with me at all.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Tartiflette on January 23, 2016, 12:59:35 AM
Still, regardless of the fact that the ships are individually weak, I found it a very fun faction to fly - unlike say, SCY, which flat doesn't click with me at all.
Ouch that burn! ><


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Taverius on January 23, 2016, 08:50:18 AM
Nah, not meant to be a burn - just that SCY is also a polished faction with individually weak ships, but it just doesn't click with me and I can't use it as a player faction. I thought it was because of faction traits, DA proved me wrong.

That's not an issue though - I'm the same with Imperium, Citadel and others, can't play them at all - and I'm not so arrogant as to think my inability to give feedback on those factions is important :D


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Tartiflette on January 23, 2016, 09:03:18 AM
Don't worry, I perfectly understood how you meant it and I didn't took it as an attack! And I can perfectly understand how they can be not appealing to everyone.

On the topic of that feedback (thanks Helmut btw) I reduced a lot the cost of the cruisers and capitals, very slightly increased some armor ratings and shield coverage, and I'm looking into adding a couple of small mounts to the front of the Maelstrom/Pandemonium to help with PD. I also asked FlashFrozen about a bomber Wanzer that would close that last hole in their combat doctrine.

I'm also looking to change slightly the Hexafire: the random extra damage is too consistent to make a visible difference and I'm thinking about removing it while buffing the normal damage. I'll have to check with FlashFrozen if it's okay with him though.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: BuckCake on January 23, 2016, 09:58:56 AM
DA gets bogged down by virtue of being fighter-centric. Maybe buffing the wanzers slightly while reducing their cost would make the faction more "competitive".


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: HELMUT on January 23, 2016, 10:04:40 AM
DA's wanzers are already among the best fighters you can get, including modded factions. Their cost is what keep them from being blatantly overpowered compared to other fighters.

Alas, if we want carrier fleets to be competitive during late game, it's something that only Alex can fix.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Tartiflette on January 23, 2016, 12:38:16 PM
DA's wanzers are already among the best fighters you can get, including modded factions. Their cost is what keep them from being blatantly overpowered compared to other fighters.

Alas, if we want carrier fleets to be competitive during late game, it's something that only Alex can fix.
In my playthroughs with Diable, I found the late game with fighters was incredibly easy except against some IBB high level targets... It was a very expensive fleet to run yes, but since I mostly had fighters I never actually lost a ship. I think during the last one I ended up with a Maelstrom, a Storm, a few Gusts, a Haze and many many wings of Wanzers (mostly Valiants with a pair of Ravens and some lighter cover). A lot of load-outs were missile oriented: under the cover of the wanzers and micro-missiles, torpedoes were murderous. And the Haze was covered with Glaux and Burchels: it insta-killed anything once the armor was scratched.

I really don't understand how people can say fighters are under-powered... Twenty wings with a good balance between types is not only ultra safe, but it will blast anything to oblivion. You do need a lot of carriers though, otherwise once the first wave is gone they will get stretched thin between those rearming and the new fighters being slowly produced. If anything I find them OP because they can't be killed. (hence my suggestion some time ago (http://fractalsoftworks.com/forum/index.php?topic=9628.0))


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: HELMUT on January 23, 2016, 01:10:23 PM
When i say late game, it's when i finally meet those high-end IBB fleets or start messing with Templars's crusades. That's when carrier fleets are struggling. Having 20/30 fighters, even DA ones, doesn't mean much when the enemy outnumber you with bigger ships.

That's why i hope Alex will eventually revert to the old fleet points system or try Tart's suggestion.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Taverius on January 23, 2016, 03:22:45 PM
Mmm well yeah, even with SS+ pure fighter fleets do have issues end-game, but the thing is that's not how DA fleets are supposed to work.

Wanzers are not supposed to operate in a vacuum, and once the deploy cost is commensurate to the combat ability of the ship we can actually operate in the ship + cover doctrine while hitting the deploy cap - that's just not viable atm because of the deploy costs we've been discussing.

Certainly its already competitive in the mid-game when you're not hitting the deploy cap and you can over-deploy on DA ships.

I'm not sure what values Tart will settle on but some quick testing says once you can deploy Gusts in number and not gimp yourself firepower-wise, the battlespace changes significantly. Suddenly all the wanzers have anvils to hammer enemies against, and you have an over-supply of fighter bays to boot.

As far as Templars go ... well, DA fleets depend on fighter cover, have poor PD, and their abysmal shield damage/flux ratios means they can only pressure when they themselves are not being pressured.

Templars are essentially the perfect hard counter to that set-up.

In no way ever is a DA ship capable of shooting down a CLARENT with IBIS and RAPTOR weapon systems, and Burchels are generally too expensive OP-wise to fit everywhere. They can't counter-pressure effectively, and Templar PD slaughters Wanzers. Not to mention Teutons are essentially immune to everything except Burchels and massed Valiant fire as the poor projectile speeds on primary DA weapons makes them unsuited to hitting fighters. Hexafire and micromissile spam helps with the latter somewhat but you're still at a disadvantage.

No way to change that without completely changing how DA is structured :D

In the larger campaign sense there's still other issues - others have mentioned it; AI DA fleets, especially the smaller ones, are crippled by their reliance on the DA combat freighter, which right now is a liability in combat, and nearly 1/2 of the ships being suicidal in the AI's hands doesn't help any - but well, best not to change too many things at once anyway.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: LB on January 23, 2016, 11:37:21 PM
Noticed a few things:

-It seems that only one Raven out of a pair will use its Flicker Core.
-I tried and got uncertain results, but alternate wanzer role settings might be worth a look. Warlust/Raven would make more sense as SUPPORT, and Frost/Valiant might work better as INTERCEPTOR, for example.
-The Valiant tends to untransform too late when entering combat, and takes some unnecessary fire. Perhaps the threshold should be 1.2x nominal range rather than 0.9x.
-Vapors will continuously use Evasive Maneuver on cooldown, even when holding still. Maybe a different AI type will work better.
-An indicator of the current level of Advanced Avionics would be nice.

New sprites are spot-on and really nice. Aesthetics-wise, I think the Hexafire's shot group could use some front-to-back separation in addition to the horizontal drift. It looks unnaturally neat at the moment.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Carroy on January 24, 2016, 08:56:57 AM
I have been having a lot of fun with this faction, especially with its beam weapons. A Maelstorm equipped exclusively with beam weapons and a siege laser paired with a sh*tload of vents, shield redirection, improved turrets and ITU melts everything cruiser or less in a second. Its only weakness then is EMP damage but most things won't be able to get close enough.

I do agree that the ships are quite a bit weaker in AI hands. But if you stay in range of your friendlies with a build like described above, you create an instant kill zone for anything fast enough to flank your fragile friends. While also making them pretty much immune to missile pressure.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Tartiflette on January 24, 2016, 08:59:37 AM
-It seems that only one Raven out of a pair will use its Flicker Core.
Vanilla issue. Not solvable short of making a custom system AI (and that's a huge pain).
Quote
-I tried and got uncertain results, but alternate wanzer role settings might be worth a look. Warlust/Raven would make more sense as SUPPORT, and Frost/Valiant might work better as INTERCEPTOR, for example.
Warlusts are short ranged with a missile launcher: As support they won't use their main weapons. Ravens are meant to take on ships and need to be assigned to that order, and not follow other ships as escort. Frosts are definitively escorts, otherwise any wing will be picked up to fill that order. And for the Valiant I don't know, maybe?
Quote
-The Valiant tends to untransform too late when entering combat, and takes some unnecessary fire. Perhaps the threshold should be 1.2x nominal range rather than 0.9x.
I tried a lot of range combinations when writing the system's script and this work FAR better. With 1.2 range, the valiant untransform while still unable to hit it's target and never catch a single ship that isn't static or directly going toward the wing.
Quote
-Vapors will continuously use Evasive Maneuver on cooldown, even when holding still. Maybe a different AI type will work better.
Vanilla issue, custom AI are a pain, etc
Quote
-An indicator of the current level of Advanced Avionics would be nice.
I have yet to find a way to do that the same way system display their modifiers, so probably won't happen.
Quote
Aesthetics-wise, I think the Hexafire's shot group could use some front-to-back separation in addition to the horizontal drift. It looks unnaturally neat at the moment.
Not possible unless I catch the projectiles and manually replace them (super intense on the CPU) or spawn them ex nihilo (but they won't appear on the weapon card and won't be taken into account by the autofire AI). This is I think the best compromise.


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: Taverius on January 24, 2016, 12:12:48 PM
-An indicator of the current level of Advanced Avionics would be nice.
I have yet to find a way to do that the same way system display their modifiers, so probably won't happen.
You mean the way Neutronium Armor Plating status displays in the latest RC version of NC?

(http://i.imgur.com/FjX7LBp.png)


Title: Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
Post by: LB on January 25, 2016, 12:19:47 AM
I hacked an indicator together, if you want to take a look: https://www.mediafire.com/?i3fpvd2sfbmsuvu.

(http://i.imgur.com/xmtL9Ts.png)
(http://i.imgur.com/zqDVdJE.png)(http://i.imgur.com/hoJWgIm.png)
(http://i.imgur.com/4ZCwNLW.png)(http://i.imgur.com/H983gTZ.png)

When I was testing this, I noticed that the range bonus definitely applies to all weapons, rather than just weapons under the range threshold as claimed. Try watching the default Calm's beam range in the simulator. Perhaps the lines after the getWeaponRangeMultPastThreshold().modifyPercent(...) call aren't necessary.

Playing with the indicator in place, I noticed that the great majority of fleet battles (even in the level >50 stage of the game) will be over before your capital ships can even spin up past normal accuracy. Might you consider making the boost stepping finer-grained (30s?) and reducing the required time for cruisers/capitals a little bit?

I also packed in tried exact copies of the Valiant, Raven, and Warlust set to alternate AI types (INTERCEPTOR for Valiant, SUPPORT for others).

Takeaways from comparing results from a few rounds in the simulator:
- Valiant combat AI behavior is unchanged. Not sure if increased response rate to Intercept orders would actually have much impact in a real engagement.
- Warlust combat AI behavior vs. single targets was greatly improved, I think. The FIGHTER role tends to do "attack runs", peeling off after a little circling to come back for another pass. This gives targets windows of opportunity to vent in relative safety. SUPPORT will linger in range and circle the target until it's dead or until individual fighters decide it's time to drop flux/refit. Warlusts will circle close enough to consistently fire the Grim. In larger engagements, results are less clear; SUPPORT has less of a tendency to overshoot the leading ships in the enemy line and get shredded by dense fire from the center of the enemy's formation, but the difference isn't very notable.
-Raven combat AI behavior is somewhat improved. Observations are largely the same as the Warlust. However, I noticed that SUPPORT does a better job at facing the target at all times, especially considering the Raven's slow turnrate. The aforementioned "attack run" behavior of FIGHTER often put the Raven in situations where it would be in range but wasn't facing the right way to fire.

Looks like both Ravens will use Flicker Core in combat, they just won't use it for transit. If you think it's worth the visual improvement, maybe setting the AI hint for effective speed increase to 0 might work? I'll give this a try later.

E: Link replaced.


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Tartiflette on January 31, 2016, 06:40:32 AM
(http://i.imgur.com/vVBoczD.jpg)

(http://i.imgur.com/3BIA0yh.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.5RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Integrated to Dark.Revenant's Starsector + (http://fractalsoftworks.com/forum/index.php?topic=7679.0).

   Diable Avionics is now integrated to Starsector +. Prepare to face a significantly more dangerous faction with their random variants and leveled fleets! In addition to this, you'll find that several of the reported issues have been dealt with. Cruisers are cheaper and slightly more durable, some systems now relies more on a pool of charges rather than a short cool-down, the Hexafire is now more straight-forward in it's use, the Advanced Avionics current state is now displayed with the ship's status tooltips, and all wanzers wings now have a more explicit description of their roles.

   Finally, you'll find two new weapons: One is a simple one-shot Banish torpedo launcher, very cheap at 2 OP, not that damaging but it retain the very good tracking of it's larger cousin. The second is the Magic-Box Point-Defense missile system. That should help some of DA ships lacking many turrets mounts with Point-Defenses.

   [EDIT] This update shouldn't break any savegame. Probably. Maybe... I hope?

CHANGELOG
Code:
1.5

NEW FEATURE:
 - SS+ INTEGRATION.

NEW CONTENT:
 - Banish Torpedo (Single):
   . Cheap single-shot torpedo rack for small missiles mounts.
 - Magic-box Anti-missile missile:
   . Small missile launcher loaded with shrapnel to intercept incoming missiles.
   . Reloads over time.

BALANCING:
 - Gust:
   . Deployment/monthly cost reduced to 20 supplies from 25.
   . Hull raised to 7500 from 7250.
 - Haze:
   . Deployment/monthly cost reduced to 28 supplies from 35.
   . Armor raised to 1000 from 900.
   . Hull raised to 10000 from 9000.
   . Shield widened to 120 degrees from 90.
 - Storm:
   . Deployment/monthly cost reduced to 35 supplies from 40.
   . Armor raised to 1100 from 975.
   . Shield widened to 90 degrees from 50.
 - MaelStrom:
   . Deployment/monthly cost reduced to 40 supplies from 50.
   . Armor raised to 1300 from 1250.
   . Shield widened to 90 degrees from 60.
   . Added 3 small Hybrid turrets to the front.
   . Ordinance Points raised to 250 from 235.
 - Pandemonium:
   . Deployment/monthly cost reduced to 50 supplies from 60.
   . Armor raised to 1800 from 1500.
   . Shield widened to 90 degrees from 75.
   . Added 4 small Hybrid turrets to the front.
   . Ordinance Points raised to 420 from 400.
   . Weapons arcs are now more generous.
 - Hexafire:
   . Reduced range to 900 from 975.
   . Removed the random 20 points extra damage.
   . Raised the damage per buckshot to 100 from 55.
   . Lowered the fire-rate to 30 from 50.
   . Raised the flux per shot to 1400 from 700.
 - Plover Pod:
   . Halved the rockets dispersion.
 - Derecho:
   . System's cool-down reduced to 10 seconds from 20.
 - Flicker Core ship-system:
   . Increased the number of uses to 2 charges from 1 but with a recharge rate of 10 seconds from 2.
 - Heavy Flicker Core ship-system:
   . Increased the number of uses to 4 charges from 2 but with a recharge rate of 10 seconds from 2.
 - Evasive Maneuver ship-system:
   . Increased the number of uses to 3 charges from 2 but with a recharge rate of 10 seconds from 4.

BUGFIXES/IMPROVEMENTS:
 - "Fixed" the Vapor continuously using it's ship system without charges when controlled by the AI. (removed the empty sound really)
 - Moved the Outer Terminus system South to avoid the Templar fleets.
 - Added the current state of the ship's "Advanced Avionics" to the satus tooltips.
 - Improved all Wanzers descriptions to indicate their roles.



Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Ahne on January 31, 2016, 06:43:11 AM
damn, now i have to start again with a new playthrough :p


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: DrakonST on January 31, 2016, 07:09:49 AM
How many updatings! Oh God! How many mods were updated! :D


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: grinningsphinx on January 31, 2016, 10:16:42 AM
Avionics has nothing to do with weapon ranges...


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: JohnDoe on January 31, 2016, 10:25:33 AM
And all ballistic weapons should have unlimited range. /s


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Tartiflette on January 31, 2016, 10:31:23 AM
Avionics has nothing to do with weapon ranges...
Mhhhh maybe, just maybe, you could launch the game and read the complete description. (that reply goes for your four or five last posts btw)


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Taverius on January 31, 2016, 04:37:51 PM
Whipped up a test save to try out the new shiny, quick notes:

  • AI seems to use the new and improved Hexafire well.
    DPS might be a little high, especially since with gunnery implants 10 or Gunnery Control AI the projectile spread is a non-thing.
    Also, since its a double-mount, any chance of a single-mount medium?
  • Magicbox is awesome, you can use it to make Vapors & Hayles that the AI can use and not instantly explode, which is just lovely.
    Some do get wasted against slow missiles as they try to hit them while they're still inside the launched ship's shield, which I don't notice with normal (ie, gun) PD weapons.
    Maybe something to mention to Alex? Possibly could be improved by changes in the autofire AI. Right now putting them on alternate fire group doesn't seem to help as the autofire AI always fires the whole group anyway.
    Also now I want a medium version, would be useful on the Haze, Gust, Storm and Pandemonium.
    I also love that you balanced them to the same OP cost as the Micromissile, being able to tune for DPS or defense without OP changes is a nice feeling. ^^
  • Giev Derecho moar ops pls :<
  • Plovers can actually hit what you aim them at! Free from the tyranny of Thrushes on my Haze! They're pretty good for helping a Grave-based setup against heavier armor now.
    I still don't give non-regenerating missiles to the AI, but that one's on Alex. :P
  • Single banish lets me bring them on a Maelstrom which is nice.
    I feel the refire rate should be 6/minute like the single Atropos and Reaper, rather than 60 like the double launchers - this matters with missiles 5.
    Also since I'm being a spoiled child I might as well ask for a double mount. :3

P.S. The 6 small missile slots on the Will-Breaker Pandemonium variant are empty.

P.P.S. You need to add the "PD" tag to the Magicbox on top of the "PD_ONLY" one that's already present. Otherwise AI ships will try to shoot target ships with them - especially if it sets other groups on autofire.


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Tartiflette on February 01, 2016, 12:52:46 AM
Thanks for the feedback!

. AI seems to use the new and improved Hexafire well.
DPS might be a little high, especially since with gunnery implants 10 or Gunnery Control AI the projectile spread is a non-thing.
Also, since its a double-mount, any chance of a single-mount medium?
I was skeptical about the DPS too at first, played with several values but in the end this one stuck. It's terrific against shields, and missiles based ships as they get shot right off the launcher, but it can't penetrate armor. If you compare it to it's closest competitor the Mjolnir it's actually slightly inferior in a lot of cases. A medium version could be interesting.

Quote
. Magicbox is awesome, you can use it to make Vapors & Hayles that the AI can use and not instantly explode, which is just lovely.
Some do get wasted against slow missiles as they try to hit them while they're still inside the launched ship's shield, which I don't notice with normal (ie, gun) PD weapons.
Maybe something to mention to Alex? Possibly could be improved by changes in the autofire AI. Right now putting them on alternate fire group doesn't seem to help as the autofire AI always fires the whole group anyway.
Also now I want a medium version, would be useful on the Haze, Gust, Storm and Pandemonium.
I also love that you balanced them to the same OP cost as the Micromissile, being able to tune for DPS or defense without OP changes is a nice feeling. ^^
All PD weapons fire on missiles as soon as they are in rage, even inside the shield. You don't notice it on normal ones because they also fire at ships. I found that having the missiles always firing even in alternating mode is a very good balancing factor: They are an absolutely terrific PD solution, but you can't make a ship immune to missiles by simply adding more of them in all those small missile mounts. Their efficiency tend to stagnate beyond 3 or 4 of them on a large ship since more and more get wasted. It's a very good complement to standard PD, but not as magic as it could lead you to believe.
I don't think a medium version is in order. Every Diable ship can mount them already and a more efficient version would be straight up OP imo.

Quote
. Giev Derecho moar ops pls :<
I believe it has the standard vanilla amount. I'll double check but don't get your hopes too high.

Quote
. Plovers can actually hit what you aim them at! Free from the tyranny of Thrushes on my Haze! They're pretty good for helping a Grave-based setup against heavier armor now.
I still don't give non-regenerating missiles to the AI, but that one's on Alex. :P
I hate missiles regen and most of the missiles buffs in the recent versions. I think it removed a large chunk of the tactical aspect of the game since now venting is as much a death sentence as overloading when every ships on the map and their mothers will unload a swarm of super fast harpoon that will insta-kill you.

Quote
. Single banish lets me bring them on a Maelstrom which is nice.
I feel the refire rate should be 6/minute like the single Atropos and Reaper, rather than 60 like the double launchers - this matters with missiles 5.
Also since I'm being a spoiled child I might as well ask for a double mount. :3
Oops, corrected the refire rate ^^. As for a double mount, maybe?

Quote
. The 6 small missile slots on the Will-Breaker Pandemonium variant are empty.
Yup, they are. There used to be more variants with empty mounts, to add more vents, but I added some Magic-Boxes on most of them.

Quote
. You need to add the "PD" tag to the Magicbox on top of the "PD_ONLY" one that's already present. Otherwise AI ships will try to shoot target ships with them - especially if it sets other groups on autofire.
Re-oops, corrected too.


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Taverius on February 01, 2016, 11:50:25 AM
Quote
. Giev Derecho moar ops pls :<
I believe it has the standard vanilla amount. I'll double check but don't get your hopes too high.
A Hammerhead doesn't have to mount a Hexafire - which in the context of large DA weapons is the only viable choice there.

Derecho with Hexa, Thrush and 2 IBIS is considerably more OP-starved than a Sunder with a comparable setup.

Yes, its not a Sunder, but it does have a large energy mount and costs 10 to deploy, it needs a bit more OP wiggle room - a large gun mount on a dessie means it is, in the end, a full combat ship with ECM functionality rather than a support ship.

Well, it can be tight to fit, but then it has to be cheap to deploy too, like the SS+ Vanguard.


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Lopunny Zen on February 02, 2016, 11:13:12 AM
In the Vanilla how do I make these people like me...theres no pirates in their system and trading doesnt seem to work very well with their standings


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Tartiflette on February 02, 2016, 03:55:56 PM
. AI seems to use the new and improved Hexafire well.
DPS might be a little high, especially since with gunnery implants 10 or Gunnery Control AI the projectile spread is a non-thing.
Also, since its a double-mount, any chance of a single-mount medium?
Heh, you know what, searching through all our files exchange with FlashFrozen, it turn out we already had a single barrel medium sized Hexafire ><


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: OOZ662 on February 02, 2016, 05:59:11 PM
Did the Magicbox actually get added to markets? I haven't seen any in my Nexerelin game besides the two I started with.


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Tartiflette on February 03, 2016, 12:12:15 AM
It does, but it's not quite common.


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Jim.jhd on February 03, 2016, 04:08:28 AM
I find out one thing.


You haven't balanced the Strom, maelstrom and pandemonium.

they still cost 40, 50 and 60 to deploy……and their hulls and armors still remain the same   QxQ


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Tartiflette on February 03, 2016, 05:53:50 AM
Erm, indeed. Seems like I did one too many undo when editing the ships... Well there was going to be a small hotfix sometime anyway. Maybe with some new content too?


Title: Re: [0.7.1a] Diable Avionics 1.5 - SS+ integration (31/01/2016)
Post by: Jim.jhd on February 03, 2016, 10:07:44 PM
Erm, indeed. Seems like I did one too many undo when editing the ships... Well there was going to be a small hotfix sometime anyway. Maybe with some new content too?

Fabulous!!! ;D ;D ;D


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Tartiflette on February 04, 2016, 12:57:32 AM
(http://i.imgur.com/3BIA0yh.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.51RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Integrated to Dark.Revenant's Starsector + (http://fractalsoftworks.com/forum/index.php?topic=7679.0).

Small patch to fix the few bugs reported, with a side of new content. Nothing too major: this changes slightly the relations between Diable and some of the "minor" factions in the sector, and add in a much needed Bomber Wanzer for fun.

This shouldn't brake any save.

Code:
1.51

NEW CONTENT:
 - Blizzaia Bomber Wanzer:
   . Slow but resilient Wanzer wing of two.
   . Each armed with two single Banish Torpedoes and a PD.

BALANCING:
 - Storm, Maelstrom and Pandemonium got the proper hull and supplies values applied.
 - Banish Torpedo (single):
  . Fire rate lowered to 6 rpm from 60 (in line with vanilla).
 - Magic-Box PD System:
  . Now won't fire against ships,
  . Damage raised to 150 FRAGMENTATION from 100,
  . AOE damage significantly reduced.
 - Derecho:
  . OP raised to 65 from 60.
 - Faction relation shuffled around for a more interesting dynamic:
  . Diable is still hostile to all major Factions,
  . Diable is now inhospitable to the Independents,
  . Diable is now suspicious/favorable to all trouble-makers, including the Pirates and the Scy Nation.


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: sycspysycspy on February 04, 2016, 09:28:36 AM
the ballistic pds are kinda underpower compare to vanilla's flak and vulkan.  hope you could buff them a bit?


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Mesnomer on February 05, 2016, 05:11:28 AM
the ballistic pds are kinda underpower compare to vanilla's flak and vulkan.  hope you could buff them a bit?
Oh, the Ibis? Pretty sure that's functioning as intended (https://en.wikipedia.org/wiki/The_Scarlet_Ibis).


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Taverius on February 05, 2016, 06:29:14 AM
Well, the medium isn't really comparable to a monoflak - since its a big vulcan its more suited to anti-fighter than a flak but less to anti-missile, but yeah they're kind of weak.

They have good range but that doesn't help since they can't even hit imperium ballista missiles - and even if they did hit them they don't hit very hard.


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Tartiflette on February 15, 2016, 01:13:13 AM
(http://i.imgur.com/GtFknuW.gif)

Diable has been busy...


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: MesoTroniK on February 15, 2016, 01:15:31 AM
How deliciously evil, and a harbinger of an amazing ship to come.


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: JohnDoe on February 15, 2016, 03:32:51 AM
Hot damn, that looks sexy.


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Ahne on February 15, 2016, 04:35:15 AM
(http://imgur.com/GtFknuW)
incredible


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Cycerin on February 15, 2016, 08:23:08 AM
(http://i.imgur.com/GtFknuW.gif)

Diable has been busy...

Amazing


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Nanao-kun on February 15, 2016, 10:56:46 AM
(http://i.imgur.com/GtFknuW.gif)

Diable has been busy...

Holy, that's incredible.


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Taverius on February 15, 2016, 11:43:33 AM
Sweet animation.

And now the obligatory "BUT WHAT DOES IT MEAN!?" :D


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: HELMUT on February 15, 2016, 12:31:41 PM
You know, i'm wondering if these builder turrets were made just for this gif, or if they'll be actual "weapons" for the next update.


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Tartiflette on February 15, 2016, 01:51:01 PM
You know, i'm wondering if these builder turrets were made just for this gif, or if they'll be actual "weapons" for the next update.
In this specific case.... They are old State sprites bashed with other parts. ^^


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Toxcity on February 15, 2016, 04:09:43 PM
Hopefully we won't have to wait til 0.7.2!  ;D


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Tartiflette on February 15, 2016, 11:27:02 PM
Hopefully we won't have to wait til 0.7.2!  ;D
Probably not, though I hope nothing will break with 0.7.2...


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Tartiflette on February 17, 2016, 12:54:12 AM
Speaking about that update (that should come out this week if all goes well):

CHANGELOG
NEW CONTENT:
 - Versant [REDACTED] frigate:
   . [REDACTED]
   . [REDACTED]
 - Trifire Scatter Cannon:
   . Single barrel Hexafire, medium sized.
 - Rime blockade runner:
   . Cruiser sized freighter.
   . Not exactly well armed but survivable.
   . Equipped with a Burn Drive Catalyst system that slowly increase the speed but can be interrupted.


(http://i.imgur.com/BG8aPcJ.jpg)

(FlashFrozen really nailed that design!!!)

- Escalation mission:
   . Showcase the Valiant wings and the Versant frigates.

BALANCING:
 - Banish Torpedoes:
   . Slightly raised the maneuverability of the first stage.
 - Magic-box Missiles:
   . Significantly raised the max turn rate.
 - Valiant:
   . Hull reduced to 1200 from 1450,
   . Flux dissipation reduced to 210 from 250,
   . Shield upkeep reduced to 70 from 125.
   . Weapons changed to Light Harvests. Slightly less damage per shots, higher fire-rate and much greater projectile speed.
 - IBIS/Raptor:
   . Vastly buffed the target tracking while firing.

BUGFIXES/IMPROVEMENTS:
 - Valiant transformation AI:
   . Logic improved against faster targets,
   . Ships now deploy folded.
 - Valiant:
  . Completely revamped the transformation for a much smoother animation and no damage decals popping.
 - Banish Torpedo (single):
  . Fire rate lowered to 6 rpm from 60 for real this time .
 - Recson S:
  . Added a proper hard-point sprite.
 - Calm:
  . New drone system,
  . Deploys 8 PD drones in frontal arc,
  . Provides an excellent missile defense while they last.


(http://i.imgur.com/CNAqO5S.jpg)



Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Snrasha on February 17, 2016, 01:34:06 AM
(http://i.imgur.com/CNAqO5S.jpg)

Just brilliant, thank for this update!  Like Ennemi in Vandread anime.


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: sycspysycspy on February 17, 2016, 02:52:04 AM
projectile speed.
 - IBIS/Raptor:
   . Vastly buffed the target tracking while firing.
Thanks~!!


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Taverius on February 17, 2016, 08:34:12 AM
projectile speed.
 - IBIS/Raptor:
   . Vastly buffed the target tracking while firing.

This change makes my pants glow with an awesome power.

Don't take it wrong but this might be the most important change here :3

Good to see something for the poor Calm, hopefully it'll be enough.

P.S. With the removal of downsides for the HEF on vanilla 0.7.2, what are you thinking of doing (if anything) for the flux redirector?


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Tartiflette on February 17, 2016, 09:16:56 AM
This change makes my pants glow with an awesome power.

Don't take it wrong but this might be the most important change here :3

Good to see something for the poor Calm, hopefully it'll be enough.

P.S. With the removal of downsides for the HEF on vanilla 0.7.2, what are you thinking of doing (if anything) for the flux redirector?
I can asure you, the most important changes here are the two new ships! They both are great additions: one for early game, the other during late game.


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Taverius on February 17, 2016, 10:11:47 AM
Oh I'm excited about the ships, but making IBIS/RAPTOR competent will make all ships better :D

Also, you & FF are terrible teases and didn't say nothing about the frigate.

PICS OR IT DIDNT HAPPEN.


Title: Re: [0.7.1a] Diable Avionics 1.51 - small fixes, Bomber Wanzer! (04/02/2016)
Post by: Nanao-kun on February 17, 2016, 01:05:55 PM
Really like how the Rime looks. Wonder how a combat version would fly.


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: Tartiflette on February 20, 2016, 08:40:01 AM
(http://i.imgur.com/WOewqI5.jpg)


Now featuring two advanced transforming ships:

(http://i.imgur.com/xuaQHch.gif)   (http://i.imgur.com/XVMGrtC.gif)

Take a peek thanks to the ever awesome NemoNaemo (https://www.youtube.com/channel/UCKq4a_AJig1x-826Z8Kc3tA)

https://youtu.be/jaov8Wh98Sc

Go to the 16 minute mark to see them in action!



(http://i.imgur.com/TsYYWap.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.6RC7.7z)

Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Integrated to Dark.Revenant's Starsector + (http://fractalsoftworks.com/forum/index.php?topic=7679.0).


In addition to the Versant, you will encounter the Rime Blockade Runner, a cruiser sized freighter able to punch though the enemy's lines should it need to escape. Weapon wise there is now the Trifire medium scatter gun, a single barreled Hexafire. The valiant transformation has also been significantly improved, as well as its AI, and as usual a lot of small changes and tweaks.

This update should not break any save.

Full changelog:
1.6

NEW CONTENT:
 - Versant versatile frigate:
   . IT TRANSFORMS!!!
   . Nuff said.
 - Trifire Scatter Cannon:
   . Single barrel Hexafire, medium sized.
 - Rime blockade runner:
   . Cruiser sized freighter.
   . Not exactly well armed but survivable.
   . Equipped with a Burn Drive Catalyzer system that slowly increase the speed but can be interrupted.
 - Escalation mission:
   . Showcase the Valiant wings and the Versant frigates.

BALANCING:
 - Banish Torpedoes:
   . Slightly raised the maneuverability of the first stage.
 - Magic-box Missiles:
   . Significantly raised the max turn rate.
 - Valiant:
   . Hull reduced to 1200 from 1450,
   . Flux dissipation reduced to 210 from 250,
   . Shield upkeep reduced to 70 from 125.
   . Weapons changed to Culls (similar to the weapons of the Versant frigate). Slightly less damage per shots, higher fire-rate and much greater projectile speed.
 - IBIS/Raptor:
   . Doubled the turn rate while firing.
 - Burchel Beam Repeater:
   . Doubled the turn rate while firing,
   . OP reduced to 8 from 9.
 - Vapor:
   . Small Universals Hard-points switched to Turrets.
   . Arcs increased to 35 degrees from 25.

BUGFIXES/IMPROVEMENTS:
 - Valiant (and Versant) transformation AI:
   . Logic improved against faster targets,
   . Ships now deploy folded.
 - Valiant:
  . Completely revamped the transformation for a much smoother animation and no damage decals popping.
 - Banish Torpedo (single):
  . Fire rate lowered to 6 rpm from 60 for real this time .
 - Recson S:
  . Added a proper hard-point sprite.
 - Calm:
  . New drone system,
  . Deploys 8 PD drones in frontal arc,
  . Provides an excellent missile defense while they last.


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: Nanao-kun on February 20, 2016, 09:33:05 AM
Oh hell yes.


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: Zenobious on February 20, 2016, 09:43:32 AM
The new frigate is awesome! I've been dreaming of some sort of transforming large ship ever since I saw the Wanzers.... fulfilled!  ;D


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: valefore on February 20, 2016, 09:58:05 AM
Fleet of frigates and fighters reserved on playlist for tomorrow.
Much thanks.


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: Cycerin on February 20, 2016, 11:52:06 AM
Damn, love the Versant.


Title: Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
Post by: Tartiflette on February 20, 2016, 02:18:42 PM
The new frigate is awesome! I've been dreaming of some sort of transforming large ship ever since I saw the Wanzers.... fulfilled!  ;D

Well, I did promised it for a long long time... From day one actually  ::):

Although I could maybe think about something... Bigger. But that certainly isn't any time soon, and I'll have to talk to FlashFrozen before.

Glad to see everyone is liking it! ^^


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: Taverius on February 20, 2016, 03:02:40 PM
Damn, son. That is some awfully shiny new shiny!


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: Network Pesci on February 20, 2016, 03:31:56 PM
Not one but TWO pilotable ships?  Gonna have to start a new campaign over this.


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: Tartiflette on February 20, 2016, 03:35:45 PM
Not one but TWO pilotable ships?  Gonna have to start a new campaign over this.
No need to: it won't break any save and the ships will spawn in the markets.


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: Very Good on February 21, 2016, 10:17:37 AM
Not one but TWO pilotable ships?  Gonna have to start a new campaign over this.
No need to: it won't break any save and the ships will spawn in the markets.

Hey,i have the previous version your mod currently installed in my game already,i can update it no problem?The faction is already on the map,she will get the new ship?


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: Network Pesci on February 21, 2016, 10:43:00 AM
Yes, that's what he was saying.  Apparently I can load my old saves from the previous version with this version installed and it doesn't give me a mod version mismatch error.  Started over anyway, last thing I did last night was get one of those transforming frigates, about to go try it out.


Title: Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
Post by: Network Pesci on February 21, 2016, 02:57:20 PM
The first line of the Harvest's description reads, "An energisez particle accelerator", I figure that's supposed to be "energised" or maybe "energized".  Still getting the hang of the Versant on earlygame bounties at the moment.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on February 27, 2016, 03:41:08 AM
(http://i.imgur.com/TsYYWap.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.61RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Integrated to Dark.Revenant's Starsector + (http://fractalsoftworks.com/forum/index.php?topic=7679.0).

Minor adjustments for 0.7.2a, namely offset hard-points to accommodate the weapons covers. Otherwise nothing was broken (the perks of not having any phase ship to re-balance).


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Cik on February 27, 2016, 03:54:09 AM
it begins.exe


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on February 27, 2016, 12:09:50 PM
Tartiflette I swear to god I love you.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Metadane on February 27, 2016, 06:48:17 PM
I love it, thanks so much  :)


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on February 27, 2016, 07:49:59 PM
I'm noticing a tendency for the hyperspace stations to put out delivery orders for goods already plentifully available at them, I think at one point all 3 department heads at Eclipse had placed separate orders for less than 50 supplies each, while the station itself had 300 for sale.
I don't know if this is an issue with the vanilla game but I'm noticing it happening slightly more at the hyperspace stations.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on February 28, 2016, 01:51:13 AM
Thanks, and don't forget to love FlashFrozen too ^^

I'm noticing a tendency for the hyperspace stations to put out delivery orders for goods already plentifully available at them, I think at one point all 3 department heads at Eclipse had placed separate orders for less than 50 supplies each, while the station itself had 300 for sale.
I don't know if this is an issue with the vanilla game but I'm noticing it happening slightly more at the hyperspace stations.
I don't think I can do anything about that. I'm not even sure it happens more with the Diable or rather with all mods. It could be one of the consequence of the economy system put on by Alex: Mods must be production neutral otherwise they skew the prices of some commodity. You can't for example make a miner faction that mostly produces ore and consume everything else, it has to produce everything or all the sector might get shortages and gluts.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on February 28, 2016, 02:13:45 AM
I mean I can't really complain about a 100k contract that I can fulfill without leaving the station but it just strikes me as an odd thing to happen.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on February 28, 2016, 03:04:03 AM
Heh, maybe the quartermaster is REALLY lazy and just want someone to move his stuff around? ><


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: JohnDoe on February 28, 2016, 06:28:45 AM
It happens with Prism Freeport (the one from Nexerelin) as well. And very frequently.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: SierraTangoDelta on February 28, 2016, 09:48:33 AM
Thanks, and don't forget to love FlashFrozen too ^^

I'm noticing a tendency for the hyperspace stations to put out delivery orders for goods already plentifully available at them, I think at one point all 3 department heads at Eclipse had placed separate orders for less than 50 supplies each, while the station itself had 300 for sale.
I don't know if this is an issue with the vanilla game but I'm noticing it happening slightly more at the hyperspace stations.
I don't think I can do anything about that. I'm not even sure it happens more with the Diable or rather with all mods. It could be one of the consequence of the economy system put on by Alex: Mods must be production neutral otherwise they skew the prices of some commodity. You can't for example make a miner faction that mostly produces ore and consume everything else, it has to produce everything or all the sector might get shortages and gluts.

Yeah I see that happen every single time I visit Prism freeport, it's prone to abuse since all you need is enough credits to purchase the product, and you can generally double or triple what you spent.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on February 28, 2016, 01:26:55 PM
Jesus you wanna talk about abuse that aforementioned 100k contract was for like 10-20k worth of goods, the game just arbitrarily decided to give the contract a 72k fast delivery bonus.
Again though I'm not complaining, that payday got me a Versant.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on February 29, 2016, 01:31:28 AM
So now that I've got a reasonably large Diable fleet going allow me to offer some thoughts on the ships I'm running or have run earlier.

Draft: Basically a Vigilance without the shield, it genuinely struggles to stay alive and/or contribute to a fight in any way unless you hold it's hand and attach it to a carrier or civilian ship, where it will still die as soon as that ship gets engaged by the enemy. Basically a trap for newer players looking to buy their first Diable ship.

Vapor: Hilarious, I'm not sure there's another word for it, this thing zips around the battlefield at terrifying speeds and can put out some impressive burst DPS with it's two medium mounts and the omni-shield offsets the lack of effective PD mounting points, not to mention it has a turn rate similar to most PD turrets so you could just give it a pair of IBIS and call it a day. I like it, doesn't last long in a fight but it's fun to have around in the early days, especially if you can get a good officer in it.

Versant: Oh so satisfying, the Harvest is beautiful in every way, the ship earns every bit of it's destroyer-like price tag with it's terrifying DPS capacity and ability to rapidly traverse the battlefield, though the delay on switching modes makes it feel clumsy at times. Very fun but very rare, I'm definitely a fan.

Derecho: So I really didn't expect much of this thing, I figured it had some token weapons for self defense and a token missile rack for token fleet support, it's armament being purely a formality in light of it's ECM utility, but the large hybrid slot allows it to run with some very useful weapons and makes it something of an artillery platform in battle, with mine running an Uhlan it keeps chiming into engagements just to burst open a cruiser after it overloads. It's fun when it decides to contribute, but mine seems content to simply watch most engagements, though I suspect this to be more the fault of the Uhlan than the Derecho, I definitely like it even if I can't figure out what ECM bonuses it's offering me.

Hayle: On paper this is the logical place to take the Vapor, make it bigger, give it missiles, ta-daaaaa. In practice I find it works functionally similar to a medusa, albeit with less PD, the loss of the Vapor's omni-shield makes salamanders a big issue and the flicker core offers less mobility than the evasive maneuver, but it matches up well with what your average Diable fleet wants to do, spam missiles and run down prey. I didn't particularly enjoy flying it but that's my own hatred of managing large missile racks more than anything, I liked the results it gave me though and I would definitely continue to run them as a mainstay destroyer.

Calm: I remember writing this off as a POS, though I'm finding it pleasantly effective as a fire support vessel now. It's kind of in a similar boat with the Draft where it can't comfortably use any vanilla missiles since the ship seems to be conceptually designed around having at least 4 MMLs, but I suppose you could run a varied mix of vanilla missiles on it if you didn't mind the loss of combat longevity. I found myself confused on how to use it's spinal slots, it seemed like a great place for a Recson/Grave wombo combo but I never caught it actually using that effectively, though I seemed to get some decent mileage out of a double State configuration. I definitely like it, the Omni-shield and tendency to hang back makes it feel like it has a good chance to survive most engagements, and 8 MMLs cannot be discounted as an asset.

Stratus: Have I mentioned lately how much I love this thing? I just simply love it. The Stratus is everything the Mule should have been, it's a very feasible option for frigate based bounty hunters looking for a loot hauler that can hold it's own, the frost drones give it an ability to make it's presence felt that the Mule simply lacks, and it's versatile hardpoints allow it to run a very offensively competent loadout. I always pick one of these up when I'm starved for cargo space but still need a competent warship.

Fractus: I'll be honest, I never figured out what if anything I was supposed to do with the Fractus, it seems to be a Condor with an extra small hardpoint, but the Condor is literally a token flight deck you attach to your fleet on the cheap, the medium hardpoint is universal now, which sounds nice until you see it's spinal and offset on an awkwardly wide frame, which basically limits it to missiles anyways, but the Thrush has made it much more feasible as a dedicated missile support platform. I really don't have any strong feelings about it, it feels kind of underwhelming but then again so does the Condor.

Storm: Oh man, this thing, This thing just can't figure out what it wants to be, it has so many hardpoints all over the place none of which lend themselves to any logical loadout. The 3 forward medium slots all have arbitrarily varied firing arcs that make broadside builds far more awkward than they need to be, rearwards medium slots are even stranger, with one being arbitrarily universal with a 360* arc, and the one behind it hybrid like the rest with a slightly restricted field of fire, the 4 missiles on the side seem superfluous when you already have 8 MMLs, as you don't really need that many Magicboxes or Thunderbolts, and the 3 universals in the bow have the same issue as the Fractus' universal, they're offset on a ship that almost forces you to build around broadside salvos, and they're spinal mounts, so you effectively have another 3 missiles on top of the 12 you already mount, and finally the small hybrids are spread out and relatively few considering how many mediums there are. Originally I had planned to use the smalls as Recsons and the mediums as Graves, as I like my weapons to have synergy like that, but then I noticed how lopsided the hardpoint distribution is and decided I'd rather have more kinetic than more HE, so now I have to use the smalls as Artassaults, which were certainly not my first choice for what to use on a capital ship. I may try using all of the small for PD and the mediums 3/2 as KE/HE tomorrow, but for now I'm just saying that I was thoroughly confused trying to fit this, but those 4 flight decks are hard to pass up.

Speaking of flight decks, on the topic of fighters, I've been noticing that they have an annoying tendency to take one hit from more or less any weapon, instantly lose engines, and then just get hammered into dust as they harmlessly spin around in front of the entire enemy fleet, with all the money I spent acquiring two squadrons of Valiants on top of my Strifes I had hoped for a bit of durability, but the Wanzers all seem thoroughly irrelevant in all situations due to their frailty and emphasis on closer range direct fire weapons.

and as for weapons.

Recson S and V: Oh my god, where do I even start on how AMAZING this is? It's a hard-hitting KE standoff weapon with good accuracy and an acceptable rate of fire, it is the perfect wombo to the MML's combo.

Grave HMG: Another thing that left me thoroughly underwhelmed, the Grave is a fun idea, a longer ranged Assault Chaingun with less rate of fire, but in every instance where I tried to use it the poor accuracy just made it a source of flux for my ship without actually getting me any results, I really haven't given it a chance in cruiser level combat though, so it may redeem itself there.

Artassault: Combos great with a pair of Recsons on the Vapor, lots of HE burst damage with good spread, seemed to compliment the hit and run nature of my smaller ships well, and made it a mean anti-fighter PD weapon.

IBIS: Good, dependable PD, a Vulcan with more range but less saturation, I don't think I ever had any explicit issues with it.

Burchel: Surprisingly meaty for a PD weapon, I refuse to consider it a viable choice for use against enemy ships because it's too prone to being distracted by missiles or flares though.

Glaux: A Burchel without the PD targeting, me likey very much.

State: I'll be honest I was a bit biased against this thing at first but it seems to have very respectable damage output when paired with a second State, it tended to chew through targets at a good pace and the flux was quite manageable, I'll probably start making more use of it in the future.

Raptor: I'd compare this roughly to the Double Flak, a constant hail of bullets guaranteed to stop all but the most shocking of missile volleys, one alone can generally cover the PD needs of most ships.

Uhlan: Somewhat clumsy to use but functionally a scaled up antimatter blast x3, when the AI managed to leverage it the results were immediate and dramatic, if a bit heavy on the flux, definitely a good artillery piece though.

Micro Missile Launcher: Bread and butter, they tend to swarm the AI and cause it to panic with evasive maneuvers, which in turns makes the MM situation worse because now they're behind it too, and so the AI will continue to try and evade the MM swarms and only manage to make its situation worse, a fun weapon to spam.

Thunderbolts: Another one I was kind of biased again, I tend to dislike any missile with non-renewable ammo and it takes some stellar performance to earn my respect...which is exactly what the Thunderbolt offered me, I found my Storm could reliably dispatch fleeing frigates with a single pair of these from virtually any angle, and the speed was quite impressive too.

Magicbox: So much fun, an airburst PD missile, it's very fast, very accurate, and very effective, definitely a compelling choice alongside the MML.

Banish: I...I don't think I've ever seen any of the ships I gave one of these to actually use it.



Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: OOZ662 on February 29, 2016, 01:52:12 AM
I definitely like it even if I can't figure out what ECM bonuses it's offering me.

Figured I'd chime in on this part; when the Derecho's ECM fires, missiles in range stop guiding.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on February 29, 2016, 03:35:14 AM
Wow, thanks for the feedback, much apreciated. I can't say I'm disagreeing with anything except the Draft bit. Most of the negative sides exist by design (you can't only have awesome stuff otherwise nothing is awesome anymore) A couple of reactions though:

Draft: Basically a Vigilance without the shield, it genuinely struggles to stay alive and/or contribute to a fight in any way unless you hold it's hand and attach it to a carrier or civilian ship, where it will still die as soon as that ship gets engaged by the enemy. Basically a trap for newer players looking to buy their first Diable ship.
I wouldn't say it's a trap: it has no shield indeed but more firepower than a Cerberus and better stats except for the cargo. It's quite a decent missile platform early game that can keep ships busy while you zip around dispatching them in a Vapor.

Quote
Derecho: So I really didn't expect much of this thing, I figured it had some token weapons for self defense and a token missile rack for token fleet support, it's armament being purely a formality in light of it's ECM utility, but the large hybrid slot allows it to run with some very useful weapons and makes it something of an artillery platform in battle, with mine running an Uhlan it keeps chiming into engagements just to burst open a cruiser after it overloads. It's fun when it decides to contribute, but mine seems content to simply watch most engagements, though I suspect this to be more the fault of the Uhlan than the Derecho, I definitely like it even if I can't figure out what ECM bonuses it's offering me.
As mentioned before, the system greatly reduces the tracking of missiles in a 1000SU radius. Enough to maintain most of them in a straight line and help your PD. It's not that useful against most vanilla missiles, but against Exigency or Scy missile spam, or some SS+ waving missiles it help a lot.

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Fractus: I'll be honest, I never figured out what if anything I was supposed to do with the Fractus, it seems to be a Condor with an extra small hardpoint, but the Condor is literally a token flight deck you attach to your fleet on the cheap, the medium hardpoint is universal now, which sounds nice until you see it's spinal and offset on an awkwardly wide frame, which basically limits it to missiles anyways, but the Thrush has made it much more feasible as a dedicated missile support platform. I really don't have any strong feelings about it, it feels kind of underwhelming but then again so does the Condor.
Yup, it's sole role is to provide a cheap flight-deck with some support fire. Just like the Condor and it doesn't have to be any better.

Quote
Speaking of flight decks, on the topic of fighters, I've been noticing that they have an annoying tendency to take one hit from more or less any weapon, instantly lose engines, and then just get hammered into dust as they harmlessly spin around in front of the entire enemy fleet, with all the money I spent acquiring two squadrons of Valiants on top of my Strifes I had hoped for a bit of durability, but the Wanzers all seem thoroughly irrelevant in all situations due to their frailty and emphasis on closer range direct fire weapons.
More micro-missiles to distract the enemy weapons is the answer. Diable already has the reputation of having the best fighters in the game, but you need much more than 4 wings to reveal their true potential.

Quote
Banish: I...I don't think I've ever seen any of the ships I gave one of these to actually use it.
It's a bit clunky for now. I intend to give it a custom, more reliable AI in the future though.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on February 29, 2016, 08:40:21 AM
I still don't really trust the Draft to do anything that would involve being shot at, I respect that it's relatively well armed for a frigate and has those spinal guns, but the fact of the matter is, to me anyways, that the drone is inadequate protection in most situations, given that it doesn't even cover the entire frontal arc and the AI is generally bad about keeping the front end of their ship towards the enemy, and this just makes the Draft a cheap tomb for 25 crew and 4 missiles.

I think the issues with fighters aren't so much a problem with Diable as they are just a problem with fighters in general, they're very fragile, quickly become insanely expensive to field in supplies and crew, and are made completely pointless by a few officers, that said I still think they need more durable engines so they can actually engage targets proper and not just flameout instantly, this issue may be a bit more exasperated in my view than it actually is due to me expecting a lot of the Valiants though, maybe I'm just watching them closely and seeing them lose fighters to these instant flameouts and in turn drawing fire while the other 4 squadrons mob an enemy and beat it into dirt.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on February 29, 2016, 09:12:43 AM
You can see the Draft put to good use in Fallen Shogun's playthrough (https://www.youtube.com/playlist?list=PLi9_tXwdXOljP4199dp0i8R3iqC9umb-B) on Youtube.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on February 29, 2016, 09:22:42 AM
Alright, I'll see what he's done with it.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Mazuo on February 29, 2016, 03:25:17 PM
On the subject of the Burchel, I am greatly amusing myself currently with a Maelstrom that uses 10 of them with 3 Glaux and loaded out MM spam.  It is very entertaining to see the ship drift into a heated combat zone and liquefy every missile and fighter threat in the area and then turn its gaze upon the unfortunate enemies just behind them.  I've used the Glaux as the main weapon on a testbed Hayle for most of this 0.7.1 campaign and short of some flux issues before an officer develops Power Grid experience it does a great job rivaling or besting my more traditional 2 Recson V and 1 Trifire setup.

The Trifire feels like it could use maybe a touch more punch on unshielded hulls, but it's generally in a solid place for a scaled down version of the larger weapon and I'm quite happy with it.  Love that it can keep flux pressure up on shields.  The Hayles themselves are far more durable in combat now that I can mount 2-4 Magic Box systems on them and keep the worst missile threats at bay.

The Calm has become a much better ship with the addition of the Vortex drones.  What they can't shoot down often impact on the drones instead of the ship itself.

Versant is just a damn tough little ship and the Harvest is perfect.  I haven't noticed the Heavy ILIS adding much besides its light show that often, but the numbers seem good.

Stratus certainly put the 'combat' in 'combat freighter'.  Perfect strategic point holders while my fleet is busy with the worst threats and I rarely worry that any forces that split off to retake objectives will get past them.

The Fractus was my go-to solution for early flight deck acquisition and with a Thrush and Burchels it throws a little firepower downrange into the warzone, while those wonderful beams and its Frost squadron stop any enemy fighters or bombers from trying to disrupt its operation.

I don't do a lot of complicated flying myself and mostly setup fleet priorities and let them figure it out so I'll just add I've seen them use the Banishes mostly pretty competently aside from some rare oddities like launching all of them at once, the target then being too far away and the missiles self-destructing.  Generally though against mid-size or larger targets without adequate PD they're taking a large shield blow or devastating hull damage.  I wouldn't mind details on what extra status effects they actually deal, but their efficacy is enough for me and the mystery adds to their fearsome nature.

Starting out this last campaign Diable's worse than average shields were a minor concern quickly alleviated by the power of their early long-range kinetics and other powerful weapons.  Diable is certainly one of my favorite factions now and looking forward to fielding them again in 0.7.2 once a few more mods are updated.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 03, 2016, 06:48:14 AM
Sorry for the late reply:

On the subject of the Burchel, I am greatly amusing myself currently with a Maelstrom that uses 10 of them with 3 Glaux and loaded out MM spam.  It is very entertaining to see the ship drift into a heated combat zone and liquefy every missile and fighter threat in the area and then turn its gaze upon the unfortunate enemies just behind them.  I've used the Glaux as the main weapon on a testbed Hayle for most of this 0.7.1 campaign and short of some flux issues before an officer develops Power Grid experience it does a great job rivaling or besting my more traditional 2 Recson V and 1 Trifire setup.
Burchels and Glaux are pretty good indeed but they can't pop a strong shield open though, and will pause against a very strong armor. Against Frigates and Destroyer however few weapons beat them.

Quote
The Trifire feels like it could use maybe a touch more punch on unshielded hulls, but it's generally in a solid place for a scaled down version of the larger weapon and I'm quite happy with it.  Love that it can keep flux pressure up on shields.
Like its bigger cousin, it's good against hull and shields, but are you willing to swap those tasty Micro-Missiles for the punchy Banishes or Thunderbolts they need some help from? ^^

Quote
I don't do a lot of complicated flying myself and mostly setup fleet priorities and let them figure it out so I'll just add I've seen them use the Banishes mostly pretty competently aside from some rare oddities like launching all of them at once, the target then being too far away and the missiles self-destructing.  Generally though against mid-size or larger targets without adequate PD they're taking a large shield blow or devastating hull damage.  I wouldn't mind details on what extra status effects they actually deal, but their efficacy is enough for me and the mystery adds to their fearsome nature.
The Banish torpedoes do not have any special effect on impact.  ???


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Mazuo on March 03, 2016, 02:51:46 PM
Yes, I've found that the hard way with some larger and tougher enemies, but an all beam ship with some missile backup still does a pretty nice job.  Plus just extra points for style if not always the strongest loadout.

As for the Banish, that's good to know, I was just referring to the description that talks about 'inducing side effects on contact'.  May want to modify that a bit if they are actually just strong damage.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on March 05, 2016, 01:54:49 AM
Starting to move out of the honeymoon period of finding what ships work and seeing how I can push them and into a campaign of trying to maximize my fleet and compete with the Templars. The emphasis on alpha damage is quite helpful for dealing with Templars but I have to say that traveling anywhere from Outer Terminus is pure ass, if a sudden wall of storms doesn't double your travel time it'll more likely just appear directly on top of you and follow you through the huge cloud between Aztlan and Eclipse, which means that what should have been months of supplies becomes weeks, and I have no choice but to go through the wall barring my return trip lest I run out entirely.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: SierraTangoDelta on March 05, 2016, 09:25:25 AM
I like the Grave HMG's, but I feel that the recoil is just a bit too high, as it becomes really inaccurate very quickly. Is it meant to be fired in bursts instead of on full auto?


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 05, 2016, 09:50:50 AM
I like the Grave HMG's, but I feel that the recoil is just a bit too high, as it becomes really inaccurate very quickly. Is it meant to be fired in bursts instead of on full auto?
Fair enough, I might do that.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: SierraTangoDelta on March 05, 2016, 10:58:54 AM
Yeah it's nice to have what is basically a long range version of an assault gun, but it ends up having the spread of the vanilla assault chaingun at times


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Kevin Flemming on March 06, 2016, 03:00:55 PM
Wow, the designs look very cool. And animated ship transformations?! I need to be alone now.

Definitely going to give this one a try.

Quick question, if I may? Does this add new systems or replace existing ones? I'd love to be able to run this alongside a couple of other Faction mods. =D


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 06, 2016, 03:26:09 PM
Wow, the designs look very cool. And animated ship transformations?! I need to be alone now.

Definitely going to give this one a try.

Quick question, if I may? Does this add new systems or replace existing ones? I'd love to be able to run this alongside a couple of other Faction mods. =D
I have never heard of a faction mod that were replacing an existing system  ???
So do not worry, they have their own sun and stations, like everyone else.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Kevin Flemming on March 06, 2016, 03:35:07 PM
I have never...
...like everyone else.

Oh, so Faction mods tend not to replace existing systems? That's good. I wasn't sure, as I'm new to Starsector and modding it. =) Thank you for clarifying!


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: OOZ662 on March 06, 2016, 09:07:37 PM
Mods tend to either add stuff to existing systems or add their own. If you haven't looked into it yet, see the Starsector+ OP for the link to how to expand the heap memory for Java; adding any mods tends to run over the default allocation and cause crashing.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Kevin Flemming on March 07, 2016, 02:10:25 AM
Mods tend to...
...and cause crashing.

I did try to add the 64-bit JRE a couple of days ago. But I'll be honest, I couldn't get it to work. Even following the instructions. I was obviously doing something wrong, although for the life of me I couldn't figure out what exactly. After a certain amount of time and attempts, I get the red mist when things don't go right. It's a behavioral... well... anomaly that comes with having a short fuse and being a perfectionist. Hence why I never made it as an artist (but that's another story lol).

Will see how it goes for the time being, then if SS ends up crashing (either too often or at a specific point) I'll look into it again.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 07, 2016, 02:55:32 AM
Mods tend to...
...and cause crashing.

I did try to add the 64-bit JRE a couple of days ago. But I'll be honest, I couldn't get it to work. Even following the instructions. I was obviously doing something wrong, although for the life of me I couldn't figure out what exactly. After a certain amount of time and attempts, I get the red mist when things don't go right. It's a behavioral... well... anomaly that comes with having a short fuse and being a perfectionist. Hence why I never made it as an artist (but that's another story lol).

Will see how it goes for the time being, then if SS ends up crashing (either too often or at a specific point) I'll look into it again.
You only need to switch to 64bits if you are using a lot of mods or a large sector in Nexerelin. The normal version should be enough for 4-5 factions plus SS+ and Nexerelin Corvus mode.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Kevin Flemming on March 07, 2016, 05:12:11 AM
You only need to switch to 64bits if you are using a lot of mods or a large sector in Nexerelin. The normal version should be enough for 4-5 factions plus SS+ and Nexerelin Corvus mode.

Cool. Only using vanilla with a couple of extra factions, so it should be fine. =)

Just doing some tweaking in faction data, changing some colours. Mainly the rings around the fleets (not sure if there is a specific name for them) and the faction's UI, to match their ships and crests better (at least from my perspective anyhow lol). I'll actually play at some point. Maybe...


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: OOZ662 on March 07, 2016, 02:54:32 PM
Mods tend to...
...and cause crashing.

I did try to add the 64-bit JRE a couple of days ago. But I'll be honest, I couldn't get it to work. Even following the instructions. I was obviously doing something wrong, although for the life of me I couldn't figure out what exactly. After a certain amount of time and attempts, I get the red mist when things don't go right. It's a behavioral... well... anomaly that comes with having a short fuse and being a perfectionist. Hence why I never made it as an artist (but that's another story lol).

Will see how it goes for the time being, then if SS ends up crashing (either too often or at a specific point) I'll look into it again.
You only need to switch to 64bits if you are using a lot of mods or a large sector in Nexerelin. The normal version should be enough for 4-5 factions plus SS+ and Nexerelin Corvus mode.

Handily Nexerelin makes it much easier on RAM. The vanilla sector has actually gotten big enough now that 32bit is straining to hold it all with SS+ and a faction mod or two; especially if they're ones with large textures. Just SS+, BRDY, and the usual smattering of "utility" mods are enough to occasionally knock mine over, generally when jumping into a system presumably during space background loading.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Kevin Flemming on March 07, 2016, 03:24:59 PM
Handily Nexerelin makes...
...space background loading.

I'm running seven mods...

Blackrock Drive Yards
Console Commands
Diable Avionics
Interstellar Imperium
LazyLib
ShaderLib
Shadowyard

...with vanilla 32-bit and it's holding up nicely so far (jinxed it now though, haven't I?). The times it's crashed have been due to my meddling with values. I can notice an ever-so-slight stutter occasionally, which is only really noticeable after saving. Other than that, smooth sailing. =)

Edit: Haha, I bloody jinxed it. Getting pauses at regular intervals now, every five seconds or so. Probably due to the amount of background calculations or something. Might have to get the 2GB+ thing, although I had trouble with it before. =\


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Kevin Flemming on March 08, 2016, 05:54:05 AM
I've noticed that many of the ships have the same name. By name, I mean nickname such as "Vengeance" and whatnot. There doesn't seem to be any variations appearing when bought. I cheated (to test, of course), added a load of credits and bought roughly 25 ships and there were no II, III, IV designations in their name pool. Is this normal? And which file would I edit to add II, III, IV variants to it?


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on March 08, 2016, 01:12:18 PM
I usually see Diable ships with crazy XXVIII+ designations from a very small namepool.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Kevin Flemming on March 08, 2016, 01:44:07 PM
I usually see Diable ships with crazy XXVIII+ designations from a very small namepool.

After being bought from their shipyards or in battles?

Well, after waiting around a little while and purchasing some more, a few with numerical suffixes appeared but not many. It's not a huge deal anyhow, just thought I'd mention it. Might not happen again. I've decided to name one type of ship, using the default names and add numerals to each duplicate. So the Shear is "Tireless, II, III, IV", etc. It looks quite tidy. =D


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: 00lewnor on March 09, 2016, 09:53:46 AM
Kinda a bug to report; micro missiles are still tracking phase ships when phased which they shouldn't do in 0.7.2, from what I remember this was achieved by changing missile AI so I guess micro missiles use a custom AI that needs updating to match.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 09, 2016, 10:01:04 AM
Kinda a bug to report; micro missiles are still tracking phase ships when phased which they shouldn't do in 0.7.2, from what I remember this was achieved by changing missile AI so I guess micro missiles use a custom AI that needs updating to match.
That is by design, Micro missiles aren't designed to deal damage as much as to disrupt and harass enemy ships.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on March 09, 2016, 01:44:28 PM
Kinda funny, with the HE damage Micros are great for battering armor off of enemies overloaded by Recons, then the Recsons can chew through the hull.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on March 09, 2016, 11:12:27 PM
Oh...oh my...I knew Recsons were good but not roflstomp a cruiser with an AI Vapor and Hayle good.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 09, 2016, 11:51:35 PM
Oh...oh my...I knew Recsons were good but not roflstomp a cruiser with an AI Vapor and Hayle good.
They are roughly equivalents to HVD, and HVD are really strong too.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: SierraTangoDelta on March 10, 2016, 09:55:30 AM
Is the projectile faster than the HVD shot? I never bothered to compare, but the recson shots feel slow.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: PureBlind on March 10, 2016, 10:11:19 AM
Can you include a .71 download link? I still play it because there are still more mods out for it. It doesn't really make sense to remove the .71 link the day .72 comes out.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 10, 2016, 10:17:36 AM
Can you include a .71 download link? I still play it because there are still more mods out for it. It doesn't really make sense to remove the .71 link the day .72 comes out.
It makes sense because the 0.7.1 version isn't maintained anymore, it is not the version we want people to play with, and having both would be confusing. Now if you really want the previous version the mod just go back a couple of pages to the release post, the version of the game is in the title.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: ANGRYABOUTELVES on March 13, 2016, 06:13:19 PM
Kinda a bug to report; micro missiles are still tracking phase ships when phased which they shouldn't do in 0.7.2, from what I remember this was achieved by changing missile AI so I guess micro missiles use a custom AI that needs updating to match.
That is by design, Micro missiles aren't designed to deal damage as much as to disrupt and harass enemy ships.
My Thunderbolt MRMs are still tracking phase ships. Is that also intended?


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: whatdoesthisbuttondo on March 13, 2016, 06:58:47 PM
On the subject of the Burchel, I am greatly amusing myself currently with a Maelstrom that uses 10 of them with 3 Glaux and loaded out MM spam.  It is very entertaining to see the ship drift into a heated combat zone and liquefy every missile and fighter threat in the area and then turn its gaze upon the unfortunate enemies just behind them.

I'm currently using a Pandemonium and two Maelstroms with just a combination of Recsons and Burchels on them, and those quad-barrel large cannons as finishers for heavily armored targets. Range extender hullmods and officer skills make them extremely powerful.

Also a very pretty lightshow with those laser beams and frequent ship explosions around that death bubble ;D


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: crazy5982 on March 14, 2016, 10:33:11 AM
Is there as condition that needs to be met for Versants to be for sale? as so far I have seen 1 right when I started for sale on the black market and buy the time I collected enough funds to buy it the ship selection had changed. I have checked all the Diable docks I can as often as I can and I have never seen another one.

Anyways I'm really enjoying this mod (with Starsector ++ and Nexerelin) Started off in a Draft with 4 thunderbolts mounted which is an absolute beast, in fact it's only recently that I changed ships.

My current fleet consists of 3*Calm (One of which I am flying) fitted with 4*MML and 4* Thunderbolts and 2* Glaux Lance Repeaters
1*Hayle fitted with 4*MML, 2* Thunderbolts, 2*State support beams and a Raptor defence system.
I recently replaced my Fractus with a Gust whose fitting I am still trying out.
For fighter wings I have: 2* Frost, 2* Warlust, 1* Valiant (only ever seen 3 of them), 2* Blizzaia and 1* raven.

For expanding I plan on getting a second Gust, Dropping the Hayle and moving into a versant (when I hopefully find one) For fighter expansion I plan on getting 3 more Valiants and a 2nd Raven.

What is a good front line ship or 2 as the Hayle has reached the point where it is a bit too squishy of a target for the fleet sizes I am facing?


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 14, 2016, 11:29:10 AM
Diable best front-line ships are their fighters >< The larger ships are better at picking off distracted enemies. With a couple of skills and a decent Officer a Haze can kill a lot of things before they can defend themselves but it is quite suceptible to being out-maneuvered.

The Versant spawn in markets like every other ships, but they are rare.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on March 14, 2016, 12:08:54 PM
Really I find that a Diable fleet needs to depend on sheer standoff power and agility to maintain a battle line, Gusts and Calms are what I would describe as "frontline" ships for Diable because they both have enough fire support potential to really keep targets at a comfortable distance, and unlike Storms or Maelstroms they can be deployed more readily and in bulk. I'm hesitant to name the Haze as well because I haven't actually used one personally, so I don't know how it holds up as a fighter, but it appears to be mostly just a strike cruiser.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Taverius on March 14, 2016, 12:13:12 PM
Its fine as a player ship (very nice actually) but just like the gun++ systems on some neutrino ships the AI suicides badly with it.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Never on March 17, 2016, 11:38:24 AM
Too OP dread. It is much above T1.

drones are ok but it depends on mods u play with.





Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on March 17, 2016, 12:34:06 PM
the panda is actually pretty meh, the maelstrom is indeed pretty insane if built right but it has to contend with the long profile and lack of a front shield, but in most regards the panda is 2 maelstroms but only as effective as 1.5


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Never on March 19, 2016, 10:24:52 AM
U forgot it is a carrier for 35 fleet points with crazy amount of ordnance (after skills).

When u build in on needlers it rapes paragon, has enough slots to have amazing PD - the only ship good enough to ignore templars missiles.
Due to 500 + ordnance u can put anything on it. Afterall u have 150 degrees shield what is not bad. It is not solo ship but even 1 vs 1 is powerfull. When u play in fleet it rapes everything. U have gap closer and disengage.

It is OP, however from unknown reason AI rush with it between enemies even with cautious personality.


Depends what u compare but between dreads it`s the best ship right now with starsector + factions.







Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: HELMUT on March 19, 2016, 11:45:55 AM
U forgot it is a carrier for 35 fleet points with crazy amount of ordnance (after skills).

50 fleet points actually, same as Paragon. Unless you're talking about the Storm? In both cases, they still have a very bad shields (1.1 efficiency and 90° arc), making them quite vulnerable to flanking.

The Storm can't really brawl, it doesn't have the flux, mobility or armament to be a direct threat.

The Pandemonium however, have been buffed quite heavily in 1.5. Not sure i would give it the "king of battleships" crown, but it's definitely a good contender now.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Never on March 26, 2016, 08:22:14 AM
35 after skills.

u have worse shield but u have kinetic dmg mostly. While paragon can try to tank but can have not enough kinetic dmg to be a threat to anything. 

Panda has 550 ordnance points ( again after skills) what is 100 flux cap/ 100 flux disp and all mounts filled.

U can flank in Panda using your phase np. here. Again without skills it`s to slow but after applying all available skills/mods its a beast.

In addition to it u have 2 decks so u are worth around 15 fleet points acting as a carrier alone.

BC and crusier from the same line have not enough ordnance points.
When u look at Legion fleet they are nice snipers but they don`t have ordnance points ( and BC has not enough mounts anyway). Modified paragon has the same issue - not enough hybrid/ballistic mounts.

With 2 k flux dispatch u can make almost 7 k hard dmg to shield per second with a burst coming from needlers.
Paragon with 2 k flux can make around 3 k with some soft dmg or worse accuracy.

para have 0.35 or something like that dmg ratio on shield panda have 0,64.

panda has easily 47 k flux /2,5 k dispatch
on any other ship u have to resign from something. 

So in panda when u brawl u have very good burst + some good large ballistic armor rapers and u can disengage easily with phase ( it is called otherwise but it is just a phase)

What else do we have?
mod paragon - exemplar - useless mounts u have to resign from kinetic dmg to have enough PD.
blackyard and mod conqest ( BC class) - no PD mounts in stupid directions so u have not enough OP if u want to have both sides useful.
ceasar( imperial) not enough mounts for PD u have to resign from dmg. Even needlers with imperial mods are quite slow. Much worse armor
Cathedral - meh
buldog - not enough flux low OP
Archbishop - u can actually do something with this ship but it`s templar. I assume that we are supposed to play against templar not with.
Gilgamesh and other ships like that ( mod hegemony dread) - not enough OP with the currant mounts - no PD
Karkinos - ill mounts for weapon
Mimir ( bc) - lol shield dmg ratio
Yamato - not enough mouunts...energy dmg mostly
and so on....

So i don`t know why there is a Panda. It gives u too much to be balanced. I don`t play with incompatible mods so maybe there is something more crazy, but currently panda is a bee killer.







Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: HELMUT on March 26, 2016, 09:26:24 AM
Modded ships are balanced at level 0, because high-level characters will always screw the balance in some way. Still, i heard that Tartiflette will nerf it for the next update.

(Also, your post is quite hard to decipher. Are you using google translation or something?)


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 31, 2016, 02:04:38 AM
Current changelog for the next update. It should address most of the complains I read here and there. If you have something else to add, now is the time (although I won't change the Wings for this patch since it require a lot of playtesting). ETA Sunday unless something bad comes up.

NEW CONTENT:
 - New Uhlan sprite and animation.
 - Gulf IBB.(when SS+ updates)

BALANCING:
 - Thunderbolt MRM Rack:
   . Fire delay raised to 6s from 4 (133 DPS from 200)
 - Thunderbolt MRM Pod:
   . Fire delay raised to 5s from 4 (160 DPS from 200)
   . Ammo count reduced to 20 from 30.
 - Glaux Lance Repeater:
   . Full DPS reduced to 650 from 700. 
   . Flux requirement reduced to 825 from 875.
   . Recharge rate lowered to 24 charges/min from 30. (125 sustained dps from 168)
 - Raptor Defense System:
   . Fire-rate reduced to 600 RPM from 800 (500 DPS from 667)
 - Versant:
   . Switched the High Maintenance hull-mod for Delicate Machinery.
   . CR to deploy reduced to 20% from 30.
   . High-Speed Mode boost raised to 110 from 100 (200 base speed from 190).
   . Shield efficiency raised to 0.9flux/dam from 1.1.
 - Grave HMG:
   . Loss of precision during continuous fire halved.
 - Pandemonium:
   . Small nerf of about 5% for all stats.
 - Haze Cruiser:
   . Flux Redirection ship-system no longer deactivates the shield but lowers its efficiency by 33%. (Should help the AI quite a bit)
 - Derecho Destroyer:
   . Jamming ship-system now affects all missiles in range and has a (small) chance to flame-out them.
 - Banish torpedoes:
   . Damage reduced to 2000 ENERGY from 2400 and 500 EMP from 600.

BUGFIXES/IMPROVEMENTS:
 - Banish Torpedoes:
   . Now have a proper custom AI.
   . No more miss-fires.
   . Precise enough to hit reliably destroyers by default.
   . Can hit reliably slow frigates with ECCM.
 - Thunderbolt missiles:
   . Corrected an issue when the target has been vaporized.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Taverius on March 31, 2016, 04:12:06 AM

- Haze Cruiser:
   . Flux Redirection ship-system no longer deactivates the shield but lowers its efficiency by 33%. (Should help the AI quite a bit)


Eggcellent!

The only thing I'd add is maybe switch the shield on the combat hauler to omnis - but then i always found it to be much worse than a mule, an opinion other people don't seem to share.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Surge on March 31, 2016, 09:56:36 AM
Does this mean RIP the Raptor as the only PD any ship needs?


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 31, 2016, 10:05:02 AM
Does this mean RIP the Raptor as the only PD any ship needs?
Nah, it's still pretty good.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Bastion.Systems on March 31, 2016, 04:00:17 PM
I just tried Thrush LRM System and I feel it's rather terrible. The main missile will never hit anything except shields, and even that happens very occasionally. It has rather long reload time. Low damage (even when it hits), very poor guidance and its also super slow.


Title: Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
Post by: Tartiflette on March 31, 2016, 04:01:45 PM
Hummm, I forgot to do something about that... I might delay the update to test something new then.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 01, 2016, 09:30:29 AM
(http://i.imgur.com/TsYYWap.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.62RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Integrated to Dark.Revenant's Starsector + (http://fractalsoftworks.com/forum/index.php?topic=7679.0).

Despite the date, this is a legitimate release. On the menu, several small balance adjustments made according to the general feedback: some slight nerfs to the Thunderbolts, Raptor, Glaux and Pandemonium. Some small buffs to the Grave, Haze, Derecho. And some improvements to the Thrush and Banish to make them reliable and worthwhile. In term of new content, the Gulf IBB you may have seen in the files will make its debut next SS+ update, and the Uhlan Artillery got a new fancy sprite as well as a slightly different firing behavior.

(http://i.imgur.com/GQ8YOXI.gif)

This update should NOT break your saves

Full changelog:
1.62

NEW CONTENT:
 - New Uhlan sprite and animation.
 - Gulf IBB. (once SS+ updates)

BALANCING:
 - Thunderbolt MRM Rack:
   . Fire delay raised to 6s from 4 (133 DPS from 200)
 - Thunderbolt MRM Pod:
   . Fire delay raised to 5s from 4 (160 DPS from 200),
   . Ammo count reduced to 20 from 30.
 - Glaux Lance Repeater:
   . Full DPS reduced to 650 from 700,
   . Flux requirement reduced to 825 from 875,
   . Recharge rate lowered to 24 charges/min from 30. (125 sustained dps from 168)
 - Raptor Defense System:
   . Fire-rate reduced to 600 RPM from 800 (500 DPS from 667)
 - Versant:
   . Switched the High Maintenance hull-mod for Delicate Machinery,
   . CR to deploy reduced to 20% from 30,
   . High-Speed Mode boost raised to 110 from 100 (200 base speed from 190),
   . Shield efficiency raised to 0.9 flux/dam from 1.1,
   . Head's Heavy ILIS now has 100 ENERGY dps from 200 HIGH-EXPLOSIVE, 75 flux/sec from 175 and 700 range from 550.
 - Grave HMG:
   . Loss of precision during continuous fire halved.
 - Pandemonium:
   . Small nerf of about 5% for all stats.
 - Haze Cruiser:
   . Flux Redirection ship-system no longer deactivates the shield but lowers greatly its efficiency. (Should help the AI quite a bit)
 - Derecho Destroyer:
   . Jamming ship-system now affects all missiles in range and has a (small) chance to flame-out them.
 - Banish torpedoes:
   . Damage reduced to 2000 ENERGY from 2400 and 500 EMP from 600.
 - Thrush LRM:
   . Ammo count reduced to 10 from 16,
   . Refire delay reduced to 10s from 13,
   . Regen rate raise to 4 ammo/min from 3,
   . Failsafe MIRV raised to 4 micro-missiles from 3.

BUGFIXES/IMPROVEMENTS:
 - Banish Torpedoes:
   . Now have a proper custom AI,
   . No more miss-fires,
   . Precise enough to hit reliably destroyers by default,
   . Can hit reliably slow frigates with ECCM.
 - Thunderbolt missiles:
   . Corrected an issue when the target has been vaporized.
 - Thrush LRM:
   . Now have a proper custom AI,
   . Can hit targets reliably from great distances unless they maneuver at the last second,
   . Consistently MIRV in four micro-missiles if it overshot its target,
   . Benefits a lot from ECCM.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Taverius on April 01, 2016, 10:37:25 AM
Sexy animation on the Uhlan, thanks Tartiflette & FlashFrozen!


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Bastion.Systems on April 01, 2016, 10:40:59 AM
 ;D


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Hazard on April 02, 2016, 06:57:37 AM
I'm not sure if this is an issue with base game mechanics, but the Uhlan Siege Laser has a weird quirk: if you fire all three shots and keep holding down the firing button until the weapon's cooldown is over, instead of firing again it starts another, shorter cooldown and only then fires. But if you wait until the first cooldown is over and then immediately push the button, the weapon shoots normally.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: sycspysycspy on April 02, 2016, 07:13:37 AM
You are the man, man! :D


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 02, 2016, 07:36:24 AM
I'm not sure if this is an issue with base game mechanics, but the Uhlan Siege Laser has a weird quirk: if you fire all three shots and keep holding down the firing button until the weapon's cooldown is over, instead of firing again it starts another, shorter cooldown and only then fires. But if you wait until the first cooldown is over and then immediately push the button, the weapon shoots normally.
Here is how the weapon exactly work (or is supposed to work). The first cooldown is the weapon normal cooldown (that can get shorter with skills) and the second is the  ammo regen that stay always the same. The idea is that now you can only fire one or two shots if you don't want/can't to pay the full flux cost of a burst, but the cooldown will be almost the same in each case. And while the weapon do not benefit from skills that raise the rate of fire, it get a HUGE buff from those that raise the projectile speed and reduce the spread. Do you get something different than that?


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Hazard on April 02, 2016, 08:31:14 AM
I'll try explaining it more clearly.

I'm playing with SS+, Nexerelin and several faction mods. Combat and Technology skills are maxed.

1) I press the left mouse button and hold it down to fire all three shots. I keep pressing it down. The cooldown meter starts decreasing from right to left, goes to zero, then begins another, shorter cooldown from right to left. Only when that second cooldown is over does the weapon start the firing sequence again. Left mouse button is continually held down throughout all this.

2) I press the left mouse button and hold it down to fire all three shots. Then I release the button. The cooldown meter starts decreasing from right to left, goes to zero. There's no second cooldown, the firing sequence starts as soon as I press the left mouse button again.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 02, 2016, 08:50:04 AM
What you are seeing is that when holding down the button you are trying to fire a weapon with no charge, meaning that while you are seeing the ammo regen slowly going down, in the background the weapon charge up and cooldown again without firing. That second sequence is the end of the weapon cooldown of the last failed firing sequence. It's invisible at level 0 since the weapon cooldown and the ammo regen match each other, but with skills the cooldown get shorter while the regen don't change, and the weapon has the time to attempt to fire while the charges are still regenerating.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Hazard on April 02, 2016, 09:46:58 AM
I see. It's a little weird that weapons have to suffer their cooldowns normally when attempting to fire without ammo, though. Oh well.

This is the first time I'm playing with Diable, and I gotta say I do like the mod a lot. The Pandemonium just might be my new favorite heavy capital. Great job. ;)

Edit: Uh, it seems like my Pandemonium is losing more and more weapon range as a battle progresses. Seems like some sort of bug with the Advanced Avionics hullmod.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Hazard on April 03, 2016, 06:55:06 AM
Two images here for comparison, at -15% and +15% targeting improvement, respectively. Note the greatly reduced range in the second picture.

I'd say Diable engineers need to take a second look at their fancy quantum computers. :D

http://imgur.com/a/2H6vV


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 03, 2016, 07:14:31 AM
Two images here for comparison, at -15% and +15% targeting improvement, respectively.

I'd say Diable engineers need to take a second look at their fancy quantum computers. :D
Hum, what's the issue?


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Hazard on April 03, 2016, 07:21:06 AM
Hm, seems like the forum cropped the images. Updated my previous post.

Edit: *** photobucket, switched to imgur. Dunno why I still stick with Pb, it's so utterly bad for this kind of image sharing...


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 03, 2016, 07:32:19 AM
I still fail to see a problem.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Taverius on April 03, 2016, 07:33:54 AM
The range gets shorter with time instead of longer Tart.

Compare how close to the top of the screen the arcs are in the -15% and +15% pictures.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Hazard on April 03, 2016, 07:42:29 AM
Yep. There's no mention of reduced range on the Advanced Avionics hullmod, so I assume this is not intended behavior.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 03, 2016, 07:54:59 AM
It is intended, that's why I'm talking about general "targeting solutions" and not specifically about "precision": it changes many attributes that I can't really itemize in the UI. The hullmod also mention that weapons range will be altered with +50% for the ones under 450/500/550/600 SU, and increasingly smaller benefit the longer ranged they are. I can try to rework somewhat the description but I though it was already pretty complete.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Hazard on April 03, 2016, 08:07:52 AM
Er, what?

The Advanced Avionics strictly mentions that weapon performance starts worse and gets better the longer combat goes on. There's nothing about weapon range getting shorter, which it does for the Uhlan Siege Lasers as you can see in the images, and also for the Grave HMGs and Ferrocannons. If this truly is intended, it's not communicated in any way and it's a massive nerf to pretty much all Large weapons on Diable Capitals.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 03, 2016, 08:18:01 AM
Er, what?

The Advanced Avionics strictly mentions that weapon performance starts worse and gets better the longer combat goes on. There's nothing about weapon range getting shorter, which it does for the Uhlan Siege Lasers as you can see in the images, and also for the Grave HMGs and Ferrocannons. If this truly is intended, it's not communicated in any way and it's a massive nerf to pretty much all Large weapons on Diable Capitals.

Again, every stats start worse and end up better. And specifically for weapons under 450/500/550/600 range, they get an additional boost to reach targets 50% farther. I used the overall term of "targeting" because between the limitation of the engine and the calculations I made, I cannot communicate exactly every details. If anything it would make less sense. But -/+15% better weapons is overall a good approximation of what the overall effect is.

That does NOT mean the range start at -15%. In practice it's somewhat closer to 5% for a weapon with 1000 range, and get slightly bigger with longer ranges. And once the effect is fully in place, the range get around +10%. Again, I cannot communicate the specifics in a simple manner because there are many variables.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Hazard on April 03, 2016, 08:24:40 AM
Um... perhaps we're talking past each other. Anyway...

Yes, I understand that short range weapons gain a lot more range as the Advanced Avionics comes online. But do you not see how much shorter the Uhlan Siege Laser range is in the picture where the Advanced Avionics has reached it's maximum potential? Instead of the smallish boost a 1200-range weapon should receive from the hullmod, it is instead receiving a large penalty to range. That's the problem here.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 03, 2016, 08:39:55 AM
Right that's a limitation from the engine for very long range weapons (and actually, its the second one that has the right range)


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Hazard on April 03, 2016, 09:30:51 AM
I don't quite follow you: how exactly does the second picture have the right range?

And is this something you can't fix on your end? Like I said, it gimps long range weapons pretty thoroughly on Diable Capitals.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 03, 2016, 10:05:05 AM
It means that for very long range weapons the behavior is inverted: you actually get a short range boost while you are at -15% targeting and then it get to a very small debuff at +15%. The debuffed range being much closer to the default range that the initial buffed range. The point beyond which things start to become weird is at twice the range threshold.

I'm trying a new calculation now but no promises.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: isaacssv552 on April 03, 2016, 11:30:25 AM
It means that for very long range weapons the behavior is inverted: you actually get a short range boost while you are at -15% targeting and then it get to a very small debuff at +15%. The debuffed range being much closer to the default range that the initial buffed range. The point beyond which things start to become weird is at twice the range threshold.

I'm trying a new calculation now but no promises.
You could always just disable it for weapons above 1000 range.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 03, 2016, 12:09:11 PM
You could always just disable it for weapons above 1000 range.
I can't, it's every weapons or none. Otherwise I would have only changed the range of the weapons below the threshold.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: isaacssv552 on April 03, 2016, 12:45:08 PM
You could always just disable it for weapons above 1000 range.
I can't, it's every weapons or none. Otherwise I would have only changed the range of the weapons below the threshold.
Couldn't you just access the WeaponAPI with ship.getAllWeapons and then handle the range on a case by case basis? It might reduce performance slightly but, based on a quick look at the API, it seems doable.

EDIT: Nevermind, it won't let me use any of the modify methods when I access the stat directly from the weapon.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 03, 2016, 12:59:53 PM
That would cause a plethora of issues with some modded weapons (and certainly mess up their targeting AI), but in any case you can only read the range of a weapons, not change it.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Huginn on April 03, 2016, 05:06:17 PM
Gotta say thanks for this mod!

Having a blast with missile fleets and such!


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Blaze on April 04, 2016, 09:00:18 PM
A bit nit-picky here, but DA patrols will occasionally pull you over for smuggling checks, despite having no illegal commodities to search for.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Mr. Nobody on April 04, 2016, 11:21:12 PM
Bottom line: does advanced avionics touch the range of the guns yes or no?

Also: since the Panda looks really similar to two Maelstrom welded together.
And I recall hearing something about a "frigate carrier".

Can we ever hope for a IBB fleet that at a first glance looks like a normal Diable fleet but as soon as the battle start the whole fleet groups together and goes full GATTAI!?

Appropriate music and camera angles are a must.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 04, 2016, 11:48:56 PM
A bit nit-picky here, but DA patrols will occasionally pull you over for smuggling checks, despite having no illegal commodities to search for.
They also search for stuff bought from the black market, that is illegal too.

Bottom line: does advanced avionics touch the range of the guns yes or no?

Also: since the Panda looks really similar to two Maelstrom welded together.
And I recall hearing something about a "frigate carrier".

Can we ever hope for a IBB fleet that at a first glance looks like a normal Diable fleet but as soon as the battle start the whole fleet groups together and goes full GATTAI!?

Appropriate music and camera angles are a must.
Advanced Avionics does change the range, but only positively. It has some issues with long range weapons but I found a slightly different way to do it that cause less issues. I might release a hotfix at some point, although I'd like to add a little something to justify downloading the mod again.

The "Frigate Carrier was an idea for Scy, not Diable, and in the end might be part of Seeker instead. There might be a second IBB ship in the future but it will be part of the same bounty fleet.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Huginn on April 05, 2016, 08:15:06 AM
Love this mod, and especially the design of the ships! Are you planning to add more? Or maybe new factions later on maybe? I would very much enjoy seeing more from ya thanks to this one.

Well done!


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 05, 2016, 09:07:43 AM
FlashFrozen created Neutrino Corp before Diable Avionics, and their sprites have a common style.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: radekplug on April 06, 2016, 03:00:37 PM
i find gulf ibb nice pice killing machine.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: HellBent on April 09, 2016, 09:17:01 AM
I've been playing with this module for a long time, but I still find the DA ships extremely overpowered.
They wipe out shields extremely quickly with missile barrage and huge numbers of fighters, have very good manoeuvrability so even if you can break through their shields, they'll just blink away.
Also did I mention the extremely strong fighters and missiles?

I struggle to kill a DA fleet half the size of any other faction, which I normally would breeze through.
Any tips? Have tried meeting with many of my own anti-fighter fighters and large amounts of PD. Never enough.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: JohnDoe on April 09, 2016, 09:27:42 AM
Normal PDs won't cut it; they either waste your flux shooting at empty space (Machine Guns etc.), can't break shielded fighters (Tactical Lasers with IPDAI, PD Lasers and LR PD Lasers etc.) or don't have enough charges to deal with large amount of threats (Burst PD, Argus, Guardian etc.). You really need area PDs like Dual Flak Cannons and other non-conventional anti-fighter weapons like Phase Beams/HVDs.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: Tartiflette on April 09, 2016, 11:17:42 AM
I struggle to kill a DA fleet half the size of any other faction, which I normally would breeze through.
Any tips? Have tried meeting with many of my own anti-fighter fighters and large amounts of PD. Never enough.
All Diable wanzers but the Valiant are un-shielded, they are very susceptible to beams, HE weapons with good precision and HVD because of the EMP. Having too much PD is actually a liability since they will focus on the micro-missiles instead of killing the much more dangerous fighters (which is the whole point of these missiles). However if you can tank the first wave by keeping your ships together, their wings have far fewer replacements than vanilla fighters and should die quickly. Then and only then you can try to kill their carriers.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on April 09, 2016, 01:15:06 PM
(http://i.imgur.com/TsYYWap.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.63RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).
Compatible with Histidine's Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0).
Integrated to Dark.Revenant's Starsector + (http://fractalsoftworks.com/forum/index.php?topic=7679.0).

Small patch update dealing with a couple of issues reported:
Small nerf of the Glaux, it still hurt a lot but has less charges to not become OP with Expanded Magazines, corrected a couple of issues with the drones, buffed the speed of the Versant and its efficiency against armored targets, and finally reworked the range boost of the Advanced Avionics hullmod. That bonus is more straightforward: up to +150/200/250/300 range for every weapons and decrease linearly with their range.

This update should NOT break your saves, remember to remove any prior version before extracting the newer one.

Full changelog:
1.63

BALANCING:
 - Glaux Lance Repeater:
   . Clip reduced to 6 charges from 10.
 - Versant:
   . Harvests damage per shot raised to 150 Energy from 100, 130 flux/shot from 90, 171 shots/min from 240 (429dps from 400),
   . Heavy ILIS turn-rate raised to 120 from 30,
   . Base speed raised to 120 from 90, base acceleration/deceleration raised to 240 from 180,
   . High Speed Mode boost reduced to 100 from 110, turn rate reduced by -25% from -50%, acceleration debuff removed.

BUGFIXES/IMPROVEMENT:
 - Advanced Avionics hull-mod:
   . Bonus to short range weapons rewritten,
   . Now adds up to 150/200/250/300su to all weapons,
   . Bonus increasingly smaller for longer range weapons,
   . No bonus beyond 1500/2000/2500/3000 range (if any weapon ever reach those ranges.
 - Calm:
   . Fixed the drone system mistakenly reduced to 4 charges instead of 8,
   . Still deploys only 4 of them at once.
 - Gust:
   . Repositioned the drones farther from the hull.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: SpaceRiceBowl on April 09, 2016, 01:56:45 PM
I think the Diable are a fairly balanced faction. The faction revolves around overwhelming fighter/mech firepower, and it does that niche extremely well.
Take it out of that niche, and it no longer becomes the powerhouse it is. The individual ships of the faction, the cruisers, destroyers, capitals, ect, are pretty easy to kill in my opinion.
The ships are far less tanky than Neutrino ships, and have far smaller shields than the Tri-Tachyons. I also feel that it has rather mediocre flux stats for a high tech faction.
All in all, load up on your PD, take out the mechs, and you should have no problem taking out the ships left behind.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Rathorn on April 09, 2016, 11:03:52 PM
New to starsector and it's mods, but so far DA is my favorite :) love the aesthetic, and I like the idea of running a "battlestar Galactica" style fleet that's heavily dependent on fighter support. Currently using SS+ (even tho it makes things chug a lil) just for the "wing command" skill. I haven't played enough to know for sure, but I think it'll really help the DA fighters cover up their weaknesses, which on paper seems to be just below average speed and a general lack of shields. If anyone has any faction-specific tips for beginners with these I'd love to hear them.


Title: Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
Post by: CitizenJoe on April 09, 2016, 11:12:36 PM
[.....]
All in all, load up on your PD, take out the mechs, and you should have no problem taking out the ships left behind.

I dunno about that. The battleships at least are pretty powerful in their own right. With a level 40 character I can go head to head with a Paladin, 4 Crusaders plus some frigates using just a Maelstrom and win pretty handily if I'm careful. I also got absolutely murdered by a couple of pirate maelstroms with lightning guns and small rescons about a few hours ago after clearing a bunch of their fighter screen.

New to starsector and it's mods, but so far DA is my favorite :) love the aesthetic, and I like the idea of running a "battlestar Galactica" style fleet that's heavily dependent on fighter support. Currently using SS+ (even tho it makes things chug a lil) just for the "wing command" skill. I haven't played enough to know for sure, but I think it'll really help the DA fighters cover up their weaknesses, which on paper seems to be just below average speed and a general lack of shields. If anyone has any faction-specific tips for beginners with these I'd love to hear them.

Well Diable ships seem to work best with builds that operate at standoff distances while using fighters, and occasionally flicker cores to keep the enemy at arm's length. And on that note, I have gained an all new appreciation for the lightning gun after being killed by the aforementioned pirates. Give it a go, its really good at killing smaller ships (or anything you can keep at a distance really).


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Starasp on April 10, 2016, 07:05:54 PM
304889 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.diableavionics_UhlanFire.advance(diableavionics_UhlanFire.java:59)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Can someone make sense of this? I crash whenever I try to enter combat with the uhlan equipped for some reason.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on April 11, 2016, 12:41:24 AM
Can someone make sense of this? I crash whenever I try to enter combat with the uhlan equipped for some reason.
Did you properly removed the old version before extracting the new one?


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Starasp on April 11, 2016, 08:48:03 AM
I'm not sure how that could have changed much, I uninstalled the game before downloading all the mods again after I updated to 7.2 to avoid just that problem.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on April 11, 2016, 09:14:01 AM
Uninstalling the game won't necessarily remove the mods though. And since some now unused files have been deleted in the last Diable update, removing the folder is necessary to clear up those.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Starasp on April 11, 2016, 10:02:35 AM
Ok, I think I actually figured out what was wrong because I only just realized it was crashing when I was jamming the Uhlan into a "hidden" energy mount on one of those really goofy broken frigates from neutrino while I was just screwing around. It works fine in regular mounts, but it always crashes when put into that large hidden one. Dunno if it's just the one issue with the Falken because I couldn't find another ship with a large hidden energy slot.

Might not really be a huge deal but I thought you should know regardless.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on April 11, 2016, 10:19:34 AM
Okay, makes sense, and easy fix! Thanks for the repport.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Black Crag on April 14, 2016, 06:59:07 AM
Nice mod and the ship designs are awesome! I have a few questions though: Is the flickering from the engines on the Dreadnought intentional? And if that is the case am i able do disable the flickering on my own in an easy way?


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on April 14, 2016, 07:45:03 AM
It is intentional, you can edit the engine_style.csv in the data/config to your liking if they bother you.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Dubby on April 14, 2016, 08:47:14 AM
I thought the flickering engine lights were reminiscent of the photon packs on the backs of gundams.  (?????)


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Black Crag on April 15, 2016, 11:12:27 AM
It is intentional, you can edit the engine_style.csv in the data/config to your liking if they bother you.
Ok, thank you!


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Chronosfear on April 19, 2016, 08:47:08 AM
Some Feedback ( based on a combat skilled character ) focusing on Diable for the first time.

I really loved you sprites since you mod started to shine here on the forums.
But i couldn't love them as I would like to.
I always thought : meh pd ( didn't notice PD-Missiles ;D ) and firing arcs.
Also all the ships seems to really turn slowly.
I think the error sits on a chair behind the screen ( the ships are long but narrow ) in which case I think, turning feels even slower.
But after playing aroung a while i got used to it.
 

So as I said, with SS+ I got a  deeper look on them.

Don't want to say anything about the ships ( Storm is the largest i've flown so far ) and they all perform well and are fun to fly ( when u get used to )

Weapons ( only the ones i've used )
!! Don't change anything cause of someones opinion  ::). Its just my humble feeling about it. Overall the faction is a great addition to the game and I love them !!

Small
Magicbox PD Missile
Just 3 Words : I love them !
Some more : And Diable needs them to cover their back on most ships.

Micro Missiles.
Great in Large numbers ( eg : Storm-class with 15 ( 8 of them build in ) equiped ) puts a lot of pressure to the enemy and get a real threat once you´re missile specced.

Banish Torpedo.
Strong Torpedo with a tendency to get shot down while turning/aiming. Still very reliable, fast and dangerous.

IBIS
Like the vulcan, feels a bit weaker though. ( But the stats tells a difference so i am proably wrong )

Recson S
Never used it. For me, it fires to slow to really be a threat for shields.

Burchel Beam Repeater
Very Strong PD, still feels somewhat weak for 7 OP. Not sure why.
Medium
State Support Beam
Lower range and more damage. Not my first choice for a support ship or as a support weapon like vanilla beams.
But I like to use them on my frigates vs. fighters and other frigates ( due to the higher damage )

Recson V
I really needed a weapon to build pressure on shields of cruiser and battleship  sized ships while still able to somewhat handle frigates, so i tried this one.
I honestly was a little disappointed. It´s a bit to inaccurate to my liking. 
The damage is impressive and can even be used to pierce armor but I noticed the AI sometimes dropping shield between my volleys  :D
in which case the damage bonus is "lost"
Flux cost is somewhat low. Which is a big +

Grave HMG
The slower firing and harder hitting assault chaingun. I like it.
The shots travel fast and the accuracy is high which makes this weapon decent against faster ships and fighters

Trifire Scatter-Cannon
My curently weapon of choice against shields ( and armor ) of larger targets.
Yes it fires Slower then the Recson V and builds more flux , but i still prefer this one over the Recson V

Thrush LRM System
Fills a nice niche as a support missile weapon against smaller targets.
The slower reloader and ammo capacity compared to the Pilum LRM makes this weapon weaker in longer engagements.
On short battles. The higher speed of the missiles makes up for that.

Finally BTW : ? Where is my medium micro missile launcher  ??? ^^ <- that could be my favorite
Large
Since I am lacking on ships with large mounts ( I´ve only got the SS+ Gulf which probably is a child of Diable ) I only used the Mostro Cannon Array.
My first thoughts were : Another Burst weapon ( 4 barrels burst and then wait for it )
But I used it, and what can I say : I'm in love . This descriptions fits very well : tear through armor at an alarming rate )

Movie of Gulf ( with SO ) with 2 of them
https://www.youtube.com/watch?v=2Rc8aGxK21Q (https://www.youtube.com/watch?v=2Rc8aGxK21Q)


Thank you very much for your time and efford for this astonishing mod.

Chronosfear




 















Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: adimetro00 on May 09, 2016, 04:33:38 AM
Well, IMO the lore of the faction seems... simplistic. do you have any plans to fresh out the lore a bit to tie to vanilla a bit? Otherwise, awesome work on the ships and weapons! I especially like the transforming ship.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Gorgonson on May 11, 2016, 08:15:11 PM
I've just finished a Diable playthrough of Nexerelin - the entire sector is a deep, glorious maroon.
To honour my retiring captain, I'd like to give some feedback on how I felt about the Diable ships and weapons.

I began with a small combat fleet, comprised of a Calm, a Vapor, and a Draft.
The Calm performed exceptionally well.  I filled the 8 missile mounts with Micro Missile Launchers, which are incredible - not necessarily for their damage, but for how confusing they are to opponents.  The Vapor served quite well as a clean-up crew, and I love the versatility of the weapon slots.  The Draft, however, underperformed.  The Arcus Armor wasn't reliable, and was no substitute for a decent shield, not to mention it would occasionally glitch out and slide away from the prow of the Draft.  Despite these shortcomings, outfitting it with Micro Missile Launchers and ordering it to hang back proved a fair compromise.

Have I mentioned that I love Micro Missiles?

From there I upgraded to a Gust.  I lamented the reduction in Micro Missile potential, as I captained the Gust over the Calm.  I splurged on a Valiant Wanzer Wing, which was amazing for securing early objectives, before transitioning into an escorting role - I imagine that was the general idea there.
When I started facing nuts the Gust couldn't crack, I purchased a Haze.  Given the further reduction in Micro Missile slots, I fitted the Haze with Thunderbolts.  I was taking down capital ships with that thing!

Here I will digress for a moment - I love the aesthetic, and the placement of overlapping hardpoints was a great choice.  A Recson V over a Grave HMG looks so nice, and performs just as well.

Despite the potent nutcracking ability of the Haze, I began encountering fleets with increasing numbers of fighter wings and other small nuisances.  I had to fight fire with fire, and I happened across a Maelstrom.  Remember when I said that I love Micro Missiles?  I was in heaven - the sheer output of missiles made the opposing ships act absolutely stupid.  I went overboard, however, and fielded far too many offensive weapons.  After a humbling near-defeat, I embraced Diable's defensive missiles with open arms.  I love the Magicbox PD Missile - it's cute and effective.  My only gripe is that as Diable ships become more expensive and impressive, they are outfitted with comparatively fewer small missile slots.  I don't know if this is a Starsector limitation, but I found myself wishing those small hybrid slots were small missile slots instead.

After the Maelstrom, I sidegraded into a Storm - this allowed me to field additional Wanzers.  I have each one a shot, generally preferring to deploy Valiants, Ravens, and Frosts.  At this point in the game, I could zoom out so far that the missiles and fighters zooming around were almost indistinguishable.  I had to sit back and trust that the superior Diable Avionics Wanzers would deliver, and they did.  The swarming technique culminated in the takedown of a Paragon using only a Maelstrom and several fighter wings.  The poor thing couldn't cope with the sheer number of threats, however small they may be.

So I bought a Pandemonium.  My entire Diable career had been leading up to this point.  I had loved the missile, embraced the missile, and become the missile - and I was disappointed.  For the flagship of Diable Avionics to neglect the missile to such a degree made my soul weep.  Sure, it fielded large numbers of Wanzers to an absurd degree, but it just didn't have that level of missile-saturation that the Maelstrom did.  In addition to this, the previous lack of small missile hardpoint real-estate was compounded.  I had six small slots in which to field Swarmers and Magicboxes, leaving no room for Micro Missile Launchers.  I mean, I could annihilate a Paragon without being touched - thank you Uhlan Siege Laser - but it just wasn't the same without an innumerable horde of Micro Missiles re-enacting the moment of impregnation.

---

To summarise.  I had a great time with Diable, though I got the impression that the focus shifted from missiles to Wanzers at some point during development.  The ships reflect this, leaving the capital ship of the Diable as a combination of both the Maelstrom and the Storm, though without the cornerstone of Micro Missiles.  It seems the desired playstyle - due to the small shield arcs and mediocre flux dissipation - is for a long-range bombardment from the Pandemonium, supported by wave after wave of Wanzers.

The single simplest change I could propose to fill this hole, would be to introduce a medium-sized Micro Missile Launcher equivalent.  If I could install some sort of Micro Missile Battery in the many universal medium slots on the Pandemonium, I would be so happy.

When I have a tad more time, I will expand further on the weapons and ships, as well as the activated abilities.
All in all, thank you for giving me such a pleasant sector-conquering experience.

- G


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on May 12, 2016, 12:08:36 AM
Hum, I haven't replied in a while, sorry for that. So thanks for the feedback everyone!

Chronosfear

Recson S: they don't have an impressive DPS sure, but their damage per shot is higher than any vanilla small weapon, making them a larger threat for lightly armored ships. They also tend to overload their target more easily since the flux isn't spread in a burst allowing the AI to lower its shield in time. It isn't as good as a Needler for forcing the shield down, but it will kill that pesky frigate sooner nonetheless.

Burchel: with their longer burst, they aren't quite as good as a Burst PD against missiles, but they have a lot more charges.


Adimetro00

Yes the lore is quite barren, a consequence of being somewhat inspired from another IP I suppose. I've been mulling over some ideas to flesh the whole thing for a while. Nothing of the scale of Scy's lore, but enough to to fill all the descriptions and add some flavor I think. I still need to talk to FlashFrozen about it though.


Gorgonson

Draft: as you discovered, it is more of a hang-back support ship than anything else. Without shield and mostly missiles, it also can keep the 0-flux speed boost on most of the time, making it a bit harder to catch than it sound. I may change the built-in weapon to the same as the Versant though, if only for consistency sake.

Pandemonium/big ships VS lack of small missiles: it is actually a careful balancing decision. As the ships get more and more offensive oriented and close range, they get less and less small missile mounts. The reason is simple, if you can mount support micro-missiles or Magic-boxes, you can also mount more immediately dangerous weapons. Like Harpoons, Atroposes, Thunderbolts, Reapers... Believe me you don't want to face a cruiser with 12 double Atroposes at close range. That is less an issue with support oriented ships that hang in the back and can't just erase any overloaded ship from the face of the universe in one volley. The only one that kinda bother me on that front is the Calm, and I should maybe change four of the small mounts to built-in micro missiles.
   On the other hand, all those "missile slot deprived" hulls have a lot more universals medium mounts to load Thrush, Plovers (that will be nerfed btw) or Banish torpedoes.


People keep asking for a medium Micro-Missile Launcher, but there is already one in the form of the Thrush, a long-range Harpoon/Micro-missile MIRV hybrid!


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Gorgonson on May 12, 2016, 03:34:12 AM
You make a fair point about the versatility of small missile mounts - I think converting some of the mounts to built-in Micro Missile Launchers would be a great idea.
Those endearing swarms of tiny missiles were just so iconic, I feel as though I grew attached to them, only for them to be phased out.

I see how the balancing perspective shifts from micro to macro as the game progresses.  I definitely noticed my build preferences changing as more and more fighters and smallcraft were fielded.  Despite this, I generally engaged in close-combat with each ship I used.  I was in the thick of it, whether I was piloting a Gust, a Haze, a Maelstrom, or a Pandemonium - though this might say more about my playstyle than your balancing endeavours.  The only difference is that 'close-combat' covered increasingly greater distances as I upgraded ships.

I ultimately didn't feel so different playing a Pandemonium, compared to a Maelstrom or a Gust - the largest change was the reduction in small missiles which I could use to saturate my foes.
I did just try out a four-Plover Pandemonium, and yes, it was disgusting - I was killing Archbishops and Cathedrals from off the screen.

Has the idea for a Recson X ever crossed your mind?

And finally, regarding the Thrush - given that the Micro Missile aspect seems to be a contingency plan for the failure of the initial payload, I rarely see them trigger.  I had hoped to see the Thrush splitting into a number of Micro Missiles right before impact, but it seems to be just another long range missile that flies fast and slams into the target as usual.

I don't mean to sound critical, I love you and everything you do.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: adimetro00 on May 12, 2016, 04:29:10 AM
Tartiflette, What inspired FlashFrozen to make this? What do you think about renaming the mech-based fighters? Is Wanzer good enough?


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on May 12, 2016, 05:11:37 AM
Tartiflette, What inspired FlashFrozen to make this? What do you think about renaming the mech-based fighters? Is Wanzer good enough?
It's based on one of the Front Mission's wanzer manufacturer, although the relationship doesn't go much further than naming conventions and having mechs. I don't think wanzers should be renamed, because there isn't really a good contraction for Fliegerei Panzer (Fliegzer?), unlike Wander Panzer becoming Wanzer.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: CaptainWinky on May 12, 2016, 06:14:58 AM
Micro Missiles are nice, and Thrush LRMs are even better on a larger ship especially with Fast Missile Racks.  Recently I tried out the Mayorate with my usual assortment of other mods including Diable.  I found out that a Mayorate Del Azarchel cruiser with Diable Thrush missiles is really brutal.  The Thrushes have a range of 7000 so you can pick any frigate or destroyer in sensor range and fire off two or three waves of missiles to take it out immediately.  After using up the initial load of missiles I keep firing them as soon as they reload to keep pressure on whatever I'm fighting.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: adimetro00 on May 12, 2016, 06:26:04 PM
Tartiflette, What inspired FlashFrozen to make this? What do you think about renaming the mech-based fighters? Is Wanzer good enough?
It's based on one of the Front Mission's wanzer manufacturer, although the relationship doesn't go much further than naming conventions and having mechs. I don't think wanzers should be renamed, because there isn't really a good contraction for Fliegerei Panzer (Fliegzer?), unlike Wander Panzer becoming Wanzer.
I've noticed that, because of that statement, those Front Mission Portraits from the Portrait Mod somehow fit this faction pretty good.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Wyvern on May 13, 2016, 11:41:38 AM
One piece of feedback: The Uhlann Siege Laser is, imo, too good.  Specifically, its range is very out-of-gamut for vanilla energy weapons - it's essentially a plasma cannon with the range of a gauss cannon.

Now, I know that the Diable capital ships need that range due to their turret mounts being way at the back of the ship.
So my suggestion: Either make the Uhlann a built-in weapon for Diable capital ships and not something you can mount on other ships - or make it 900 base range, and give the Diable capital ships a special "+300 range for large weapons" (or even just "+300 range for the Uhlann Siege Laser") built-in hull mod.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: FlashFrozen on May 13, 2016, 03:07:20 PM
The Uhlan has some serious drawbacks, namely, actual inaccuracy and shots will be absorbed by missiles, two problems the regular plasma cannon don't have with perfect accuracy and special plasma proj that can ignore missiles.

Benefits to the uhlan are +100 alpha, and much longer range and the hidden trait of being able to utilize expanded mags for even heftier burst.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Argonaut on May 19, 2016, 10:50:51 AM
I love these designs and the quirks and abilities of the various ships. (Haven't gotten to cruisers yet.)

I have a problem, though: fighter/wanzer-heavy Diable forces break me with not much chance to strategize or retaliate, when equally and often more numerous fighter-based groups of different factions don't leave a scratch.
The fast missiles wreck my destroyers in a volley or two, and my own fighters and bombers seem unable to hold a candle either.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Troika on June 11, 2016, 01:29:30 PM
Try keeping your ships in a tight formation so you can maximize your PD coverage.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: NightfallGemini on June 12, 2016, 02:50:36 PM
I assume you mean the DA mod-ship boss. The trick is that Wanzers have low replacement chassis counts, so maximize PD and you're good to go. Alternatively, max out on high chassis count fighters and have a couple good carriers.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: FlashFrozen on June 12, 2016, 03:08:56 PM
Alternatively try loading up on ion cannons, emp weapons, armor shredding weapons or phase lances
Pd weapons aren't necessarily the best against these fighters, they often are distracted by the missile spam ( as intended ).


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: LB on June 23, 2016, 04:58:47 PM
Uhlan crashes game when placed in a hidden slot due to use of return from getAnimations() without a null-check in diableavionics_UhlanFire.

I guess there are not exactly many large hidden slots (none officially?), but in case you're fooling around with one, you can patch it with attached.

Old sprite was cool, but new sprite with animation is super-duper-cool.

[attachment deleted by admin]


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on June 23, 2016, 11:11:13 PM
Dammit, I totally forgot to fix this! I wanted to add something else but never got around finishing it now that I'm neck deep in the Scy rebuilding.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Orikson on June 23, 2016, 11:20:40 PM
Dammit, I totally forgot to fix this! I wanted to add something else but never got around finishing it now that I'm neck deep in the Scy rebuilding.

Take your time, there's still the big update due sometime later after all.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on June 24, 2016, 02:11:15 AM
If by "sometimes" you mean "probably in six months" then you are right, but I certainly won't let one Diable weapon broken for that long. I'm not home this weekend so I'll try to release a quick hotfix this evening to not forget about it again.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Drokkath on August 11, 2016, 09:12:59 PM
Have had this mod installed for a several days now. Interesting variety of ships that I have yet to try out along with new weapons, did try the combat freighter Stratus a bit but got blown up because I'm not used to playing games legit but that's besides the point as its something I can fix for myself.

Definitely an interesting faction besides pirates and independents IMHO as I like their aggressive attitude towards other factions and getting new tech even if it means crossing all sorts of lines and madness like I feel recently. A faction I'm planning to join mainly due to ships and to give the middle finger to diplomacy/other factions with their constant bickering and RP this "take what you can, give nothing back!" without being a pirate.

Because it feels good to be a sort of dreaded entity in a game sometimes.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Sy on September 19, 2016, 09:20:41 PM
Tartiflette, i think you forgot to update the online Version Checker file with version 1.63.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on October 10, 2016, 03:28:17 AM
FlashFrozen poked me with new weapons and other things for Diable, so here's a teaser:

(http://i.imgur.com/gNg9kh5.jpg)

(http://i.imgur.com/eEnHZcD.jpg)

The update should land in a day or two if all goes well. It will contain those weapons, a few new weapon sprites and sounds, a significant balance pass on a few out-of-the-curve weapons and ships, and a lot of improved descriptions.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Orikson on October 10, 2016, 03:56:33 AM
Oh my. (Prepares the ships for maximum poke potential).


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: DownTheDrain on October 10, 2016, 09:29:51 AM
The update should land in a day or two if all goes well. It will contain those weapons, a few new weapon sprites and sounds, a significant balance pass on a few out-of-the-curve weapons and ships, and a lot of improved descriptions.

Out-of-the-curve as in behind or ahead of it?
Pure Diable fleets are usually a tough opponent for me but I'm not a great pilot, so there's that. I figure they ought to be powerful since they hate everyone and everyone hates them, but I'm not sure how the AI handles fleet battles and invasions in Nexerelin so I could be completely wrong.
Anyway, new toys are always welcome and I love the fluff of the SRAB Heavy Emitter in particular.

On a somewhat related note, Tartiflette, shouldn't you be completely busy with updating Scy?  ;D


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Orikson on October 10, 2016, 09:37:46 AM
The update should land in a day or two if all goes well. It will contain those weapons, a few new weapon sprites and sounds, a significant balance pass on a few out-of-the-curve weapons and ships, and a lot of improved descriptions.

Out-of-the-curve as in behind or ahead of it?
Pure Diable fleets are usually a tough opponent for me but I'm not a great pilot, so there's that. I figure they ought to be powerful since they hate everyone and everyone hates them, but I'm not sure how the AI handles fleet battles and invasions in Nexerelin so I could be completely wrong.
Anyway, new toys are always welcome and I love the fluff of the SRAB Heavy Emitter in particular.

On a somewhat related note, Tartiflette, shouldn't you be completely busy with updating Scy?  ;D


I think FlashFrozen made those new goodies while Tartiflette handled the scripts and balance. Maybe?


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on October 10, 2016, 09:50:15 AM
Out-of-the-curve as in behind or ahead of it?
Pure Diable fleets are usually a tough opponent for me but I'm not a great pilot, so there's that. I figure they ought to be powerful since they hate everyone and everyone hates them, but I'm not sure how the AI handles fleet battles and invasions in Nexerelin so I could be completely wrong.
A bit of both. The Thunderbolts got hammered hard, the Micro-Missiles a little bit, the Grave got it role consolidated as a firm intermediary between Assault Chainguns and Maulers, the Versant got just that buff it needed, and the Draft is now a competent ship.

Current changelog:
1.65

NEW CONTENT:
 - Glowtusk Linear Rifle: High-power high precision short range Kinetic damage ballistic gun, with extra damage against bare hulls.
 - SRAB Heavy Emitter: High power long range guided HE damage energy weapon whose shots can be shot down.

BALANCING:
 - Thunderbolts Rack/Pod:
   . Too many changes and reverts over the months to remember but nerfed overall.
   . Maneuverability significantly reduced.
   . Tweaks to the AI so that frigates can sometime dodge them.
   . Rack ammo reduced to 5 from 6, pod ammo reduced to 16 from 20.

 - Micro-Missiles:
   . HP reduced by 50% to 25.
   . Ammo stack reduced to 5 from 10

 - Versant:
   . Raised flux capacity to 3500 from 3000.
   . Raised flux dissipation to 350 from 225.
   . Lowered base speed to 110 from 120.
   . Raised transformed speed to 240 from 220.

 - Grave HMC:
   . Range reduced to 625 from 825.
   . OP reduced to 11 from 12.
   . Precision improved.
   . Turn-rate slightly improved.

 - Draft:
   . Removed built-in Light Thermal Pulse Repeater.
   . Added one medium Hybrid mount.
   . Raised OP available to 50 from 40.
   . Arcus Armor now held firmly in place instead of wobbling around.

BUGFIXES/IMPROVEMENTS:
 - Lots of rewritten descriptions.
 - New sound effects.
 - New weapon sprites.
 - As usual misc improvements all over the place.

On a somewhat related note, Tartiflette, shouldn't you be completely busy with updating Scy?  ;D
I think FlashFrozen made those new goodies while Tartiflette handled the scripts and balance. Maybe?
Oooooh but that I still am. But it was actually good to have something else to do to change my mind. It's been 6 months since I did almost nothing but Scy's re-spriting in my modding time. Just that little experiment with Torchships (http://fractalsoftworks.com/forum/index.php?topic=11339.0). Getting back into serious coding was like stretching some muscle not used in a loooooong time. Anyway, I'll post some new stuff there soon-ish too.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: DownTheDrain on October 10, 2016, 10:12:13 AM
- Micro-Missiles:
   . HP reduced by 50% to 25.
   . Ammo stack reduced to 5 from 10

Nooo, my micro-missile cheese!
It's probably for the better but still, single tear running down my cheek and all that.

Quote
- Versant:
   . Raised flux capacity to 3500 from 3000.
   . Raised flux dissipation to 350 from 225.
   . Lowered base speed to 110 from 120.
   . Raised transformed speed to 240 from 220.

Interesting, I often avoid ships with most/all of their weapons built-in but I have to admit that the Versant is pretty sexy to look at when it transforms. Guess I'll have to give it another go.

Quote
- Draft:
   . Removed built-in Light Thermal Pulse Repeater.
   . Added one medium Hybrid mount.
   . Raised OP available to 50 from 40.
   . Arcus Armor now held firmly in place instead of wobbling around.

Sounds good. Draft is the one with the foreski... I mean deployable front armor, right?  :P

Quote
It's been 6 months since I did almost nothing but Scy's re-spriting in my modding time.

6 months well-spent considering the results are gorgeous, but yeah, that's a lot of time to be working on a single project, especially for a hobby.
I'm just really looking forward to it so I couldn't help to poke just a tiny bit.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on October 10, 2016, 10:19:54 AM
6 months well-spent considering the results are gorgeous, but yeah, that's a lot of time to be working on a single project, especially for a hobby.
The first row of sprites took almost a year to make, although it was less intense and went under a couple of iterations first. But I digress.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: DownTheDrain on October 10, 2016, 10:39:52 AM
6 months well-spent considering the results are gorgeous, but yeah, that's a lot of time to be working on a single project, especially for a hobby.
The first row of sprites took almost a year to make, although it was less intense and went under a couple of iterations first. But I digress.

Oh I'm not saying the original designs weren't looking good and I can only assume it took tons of work to get the armor mechanics right.
It's just... maybe I'm a tad OCD about this but I love my ships to match in style and the first iterations were too sleek... slender... something like that to fit with vanilla and many other mods. They worked pretty well with DA but not much else, at least for me.

Plus the new versions somehow seem more detailed and elegant, more finished if you will.


Title: Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
Post by: Tartiflette on October 10, 2016, 11:02:38 AM
Oh I was just mentioning it to say, it's not the first time I had a long term project like that. And I got a better and faster since that time.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Tartiflette on October 13, 2016, 02:21:12 AM
(http://i.imgur.com/JP2Fi6T.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.65RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

This update WILL break your saves. Use Dark.Revenant's Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950.0) to continue your playthrough.

   So, 1.65 is here! Two new weapons, some small balance tweaks, and a significant buff to the Draft are waiting for you.

(http://i.imgur.com/gNg9kh5.jpg)

(http://i.imgur.com/eEnHZcD.jpg)

   There is also a few bugfixes and a lot of improvements all over the place on the sprites, sounds or almost every single descriptions.

Full changelog:
1.65

NEW CONTENT:
 - Glowtusk Linear Rifle: High-power high precision short range Kinetic damage ballistic gun, with extra damage against bare hulls.
 - SRAB Heavy Emitter: High power long range guided HE damage energy weapon whose shots can be shot down.

BALANCING:
 - Thunderbolts Rack/Pod:
   . Too many changes and reverts over the months to remember but nerfed overall.
   . Maneuverability significantly reduced.
   . Tweaks to the AI so that frigates can sometime dodge them.
   . Rack ammo reduced to 5 from 6, pod ammo reduced to 16 from 20.

 - Micro-Missiles:
   . HP reduced by 50% to 25.
   . Ammo stack reduced to 5 from 10

 - Versant:
   . Raised flux capacity to 3500 from 3000.
   . Raised flux dissipation to 350 from 225.
   . Lowered base speed to 110 from 120.
   . Raised transformed speed to 240 from 220.

 - Grave HMC:
   . Range reduced to 625 from 825.
   . OP reduced to 11 from 12.
   . Precision improved.
   . Turn-rate slightly improved.

 - Draft:
   . Removed built-in Light Thermal Pulse Repeater.
   . Added one medium Hybrid mount.
   . Raised OP available to 50 from 40.
   . Arcus Armor now held firmly in place instead of wobbling around.

 - Derecho:
   . Jamming system range increased to 2000su.

BUGFIXES/IMPROVEMENTS:
 - Fixed crash when the Uhlan Artillery is mounted in a hidden slot.
 - Lots of rewritten descriptions.
 - New sound effects.
 - New weapon sprites.
 - As usual misc improvements all over the place.

DynaSector won't use the new weapons unless you add these lines to DynaSector\data\factions\weapon_categories.csv (remember to backup this file):
Code:
Glowtusk Linear Rifle,diableavionics_glowtusk,FALSE,medium,ballistic,,,,,,KINETIC,TRUE,,,,,,,DIABLE,,5,,,,1,,,,1,,5,,1,,2.5,,,,,5,2.5,0.5,1,1,40,,10,10
SRAB Heavy Emitter,diableavionics_srab,FALSE,medium,energy,,,,,,HIGH_EXPLOSIVE,TRUE,TRUE,TRUE,,,TRUE,,DIABLE,3,,,,,1,10,,,1,,10,,1,,X,,,,,10,X,0.5,1,1,40,,10,10
Or replace it with this one (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/weapon_categories.csv)

Enjoy!


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Surge on November 14, 2016, 06:33:39 PM
Oh boy, been some time since I was in these parts. Losing SS+ really hit my interest in Starsector.
That's beside the point of why I'm here though, with the upcoming changes to fighters, I'm really really interested to know how diable plans to cope. Turning fighters into an OP burden on the mothership says to me that Diable will be hit hard, with a lot of expensive weapons and fighters coming together in one cutting edge fleet. Basically, as I see it, diable has 4 options:
Make fighters strictly optional, this might cause issues with loadout randomization though
Add low OP options to allow Gusts and Storms to juggle fighters and relevant armament
Completely rebalance the Wanzers
Increase OP for Diable carriers and hope for the best

Of course that limited outlook is probably why I'm not involved with balancing games, I'm just really curious what your plans are.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Midnight Kitsune on November 14, 2016, 06:38:48 PM
Oh boy, been some time since I was in these parts. Losing SS+ really hit my interest in Starsector.
That's beside the point of why I'm here though, with the upcoming changes to fighters, I'm really really interested to know how diable plans to cope. Turning fighters into an OP burden on the mothership says to me that Diable will be hit hard, with a lot of expensive weapons and fighters coming together in one cutting edge fleet. Basically, as I see it, diable has 4 options:
Make fighters strictly optional, this might cause issues with loadout randomization though
Add low OP options to allow Gusts and Storms to juggle fighters and relevant armament
Completely rebalance the Wanzers
Increase OP for Diable carriers and hope for the best

Of course that limited outlook is probably why I'm not involved with balancing games, I'm just really curious what your plans are.
SS+ is still around and usable, you just need Dynasector, Underworld and Ship and Weapon Pack along with SS+ to get the old SS+ experience.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Surge on November 14, 2016, 06:47:13 PM
Oh boy, been some time since I was in these parts. Losing SS+ really hit my interest in Starsector.
That's beside the point of why I'm here though, with the upcoming changes to fighters, I'm really really interested to know how diable plans to cope. Turning fighters into an OP burden on the mothership says to me that Diable will be hit hard, with a lot of expensive weapons and fighters coming together in one cutting edge fleet. Basically, as I see it, diable has 4 options:
Make fighters strictly optional, this might cause issues with loadout randomization though
Add low OP options to allow Gusts and Storms to juggle fighters and relevant armament
Completely rebalance the Wanzers
Increase OP for Diable carriers and hope for the best

Of course that limited outlook is probably why I'm not involved with balancing games, I'm just really curious what your plans are.
SS+ is still around and usable, you just need Dynasector, Underworld and Ship and Weapon Pack along with SS+ to get the old SS+ experience.
....I may have to dig around and update my mod list sometime this week


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Orikson on November 14, 2016, 08:01:22 PM
If you're curious @Surge, come to to the discord server we have. We did a discussion on fighters before and the modders there can answer questions you've got.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: MesoTroniK on November 14, 2016, 08:36:05 PM
@ Surge, the recommend mods list in the THI thread, and then all the Dynasector supported factions and carefully choosing unsupported ones is a safe bet.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Orikson on November 14, 2016, 09:02:19 PM
You can refer to this thread @Surge.

http://fractalsoftworks.com/forum/index.php?topic=11438.0

I've posted a comment there about mods, just skip to the faction mods part if you've have the other mods set-up.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Linnis on November 14, 2016, 10:09:50 PM
I just want to drop in and say.

The new ships are soooo slick. I love it!


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Tartiflette on November 15, 2016, 12:52:34 AM
Well, I can't say for sure how we will change the Wanzers before actually playing the update but there are a few possible solutions to keep them somewhat tough (they are very susceptible to the right loadouts btw):

   The obvious one: they could cost a lot of OP to install. Pretty straightforward, and expected too.

   A second possibility would be to find a way to make them rebuild and rearm at half the normal speed on non-Diable ships.

   In addition to that, a short roam range could prevent packing a lot of them in an Astral and create a long range unstoppable deathball. The carrier would have to put itself at risk to use Wanzers.

   On Diable side, we could remove the dedicated carriers and only have one or two flight decks on most Diable ships. When fighting them that would allow you to thin the herd every time you manage to kill an enemy ship rather than suffering their full might until you find the carrier.

But this is all very theoretical, and there will have to be some playtesting before settling on a solution.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: DownTheDrain on November 15, 2016, 03:43:47 AM
On Diable side, we could remove the dedicated carriers and only have one or two flight decks on most Diable ships. When fighting them that would allow you to thin the herd every time you manage to kill an enemy ship rather than suffering their full might until you find the carrier.

I like that idea, it makes sense to me.
While you would need dedicated carriers with flight decks and other equipment and infrastructure for regular fighters and bombers, it stands to reason that flying Mecha could be launched from just about any decently-sized ship.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Lolpingu on November 19, 2016, 09:55:16 AM
I think I may have a bug where the Pandemonium doesn't spawn anywhere in Nexerelin, including NPC fleets. I've conquered about 20 stations/planets with shipyards, and I went tirelessly between them hoping to find a Pandemonium. I found none. All of them seemed to have large populations - anywhere from 10^4 to 10^7. Just to check if I'm being unlucky, I hunted down a few fat bounties to build up a massive treasury and then went to Diable's home planet and started spamming 60 point fleets. NONE of them had a Pandemonium. Prism Freeport never seems to have them either. The biggest and baddest ship I seem to find is the Maelstrom. And yes, I'm using the up-to-date version of the mod and the Pandemonium's relevant files seem to be in the game's folder, so it's definitely there.

Is it just THAT rare, or is something wrong here?

Btw mods are dynasector, nexerelin, ship/weapons pack, starsector+, underworld, lazylib, graphics lib and a few faction mods.

Edit: I can't even use it in the simulation. Something is definitely off here.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: DrakonST on November 19, 2016, 10:11:15 AM
I think I may have a bug where the Pandemonium doesn't spawn anywhere in Nexerelin, including NPC fleets. I've conquered about 20 stations/planets with shipyards, and I went tirelessly between them hoping to find a Pandemonium. I found none. All of them seemed to have large populations - anywhere from 10^4 to 10^7. Just to check if I'm being unlucky, I hunted down a few fat bounties to build up a massive treasury and then went to Diable's home planet and started spamming 60 point fleets. NONE of them had a Pandemonium. Prism Freeport never seems to have them either. The biggest and baddest ship I seem to find is the Maelstrom. And yes, I'm using the up-to-date version of the mod and the Pandemonium's relevant files seem to be in the game's folder, so it's definitely there.

Is it just THAT rare, or is something wrong here?

Btw mods are dynasector, nexerelin, ship/weapons pack, starsector+, underworld, lazylib, graphics lib and a few faction mods.
You were simply not lucky. I could buy 2 such ships.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Lolpingu on November 19, 2016, 10:23:02 AM
You were simply not lucky. I could buy 2 such ships.


Can you spawn one in a simulation? it doesn't appear in the list for me.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: DrakonST on November 19, 2016, 10:27:25 AM
You were simply not lucky. I could buy 2 such ships.


Can you spawn one in a simulation? it doesn't appear in the list for me.
If ship not in the simulator it doesn't mean that he isn't in a game.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Lolpingu on November 19, 2016, 10:35:00 AM
You were simply not lucky. I could buy 2 such ships.


Can you spawn one in a simulation? it doesn't appear in the list for me.
If ship not in the simulator it doesn't mean that he isn't in a game.


Can you, though? I asked this because if you can spawn one and I can't, something is wrong with my installation.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Tartiflette on November 19, 2016, 10:45:03 AM
There is one available in the last mission if you want to check out if it's there.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: DrakonST on November 19, 2016, 10:46:45 AM
Can you, though? I asked this because if you can spawn one and I can't, something is wrong with my installation.
He can't be added in the simulator. It simply isn't registered in a mod code.

There is one available in the last mission if you want to check out if it's there.
Also. Yes.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Lolpingu on November 19, 2016, 10:49:28 AM
There is one available in the last mission if you want to check out if it's there.


Yeah, something is definitely not right here. There are 3 missions, with the biggest one being T minus zero. The biggest ship in the fleet is a Maelstrom. Thanks for confirming my suspicions. I'll try to turn off non-critical mods and see if the mission gives me a Pandemonium then.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Tartiflette on November 19, 2016, 10:55:27 AM
The mission in question is "Training ground" though. And if it's not there, you are either using a very outdated version of Diable, or didn't deleted the old folder before extracting the new one.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Lolpingu on November 19, 2016, 11:13:49 AM
The mission in question is "Training ground" though. And if it's not there, you are either using a very outdated version of Diable, or didn't deleted the old folder before extracting the new one.


Ah yes, there it is. Looks like I was just extremely unlucky then. Thanks for the help and sorry for bothering you  :)


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Tartiflette on November 19, 2016, 11:25:38 AM
Do you play with Scy or Nexerelin? Because then it often is available at the Prism Freeport.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Lolpingu on November 19, 2016, 11:54:40 AM
Do you play with Scy or Nexerelin? Because then it often is available at the Prism Freeport.


Yeah, I do play with Nexerelin and Prism Freeport enabled. It's right in the middle of the sector so I stop by there often while going from system to system looking for that ship. It seems to have sold at some point every battleship of every faction currently in my game EXCEPT for this one. Also, none of the Diable fleets seem to have a Pandemonium, even extremely large ones like the 60 point defense fleets that you can spawn at stations/planets.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Bastion.Systems on November 30, 2016, 09:58:28 AM
I think Thrush is still pretty bad, still have to point blank to get the primary missile to hit and the secondary payload is too slow and poorly targeted to hit anything that is moving.
Compare the Thrush LRM System with vanilla Sabot SRM Pod. With sabot you get more missiles per pod, higher base damage, far better targeting and these things are also super effective against shields.

In general the missile weapons in this mod are below average in power, mostly due to weak targeting, but Thrush is still especially useless.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Phearlock on December 01, 2016, 03:30:12 AM
I disagree, I think the Thrush has its place as a fast-acting LRM. Great when trying to catch fleeing ships compared to the slower, higher dps LRMs. Its speed also lets it double as a close range extra burst of HE damage against an overloaded target if you aim it well (you do generally have to aim them if you're close enough to see the target, as yes, they're not very maneuverable).

Also, you're also comparing it to a short range limited-ammo shieldbreaker missile, the Thrush is better compared to the Pilum, as it's a regenerating-ammo long range suppression HE missile.

Good missile, suggest keeping it as it is.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Bastion.Systems on December 01, 2016, 03:57:57 AM
I guess it is pretty fast compared to other super long range missiles. And you have managed to hit stuff at range with it? Maybe it just gets better on higher levels of Missile Specialization. Could be that I am using it wrong, but I still think it deserves a boost in at least one area.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Troika on December 24, 2016, 03:25:36 PM
Will we ever get transforming capital ships?


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Midnight Kitsune on December 24, 2016, 03:48:35 PM
Will we ever get transforming capital ships?
Ha! If I remember correctly, the frigate was a royal pain in the ass


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Sy on December 24, 2016, 04:12:34 PM
Will we ever get transforming capital ships?
not unless something is changed in vanilla to properly allow it, at least if we're talking about almost fully transforming ships like that one (http://i.imgur.com/xuaQHch.gif). but possibly ones that have small-ish moving parts... if Tartiflette ever decides he wants to make one. ^^ actually, SCY's Siren cruiser and Nemean Lion battleship do have something like that.

there are several issues with transforming ships due to the fact that Starsector wasn't actually designed for these. for example, the collision bounds (aka where a ship can be hit) can't be animated. so any ship that changes visual shape in battle will have collision bounds that don't entirely line up with at least one of its possible shapes. that's not too big a deal for a fighter or even frigate, but on a capital ship it would be very noticeable, in a really bad way.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Tartiflette on December 25, 2016, 10:04:15 AM
Just mentioning that the stations' modules feature might change a lot about what is possible or not concerning transforming ships. Not to give anyone too much hope because it might just not fit the mod, or just not be interesting gameplay wise (for example, it would take a lot more time to transform a capital, making switching modes much less useful). Alos, I enjoyed a lot making the transforming frigate and it was one of the very few times I coded something right on the first try... But it did required an inordinate amount of work for a ship of this size.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Techhead on December 26, 2016, 10:22:44 PM
You might be able to get away with less major transformations that don't affect the bounds of the ship appreciably. Like... you have forward maneuvering jets retract into the hull to make way for side-mounted built-in cannons that extend out of the wings behind them. Or something else where part X is replaced by part Y.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: StarSchulz on December 27, 2016, 10:37:16 PM
Could moving weapon mounts even be coded? have a hammerhead type ship that could move them to the sides for better coverage, or to the front for forward firepower.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Tartiflette on December 27, 2016, 11:52:53 PM
As I said, a lot of new things will be possible with modules. Whether it is difficult or desirable remains to be seen though.


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Tartiflette on January 09, 2017, 02:36:31 AM
(http://i.imgur.com/rg7gzqe.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.70RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Small adjustments after the first tournament highlighted a few issues.

Changelog:
1.7

BALANCING:
 - GlowTusk:
   . Raised the damage per shot to 500 from 450.
 - Hexafire Scatter-Cannon:
   . Reduced the flux requirement to fire from 1300 to 900. (Mjolnir side-grade)
 - Trifire Scatter-Cannon:
   . Reduced the flux requirement to fire from 675 to 450.
 - Prices adjustment:
   . Draft price increased from 8999 to 9499.
   . Vapor price decreased from 13599 to 11499.
   . Versant price decreased from 32599 to 27449.
   . Fractus price decreased from 25750 to 19999.
   . Gust price decreased from 57500 to 52999.

   . Recson S price decreased from 900 to 700.
   . Micro Missile Launcher price decreased from 900 to 500.
   . Thunderbolt MRM Rack price decreased from 600 to 400.
   . Recson V price increased from 1800 to 2400.
   . Glowtusk price decreased from 2700 to 2250.
   . Trifire price decreased from 3000 to 2100.
   . Glaux Lance Repeater price increased from 1950 to 3000.
   . State Support Beam price increased from 1650 to 2000.
   . SRAB Heavy Emitter price increased from 1500 to 2300.

   . Blizzaia wing price decreased from 26000 to 20000.
   . Valiant wing price decreased from 32000 to 26000.
   . Raven wing price decreased from 52000 to 32000.

BUGFIXES/IMPROVEMENTS:
 - Thunderbolt Pods:
   . Thunderbolts missiles now decelerate if they can't find a target, preventing the use of the catapult to reach ships far out of range.
 - Derecho system:
   . The AI now consider the full AOE for activating the system.
   . New improved visual feedback.

Enjoy!


Title: Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
Post by: King Alfonzo on January 10, 2017, 07:07:58 PM
Hey Tart, noticed something weird for the Draft; the ballistic and energy weapons end up glowing green. Not sure why.


Title: Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
Post by: Midnight Kitsune on January 10, 2017, 07:59:50 PM
Hey Tart, noticed something weird for the Draft; the ballistic and energy weapons end up glowing green. Not sure why.
Sounds like they stole some BRDY tech!


Title: Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
Post by: Chaos Farseer on January 19, 2017, 09:14:30 PM
Forgot to bring up this bug before the first round of the tournament. Sorry in advance, Corry. (Technically I did bring it up in the Discord chat, but didn't do so very loudly, and then forgot about it   :-[  )

Diable Avionics ships do not suffer the range penalty from Safety Overrides. This is probably because the built-in hullmod messes with the Weapon Range Threshold stat on line 69 of DiableAvionicsUpgrade.java. I don't know, but it seems to be a likely place where the problem is? Image below for evidence.
The below is a Hayle outfitted with Safety Overrides and a Heavy Machine Gun (450 range, for reference), Glaux Lance Repeater (650 range) and Hypervelocity Driver (1000 range), from left to right. 60 seconds have passed, so there's no range modifier from the built-in hullmod, and Starsector+ has been disabled to prevent the built-in 5% range bonus on destroyers.
(http://imgur.com/HEZ076p.png)


Title: Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
Post by: Mini S on January 25, 2017, 04:11:17 PM
the Shear-class(tug) is too cheap compared to the Ox-class(tug).

It has almost half the price.
It has a small hybrid weapon slot.
It has enuf OP to to add augmented engines.
It cost less 1 fuel in hyperspace.
Okey it has less hull and armor but makes up for it in an front-shield and in +35 speed.

I say it should cost at least 30000 credits before tax.


Title: Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
Post by: StarSchulz on January 25, 2017, 05:50:21 PM
Wait, they can equip augmented engines? could it possibly bring up an 8 Burn ship + augmented engines ( 9 ) with its own 9+1 to 10?


Title: Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
Post by: Orikson on January 25, 2017, 06:40:05 PM
Wait, they can equip augmented engines? could it possibly bring up an 8 Burn ship + augmented engines ( 9 ) with its own 9+1 to 10?

Tugs cannot equip Augmented Engines.


Title: Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
Post by: Midnight Kitsune on January 25, 2017, 07:29:53 PM
Wait, they can equip augmented engines? could it possibly bring up an 8 Burn ship + augmented engines ( 9 ) with its own 9+1 to 10?

Tugs cannot equip Augmented Engines.
Because of their lack of OP


Title: Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
Post by: TaLaR on January 25, 2017, 08:05:09 PM
It may be SS+ change (I usually play with it), but Tugs simply can not equip Augmented Engines, even when they do have OP.


Title: Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
Post by: StarSchulz on January 25, 2017, 09:21:39 PM
I tested it and even with the Shear's high enough OP, it says the two are incompatible. Though the shear is very much an upgrade to the normal ox


Title: Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
Post by: Midnight Kitsune on January 25, 2017, 11:36:39 PM
It may be SS+ change (I usually play with it), but Tugs simply can not equip Augmented Engines, even when they do have OP.
I tested it and even with the Shear's high enough OP, it says the two are incompatible. Though the shear is very much an upgrade to the normal ox
Yes, it is a SS+ change


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Tartiflette on January 30, 2017, 10:19:14 AM

(http://i.imgur.com/gQY5Ys2.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.71RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Further adjustments for the tournament, includes some improvements for AI controlled Versants and a fix for the range exploit when using Safety Override.

Changelog:
1.71

BALANCING:
 - Pandemonium:
   . Raised flux capacity to 27000 from 22000.
 - Maelstrom:
   . OP reduced to 225 from 250.
 - Magicbox AA missiles:
   . AOE damage smoother decay.

BUGFIXES/IMPROVEMENTS:
 - Versant:
   . System's AI tweaked for better use of the shield when facing missiles.
 - Advanced Avionics hullmod:
   . Now prevent the installation of the Safety Override hullmod.
 - Magicbox:
   . Slightly improved targeting script.

Enjoy!


Title: Re: [0.7.2a] Diable Avionics 1.65 (13/10/2016)
Post by: Midnight Kitsune on January 30, 2017, 03:24:25 PM

(http://i.imgur.com/gQY5Ys2.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.71RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Further adjustments for the tournament, includes some improvements for AI controlled Versants and a fix for the range exploit when using Safety Override.

Changelog:
1.71

BALANCING:
 - Pandemonium:
   . Raised flux capacity to 27000 from 22000.
 - Maelstrom:
   . OP reduced to 225 from 250.
 - Magicbox AA missiles:
   . AOE damage smoother decay.

BUGFIXES/IMPROVEMENTS:
 - Versant:
   . System's AI tweaked for better use of the shield when facing missiles.
 - Advanced Avionics hullmod:
   . Now prevent the installation of the Safety Override hullmod.
 - Magicbox:
   . Slightly improved targeting script.

Enjoy!
Time to drop DA then. they needed the SO in order to work well on alot of ships


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on January 30, 2017, 05:24:18 PM
Thanks, I'll take that as a compliment.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: StarSchulz on January 30, 2017, 06:21:47 PM
Wouldn't SO counteract the whole point of lasting long in a fight to get bonuses from their built in hullmod?


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Carroy on February 01, 2017, 12:05:25 AM
Quote
Posted by: StarSchulz
Wouldn't SO counteract the whole point of lasting long in a fight to get bonuses from their built in hullmod?

It does. A lot of Diable ships just cannot stand up to something their own size without the range advantage, which, on some ships takes minutes to kick in. Most battles are already over if you have lower range than the enemy at the start of the battle and have no wanzers. I found that without wanzers, Diable ships are reliant on burst, having to fit their very flux expensive weapons on their not so flux efficient ship frames hoping they can out dps the enemy. Then you have something like the Hayle, which can very much out dps the enemy, it just gets killed by a single salamander because it cannot fit effective PD. This is where SO comes in, giving you more speed and vents, both very helpful on bursty and fragile ships.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: whatdoesthisbuttondo on February 03, 2017, 07:57:07 PM
Burchel is pretty effective PD though.

When fitting a ship I fill up slots with those first, then see whats left to crank out
as much burst damage as possible.

Doesn't matter if flux lasts only for 3 seconds, just have to watch the overload.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: majorfreak on March 10, 2017, 05:06:03 PM
i find i fear diable AI enemy fleets to be the ones i have the hardest time with. kudos!


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: majorfreak on March 10, 2017, 05:09:44 PM
SRAB heavy emitter + ECCM?


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Takion Kasukedo on March 21, 2017, 06:36:52 PM
811894 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.diableavionics_UhlanFire.advance(diableavionics_UhlanFire.java:59)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

This isn't supposed to happen?


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: ANGRYABOUTELVES on March 23, 2017, 11:00:40 PM
Is the Diable Corporation supposed to be neutral towards pirates?


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on March 24, 2017, 02:10:06 AM
This isn't supposed to happen?
Don't put it in an invisible mount. (Who the hell put an invisible large mount on a ship??? That's ludicrous!)

Is the Diable Corporation supposed to be neutral towards pirates?
Ostensibly they are.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Wyvern on March 24, 2017, 09:32:46 AM
This isn't supposed to happen?
Don't put it in an invisible mount. (Who the hell put an invisible large mount on a ship??? That's ludicrous!)
Neutrino Corp would be my guess.  They do like their invisible mounts.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: ANGRYABOUTELVES on March 24, 2017, 09:59:26 AM
Finally got around to doing a Diable playthrough, so here's some feedback.

As Diable is neutral to pirates, they're a lot harder to gain rep with than other factions, as you don't get faction rep just from doing regular bounties. After I picked up the commission, I found myself sitting in Corvus with my transponder off, grinding reputation off of hapless Hegemony patrols to get access to the higher-tier ships. I don't think this is a good thing.

The Gust is a really good ship. It has performed far better than I expected it would from looking at the stats. There's a lot of things making it more survivable and harder-hitting than it's numbers might suggest; the ship system Wanzers have a good energy weapon and PD that work even when you're overloaded, it's small and narrow so it can avoid a lot of damage other cruisers would have to absorb, and the built-in Heavy TPC hits hard enough to break through cruiser grade armor. (Why does it do 5 EMP damage? Seems pointless.) Of course, being narrow means that a bad hit to one side can take out the armor on both sides of the ship, and the AWACs can be destroyed if you're careless, so it's not all upside.

That guy complaining about how Diable needed Safety Overrides because all the weapons are short range and flux inefficient has obviously never seen a Recson. And it's not like vanilla weaponry stops existing when you take a Diable commission; you can actually put HVDs and Heavy Maulers on the Haze. Amazing, I know. You really shouldn't be able to do that. You know what else you shouldn't be able to do? Mount a HIL on a Maelstrom. :D

The Blizzaia is hard to tell apart from the other Wanzers. They're all hard to tell apart, but it's not much of an issue outside of the Blizzaia because none of the other Wanzers is a bomber. Bombers need to be visually distinct enough that you can identify them near-instantly at the maximum zoom level while they're surrounded by other fighters; Blizzaias are slightly differentiated, but not nearly enough. Diable colours are white and crimson, so I'd paint Blizzaias really bright white so they contrast with the dull crimson of the other Wanzers. This would also make the red Banish torpedoes stand out more against the sprite, making it easier to tell if the Blizzaia has fired its payload or not.

I'm pretty sure the Pandemonium should be more logistically demanding than it is. It's an excessive, unnecessary, enormous ship, with more OP than even the Paragon. I'd say it's worth around 55-60 supply/month, or 13-15 fuel/ly, something like that.

The animations are great, the sprites are great, the art design is great. I like how certain design elements keep showing up on the ships; the forward spike, the triangular armor plates, the rearward sensor antennae, etc. They help give the Diable fleet a unified aesthetic theme.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: DrakonST on April 09, 2017, 10:13:20 AM
I don't think that you play quite a lot. Why nobody has mentioned this magic?  
(https://pp.userapi.com/c837733/v837733179/360d9/gwdJFksBQgw.jpg)
I wait for everything when about it write. But nobody knows about an this opportunity to destroy phase ships.  

Personally I very much hadn't liked this fraction. Weak opponent(Fighters are the stuff living seconds. And there are no strong ships in the fleet.). Weak ships(They have weak armor, shield and PD weapons). Useless arms(Small distance, small speed of flight of a shell and insufficient damage).

"Phase jump" does the ships useless as a part of the fleet. They don't hold a formation. Jump not in the necessary party. Constantly because of it are developed to the enemy by a board.

By these ships of course it is possible to be at war. But only using arms of other mods. But in the real, heavy war they are useless. However also as SCY faction...    



Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: a_strauss on April 14, 2017, 11:19:52 PM
Is the Pandemonium actually available to buy/own in campaign? I have seen it once in a defense fleet that I purchased but have never seen it for sale. I really really really want one


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Phearlock on April 14, 2017, 11:46:25 PM
Yes. It is however extremely rare.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Sy on April 15, 2017, 12:17:19 PM
Is the Pandemonium actually available to buy/own in campaign? I have seen it once in a defense fleet that I purchased but have never seen it for sale. I really really really want one
if you don't want to have to keep searching for one, you could use the Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0) mod to add one to your fleet directly (addship diableavionics_pandemonium). if you dislike the feeling of getting the ship through a cheat rather than earning it yourself, you could also remove a large amounts of credits in return (addcredits -1000000).


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Harpuea on April 22, 2017, 05:18:24 PM
Hello Tarti.

tl:dr Since you are updating DA right now I am guessing, I highly suggest you add Wanzers that the player can pilot into your mod. In any case, it's your project and your decisions alone. Thanks for the hard work.

I have been playing for DA for a long time and I noticed some gaps in DA ship roles. I have plugged the holes myself by creating custom ships in my own game. Some ships are not gaps per se, but I saw that DA was seriously lacking ace type wanzers. The WHOLE game changes when you're a wanzer in a massive ship battle. I feel like I was playing Front Mission Gun Hazard 2 or Assault Suit Valken 2 or something. I much prefer the Ace Wanzers over the Versant even though they are super fragile compared to a frigate. No offense, but the Versant still  sucks as a player ship. It has little versatility and too much problems/cost.

 Here are some examples:

Valiant ACE: A Valiant that the player can pilot with 10 OP for hullmods and a bit higher stats.
-Built in Weapon: Rapid Fire.
-It's a copy of Front Mission pilot skills. Fire the Cull in quick 10 burst shots with a 10 sec cool down.

Frost ACE: A Frost that the player can pilot with 10 OP for hullmods and a bit higher stats.
-Built in Weapon: Blast Strike.
-It's a powerful melee attack that can even push frigates off their stable course.

Recsys ACE: A AWAC Warlust that has a sniper rifle with 10 OP for hullmods and a bit higher stats.
-Built in weapon: Charge Shot.
-It's a charged shot. 3 second charging and extended range with high EMP damage on top.

Pictured here is the Recsys Ace. My favorite by far.

(https://preview.ibb.co/i38pO5/recsys.jpg) (https://ibb.co/de3Oi5)

And I was using Extra System to upgrade them. The Mecha game feeling was great.



Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: cjusa on April 22, 2017, 06:10:59 PM
Hello Tarti.

tl:dr Since you are updating DA right now I am guessing, I highly suggest you add Wanzers that the player can pilot into your mod. In any case, it's your project and your decisions alone. Thanks for the hard work.

I have been playing for DA for a long time and I noticed some gaps in DA ship roles. I have plugged the holes myself by creating custom ships in my own game. Some ships are not gaps per se, but I saw that DA was seriously lacking ace type wanzers. The WHOLE game changes when you're a wanzer in a massive ship battle. I feel like I was playing Front Mission Gun Hazard 2 or Assault Suit Valken 2 or something. I much prefer the Ace Wanzers over the Versant even though they are super fragile compared to a frigate. No offense, but the Versant still  sucks as a player ship. It has little versatility and too much problems/cost.

 Here are some examples:

Valiant ACE: A Valiant that the player can pilot with 10 OP for hullmods and a bit higher stats.
-Built in Weapon: Rapid Fire.
-It's a copy of Front Mission pilot skills. Fire the Cull in quick 10 burst shots with a 10 sec cool down.

Frost ACE: A Frost that the player can pilot with 10 OP for hullmods and a bit higher stats.
-Built in Weapon: Blast Strike.
-It's a powerful melee attack that can even push frigates off their stable course.

Recsys ACE: A AWAC Warlust that has a sniper rifle with 10 OP for hullmods and a bit higher stats.
-Built in weapon: Charge Shot.
-It's a charged shot. 3 second charging and extended range with high EMP damage on top.

Pictured here is the Recsys Ace. My favorite by far.

(https://preview.ibb.co/i38pO5/recsys.jpg) (https://ibb.co/de3Oi5)

And I was using Extra System to upgrade them. The Mecha game feeling was great.


I'm keeping this idea for a Macross mod in the future, if it is okay with you.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Harpuea on April 22, 2017, 09:42:18 PM
No problem. I love Macross too. Try turning an existing fighter into a ship to experiment. I find that if the engines are taken out, you are immediately toast as a fighter. Keeping mobility is a must, so insulated engine is a must have to players' fighter craft.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 22, 2017, 11:41:28 PM
The Versant is supposed to be the player Wanzer: A high tier frigate but not a true "super-frig". I don't think there will be pilot-able fighters, too much issues in and out of combat, plus balance: Limited ship slots, too fragile for the AI, open to exploits, not properly handled by the AI autoresolve... (Also, that weapon is overpowered, it's twice as good as a Pulse Laser! If that's your baseline, no wonder the Versant fall short)

As for regular Wanzers, with FlashFrozen we are now headed toward creating wings of only one or two wanzers with long refit time, but buffing those to compete with regular fighters. Be prepared to fear the Raven again.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Orikson on April 23, 2017, 12:41:54 AM
The Versant is supposed to be the player Wanzer: A high tier frigate but not a true "super-frig". I don't think there will be pilot-able fighters, too much issues in and out of combat, plus balance: Limited ship slots, too fragile for the AI, open to exploits, not properly handled by the AI autoresolve... (Also, that weapon is overpowered, it's twice as good as a Pulse Laser! If that's your baseline, no wonder the Versant fall short)

As for regular Wanzers, with FlashFrozen we are now headed toward creating wings of only one or two wanzers with long refit time, but buffing those to compete with regular fighters. Be prepared to fear the Raven again.

Oh my, I await the new revamped fighters and the other stuff too!


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Buttery on April 25, 2017, 02:35:34 AM
Is it fine to use your wanzer models and weapon files as a base? I didn't use the exact sprites or anything, just used them to help build off of. I'll give proper credit as well.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 25, 2017, 02:42:29 AM
I saw your mechs on 4chan, it's fine with me and I don't think FlashFrozen will mind either. Plus it's not as if they are red... Keep up the good work, we need more mechs in the sector! :)


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Buttery on April 25, 2017, 02:48:42 AM
Ah alrightie, thanks! I dunno, one might show up reddish at some point considering what exists in the IBO universe..


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 25, 2017, 02:50:56 AM
Well it's not like we are currently doing a general overhaul of the Wanzers for 0.8....


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: whoopWHAT on April 26, 2017, 12:40:26 AM
Speaking of the 0.8 update, how long do you think its going to be before the update drops? :)


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 26, 2017, 01:15:17 AM
As I said, general overhaul. It might take some time so no ETA yet.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: asspie on April 26, 2017, 08:28:33 AM
How do I download from that link? The website won't let me import it.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 26, 2017, 08:50:49 AM
It's not updated yet.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: MinusUdn on April 27, 2017, 05:02:10 AM
Can I use your ships as a base for some kitbashing? Don't worry I won't make them red nor too obvious and I'll give credits


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: SainnQ on April 28, 2017, 10:04:03 AM
Ok, whoever posted the blade wanzer in the 4chan thread, needs to stop blueballing.

We're starved enough for .8 capable mods as it is.



Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 28, 2017, 10:09:56 AM
Hahaha, well we are working on it! But there is a fair bit of new content coming your way.

For those that didn't saw it:
(http://i.imgur.com/KUKuZId.gif)

Can I use your ships as a base for some kitbashing? Don't worry I won't make them red nor too obvious and I'll give credits
I don't have an issue but most of the sprites are FlashFrozen's work. He is usually okay with people toying with them.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Inventor Raccoon on April 28, 2017, 10:18:30 AM
That is probably the most awesome fighter that can exist without destroying the universe from awesomeness.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 28, 2017, 10:23:47 AM
That is probably the most awesome fighter that can exist without destroying the universe from awesomeness.
Challenge accepted.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Edigos on April 28, 2017, 06:32:37 PM
It looks great!
Could you please show us how two wanzers melee each other?


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 28, 2017, 10:02:51 PM
Hum, actually that's a case I didn't thought of because I decided to give it "invulnerability" frames while slashing.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: AxleMC131 on April 28, 2017, 10:05:12 PM
Holy crap.  :o That's mind-bending.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Midnight Kitsune on April 29, 2017, 12:28:15 AM
Now I need the II Matriarch and 6 wings of these!
"It slices! It Dices! It makes french fries in SIX different ways!"


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: AxleMC131 on April 29, 2017, 12:29:49 AM
Now I need the II Matriarch and 6 wings of these!
"It slices! It Dices! It makes french fries in SIX different ways!"

This comment just made my night.  ;D


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 29, 2017, 12:00:45 PM
That is probably the most awesome fighter that can exist without destroying the universe from awesomeness.
And done.

(http://i.imgur.com/hmLIsZ3.gif)


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Gothars on April 29, 2017, 12:11:30 PM
...this is on another level :o


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Sy on April 29, 2017, 12:12:18 PM
wow... so smooth! o_o


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Hussar on April 29, 2017, 01:08:36 PM
This... Already looks like a gundam from more recent adaptations :o
Code:
https://www.youtube.com/watch?v=_68NtUgi-bk


(Also let me say I very much love both DA and SCY Tarti!)



Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Allectus on April 29, 2017, 01:58:01 PM
Any chance you could re-enable the download for the 0.7.2a version?  I'm going to stick with 0.7.2 for a bit.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: cjusa on April 29, 2017, 02:38:12 PM
Damn it Tartiflette. I leave the forum for one night and you manage to destroy the world.

I'm impressed.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: AxleMC131 on April 29, 2017, 03:02:18 PM
... Oh my... HE JUST DOESN'T STOP!


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: SaltyDog on April 29, 2017, 05:19:52 PM
...HE JUST DOESN'T STOP!
Can't stop! He's just a soldier!

Just wanted to say, keep up the good work. Really enjoy DA and their Wanzers.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: kupan9 on April 29, 2017, 06:50:33 PM
Hum, actually that's a case I didn't thought of because I decided to give it "invulnerability" frames while slashing.
Why would that be a problem? It would make sense if they were both attacking at the same time for them to hit each other's swords. It could also make for some epic dog fights as the wanzers circle each other clashing with swords until one gets the right angle and hits while the other is unprepared.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Edigos on April 29, 2017, 08:21:41 PM
There could also be a light saber version!


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: cjusa on April 29, 2017, 10:22:26 PM
There could also be a light saber version!
That should be a bounty ship wing. Built-in samurai Wanzers that completely convert the enemy fleet into itty bitty molecular pieces.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 30, 2017, 12:46:40 AM
Why would that be a problem? It would make sense if they were both attacking at the same time for them to hit each other's swords. It could also make for some epic dog fights as the wanzers circle each other clashing with swords until one gets the right angle and hits while the other is unprepared.
There are several:
First, they are super small so there is a lot of chances they could miss each other a lot and be far less efficient that just shooting each other.
Second again they are very small so the damage dealt by the blade would be insignificant, if it registered at all.
Third, I doubt it would lead to sword dancing but rather to springy face to face jousting, a much less interesting spectacle.

Overall I'm really happy with the current system where they only attack ships with their blade. There is something exhilarating to see one of your Frost manage to dodge a Conquest fire and get close enough to slash through the whole ship's length along it's arm.

And thanks to everyone else, it was a very fun one to make!


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: DanJSC on April 30, 2017, 07:45:23 AM
I wonder, is the blade a weapon that can be used to slash in front of them outside of the ship system? (Maybe a lightning quick slash animation to prevent animation issues with said system if they use it right after) Maybe having them slashing away at fighters that get too close could be interesting, maybe even missiles? Probably not doing enough damage to fully destroy harpoons but swatting lighter missiles like the swarmer, i'm not sure how it'd actually look though.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Edigos on April 30, 2017, 11:08:06 AM
Why would that be a problem? It would make sense if they were both attacking at the same time for them to hit each other's swords. It could also make for some epic dog fights as the wanzers circle each other clashing with swords until one gets the right angle and hits while the other is unprepared.
There are several:
First, they are super small so there is a lot of chances they could miss each other a lot and be far less efficient that just shooting each other.
Second again they are very small so the damage dealt by the blade would be insignificant, if it registered at all.
Third, I doubt it would lead to sword dancing but rather to springy face to face jousting, a much less interesting spectacle.

Overall I'm really happy with the current system where they only attack ships with their blade. There is something exhilarating to see one of your Frost manage to dodge a Conquest fire and get close enough to slash through the whole ship's length along it's arm.

And thanks to everyone else, it was a very fun one to make!

About the thrid one, what if you make the slashing route a curve?


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 30, 2017, 11:15:07 AM
Because it would be extremely complex to take into account all the possible situations and the bazillion of edge cases to handle (remember those are fighters and they are already disproportionately expensive on the CPU). I'm a big proponent of simple systems with simple rules that have little chances to fail. In this case it is as basic as "Is there a big ship in range of the slash? Yes: dash toward its center." nothing more.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: MinusUdn on April 30, 2017, 02:41:18 PM
I guess I'll have to ask again, Can I use bits of your ships as a base for some kitbashing? Don't worry I won't make them red nor too obvious and I'll give credits.


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Troika on April 30, 2017, 03:01:48 PM
How would the melee wanzer look if you made it's sword an energy sword?


Title: Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
Post by: Tartiflette on April 30, 2017, 03:09:57 PM
I guess I'll have to ask again, Can I use bits of your ships as a base for some kitbashing? Don't worry I won't make them red nor too obvious and I'll give credits.
I don't have an issue but most of the sprites are FlashFrozen's work. He is usually okay with people toying with them.

How would the melee wanzer look if you made it's sword an energy sword?
I would look like any regular beam and thus completely mundane for SS.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Tartiflette on May 01, 2017, 02:55:42 PM
(https://i.imgur.com/qGog9o6.jpg)

(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.80RC2.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

It's finally done, Diable is ready to take on the whole Sector once again. Using new and improved Wanzers to lay waste on those tiny standard wings.

(https://imgur.com/hmLIsZ3.gif)  (https://imgur.com/KUKuZId.gif)
(http://i.imgur.com/135RxVl.jpg)



Changelog:
1.8

Starsector 0.8a compatibility (and all that entails)

BALANCING:
 - Wanzers:
   . All wings have one or two Wanzer,
   . They have long reffit timers,
   . Hulls unchanged but weapons vastly changed and/or buffed.

 - Ships:
   . Most Carriers got the "Universal Fightdecks" that reffit quickly the first three losses of each Wanzer wing (no effect on vanilla wings)

 - Storm:
   . Reworked as a slightly smaller cruiser with three decks and half the weapon mounts.

Enjoy!


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Cyan Leader on May 01, 2017, 03:00:25 PM
Appreciated.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Hussar on May 01, 2017, 03:16:12 PM
Time for a new playthrough <3


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Nanao-kun on May 01, 2017, 04:08:48 PM
Got this error while at the main menu, probably when a Diable ship was about to show up in the background.

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.plugins.SpriteRenderManager.objectspaceRender(Lcom/fs/starfarer/api/graphics/SpriteAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFZLjava/awt/Color;ZFFF)V
java.lang.NoSuchMethodError: data.scripts.plugins.SpriteRenderManager.objectspaceRender(Lcom/fs/starfarer/api/graphics/SpriteAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFZLjava/awt/Color;ZFFF)V
   at data.scripts.weapons.Diableavionics_derechoEffect.advance(Diableavionics_derechoEffect.java:81)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Death_Silence_66 on May 01, 2017, 04:08:58 PM
The ECM destroyer's ship system causes CTD's when activated


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Tartiflette on May 01, 2017, 04:12:09 PM
What? I just fixed that!

[edit] Please grab it again, I suspect some repository shenanigans because it work here.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Aklyon on May 01, 2017, 04:20:25 PM
Its Wanzer time!


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Nanao-kun on May 01, 2017, 04:40:56 PM
Oh god, that description of the Frost's system.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Gear on May 01, 2017, 05:06:43 PM
Hey just wondering but shouldn't the "mining ship" class have the Salvage hullmod instead of the survey hullmod?


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Hussar on May 01, 2017, 05:14:59 PM
I have noted that Autofit system doesn't... well, work well with wanzers. It constantly try to push in broadswords (most often) instead of all other wanzers unless it's a Raven or Valiant.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Krelian on May 01, 2017, 05:38:08 PM
Just came back to try 0.8... and randomly decided to check the mod threads... and and I see this... and I honestly just had a very strong nerdgasm... sorry, had to vent this somewhere.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: AxleMC131 on May 01, 2017, 06:42:55 PM
*Applause*


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: adimetro00 on May 01, 2017, 08:16:22 PM
any large missile weapons in this mod?


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Hazard on May 01, 2017, 08:50:32 PM
Question: is it intentional that Pandemonium still has an in-built Dedicated Targeting Core instead of Integrated Targeting Unit, since the latter now provides 5/10% more range?


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Hussar on May 01, 2017, 08:56:54 PM
My playthrough in a nutshell so far:
- docks at Sivie
- see's Converted Hangar hullmod on the market
- buys it
- WANZE'UP EVERYTHINNNNNNNG!!!

xD


@Hazard: It probably is. Isn't +50% range for free enough for you?


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Hazard on May 01, 2017, 09:21:09 PM
@Hazard: It probably is. Isn't +50% range for free enough for you?

Never enough extra range! I want it all!!!


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Hussar on May 01, 2017, 09:50:23 PM
@Hazard: It probably is. Isn't +50% range for free enough for you?

Never enough extra range! I want it all!!!

Meantime I wanna mount up wanzers onto every ship that can hold the converted hangars + frost wanzer wing. :D
Especially onto ships that have universal bay's/hangars allowing for quicker wanzer replenishment but... No actual bay to mount a wanzer without converted hangar mod. Tartiflette, why u do dis XD

DA changed so much in 0.8. They play so different thanks to the carrier changes. Wanzers are strong and handsome, but nec Hercules contra plures! So I'm loading everything with at least Frost Wanzers, to leave OP for bigger more baddass versions of those at carriers.

All of this makes DA's carrier-borne craft aspect so unique and standing out among other factions (& I love it Tartiflette!).


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Toxcity on May 01, 2017, 10:17:41 PM
Small thing, the Calm, Haze, and Vapor all have too many Autofit variants. Doesn't break anything just a bit strange. The Cirrus also has no Autofit variants available.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Tartiflette on May 01, 2017, 11:37:32 PM
I have noted that Autofit system doesn't... well, work well with wanzers. It constantly try to push in broadswords (most often) instead of all other wanzers unless it's a Raven or Valiant.
Un-tick "use better weapons". The broadswords have a higher rating than the Forst because that's what you want on every non-Diable ships unless using specific loadouts.

any large missile weapons in this mod?
Only the built-in micromissile arrays into the Maelstrom, their ships don't have any large missile slot otherwise so they don't need any.

Question: is it intentional that Pandemonium still has an in-built Dedicated Targeting Core instead of Integrated Targeting Unit, since the latter now provides 5/10% more range?
It is. When you get the +15% range from the Advanced Avionics on top things get silly enough I think.

Meantime I wanna mount up wanzers onto every ship that can hold the converted hangars + frost wanzer wing. :D
Especially onto ships that have universal bay's/hangars allowing for quicker wanzer replenishment but... No actual bay to mount a wanzer without converted hangar mod. Tartiflette, why u do dis XD
It only affects the first three losses, so you get an extra opening punch but the longer the battle, the less impact it actually has (and that's when Advance Avionics kicks in!)

Small thing, the Calm, Haze, and Vapor all have too many Autofit variants. Doesn't break anything just a bit strange. The Cirrus also has no Autofit variants available.
That's a mistake, it should have one! Noted thanks.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Hussar on May 01, 2017, 11:43:50 PM
Un-tick "use better weapons". The broadswords have a higher rating than the Forst because that's what you want on every non-Diable ships unless using specific loadouts.
Och, roger that! I didn't realized that option will work like that as it's first time when something like this was happening - even on a custom made player loadouts.

It only affects the first three losses, so you get an extra opening punch but the longer the battle, the less impact it actually has (and that's when Advance Avionics kicks in!)

I know, but if there's a ship with that mod - it's like asking for a converted hangar to be installed.

Plus because of that, I'm planning on speccing into at least the first carrier skill, plus I want my officers to also spec into that so the replacement time will get cut in half. It still gonna be long but there'll be more wanzers up fleetwide up at any given time thanks to this.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: validfrom on May 02, 2017, 12:41:22 AM
I'm really enjoying the update but I've noticed that the sniper Wanzers have a tendency to fly into close range in order to land hits with point defense weapon. Is this intended?


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Tartiflette on May 02, 2017, 01:10:25 AM
I'm really enjoying the update but I've noticed that the sniper Wanzers have a tendency to fly into close range in order to land hits with point defense weapon. Is this intended?
No it's not, but it is hard to prevent.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Hussar on May 02, 2017, 01:17:08 AM
They also wanna show off like Frosts do with their cool swords ;) :D


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Bash on May 02, 2017, 04:08:56 AM
What a Hard start... on very beginning accepted a Survey Mission for Diable flow to that System looked every Corner /Planet / Sun .. flow arround everywhere just to fail on that Mission after 120 days and in that Mission i dosn't got told "it's in near from xxx or last seen there and there and so on... is that normal? i think not (had to Survey a mothership)


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: AxleMC131 on May 02, 2017, 04:21:22 AM
What a Hard start... on very beginning accepted a Survey Mission for Diable flow to that System looked every Corner /Planet / Sun .. flow arround everywhere just to fail on that Mission after 120 days and in that Mission i dosn't got told "it's in near from xxx or last seen there and there and so on... is that normal? i think not (had to Survey a mothership)

It's a known bug that the "clue" you get for survey missions isn't always accurate. It's not a Diable issue; it's a problem with the stock game, and the Devs do know about it.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Bash on May 02, 2017, 08:33:01 AM
oh ok was just wondering cause as per usual you get a small side Information about where to find stuff like that but in that one Mission dosn't got any xD but thx for that answer it was a bit frustrating xD


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: dk1332 on May 02, 2017, 08:48:03 AM
Love the new wanzer designs (they made me scream like an excited 12 year old girl in a One Direction Concert). The Frost with swords looks rad, especially when they do the slash attack on a nearly dead ship and destroys it. Making it look like it was cut in half with the sword.

The lack of fighter wings is something I have to learn to love. I miss using wanzers to swarm on my enemies with their superior numbers while my ships wait in a distance to deal the finishing blow.

...kinda hate that raising rep with DA in vanilla needs alot of hard work. Lots and lots of work. >:(


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Bash on May 02, 2017, 11:05:24 AM
It's way better with that AI Cores from that remnant drones get 2 Points per Gamma core given to Station commanders.. mostly better as it was in 7.2 =)


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Deshara on May 02, 2017, 11:15:16 AM
Those transforming ships & mecha systems makes me imagine this game very badly needs to introduce superstructures either as backdrop combat terrain or as large, in-combat terrain to justify the use of non-static ships around large walkable surfaces


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: cjusa on May 02, 2017, 12:01:33 PM
Those transforming ships & mecha systems makes me imagine this game very badly needs to introduce superstructures either as backdrop combat terrain or as large, in-combat terrain to justify the use of non-static ships around large walkable surfaces
Dyson Spheres, anyone? Ultimate [REDATCTED] system where every planet/feature is covered in [REDACTED] factories and robo-hives. Then you meet the leader [REDACTED] and wreck face.

I should suggest this to Alex.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Gothars on May 02, 2017, 02:07:32 PM
Thanks for the mod, Tartiflette! The Wanzers are really great. It's awesome how they are not just a (very beautiful) visual change, but really play different from normal fighters. And all the detailed animations give them so much personality! I spent actually too much time zoomed in on them to properly handle my ships^^

Unfortunately, I really can't enjoy DA as much as I want to because of the ship size disparity. That they are so much smaller than vanilla just throws me off too much. I probably can't say this without sounding ungrateful, but I wish the Wanzers could be in the base game without the DA ships, just mixed with normal fighter forces.

Anyway, good job :)


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: 603bill on May 02, 2017, 04:13:16 PM
Got a crash.

7348682 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.plugins.SpriteRenderManager.objectspaceRender(Lcom/fs/starfarer/api/graphics/SpriteAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFZLjava/awt/Color;ZFFF)V
java.lang.NoSuchMethodError: data.scripts.plugins.SpriteRenderManager.objectspaceRender(Lcom/fs/starfarer/api/graphics/SpriteAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFZLjava/awt/Color;ZFFF)V
   at data.scripts.weapons.Diableavionics_derechoEffect.lockMissiles(Diableavionics_derechoEffect.java:163)
   at data.scripts.weapons.Diableavionics_derechoEffect.advance(Diableavionics_derechoEffect.java:75)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

No idea what happened since it was off screen in the main menu.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: NinjaPirate on May 02, 2017, 04:36:11 PM
Stupid question.  How does one get the ships to use that "transform" animation?

Also does anyone have any tips on where to find the converted hangar bay mod?


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: felixsimon on May 02, 2017, 04:49:16 PM
Stupid question.  How does one get the ships to use that "transform" animation?

"Transformation" is a ship system, and is used same way - "F" key by default.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: NinjaPirate on May 02, 2017, 07:51:11 PM
Have all the flight decks been removed from Diable ships?  Are you meant to mod them for this?

Oops I figured it out.  Fighter bay has been changed in 0.8, you have to look for fighter bay mounts. 

My bads.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Hussar on May 02, 2017, 08:00:01 PM
DA sells it if you got a commission. You can also get it while exploring and salvaging research stations.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: NinjaPirate on May 02, 2017, 10:52:26 PM
I just started playing this mod (again) thanks for updating it.  I'm starting up a Let's Play but I could certainly use some tips with how to use this faction and all the new ships.

https://youtu.be/NgYCZFbAVNY (https://youtu.be/NgYCZFbAVNY)

I'm going for tech/fighter heavy build with this play through.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Tartiflette on May 02, 2017, 11:40:40 PM
Unfortunately, I really can't enjoy DA as much as I want to because of the ship size disparity. That they are so much smaller than vanilla just throws me off too much.
Working on it! The Storm already has been downgraded to Cruiser, it is very possible the Gust get juiced up. The other are a longer shot (need to convince FlashFrozen first!) but since we will have to adjust the sprites before starting to make GraphicLib maps, it might be worth a try.

Got a crash.
Re-download the mod, the repo didn't updated correctly with the latest fixes for the first hour or so.

Also does anyone have any tips on where to find the converted hangar bay mod?
It should randomly drop from destroyed carriers or found in derelicts.

I just started playing this mod (again) thanks for updating it.  I'm starting up a Let's Play but I could certainly use some tips with how to use this faction and all the new ships.
Diable needs its fighter screen to survive and Converted Hangar is your friend, their content is semi-gated by rep so better save those [REDACTED] cores.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: DanJSC on May 03, 2017, 01:48:41 AM
Really like the Strife, but struggling to find the proper use for it.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Tartiflette on May 03, 2017, 02:04:23 AM
They make shortwork of heavy fighters and frigates/light destroyers. Great finishers too since they dish out 1000 frag dps when using their system.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Drokkath on May 03, 2017, 03:47:53 PM
Yikes, the Vapor ships gave me a mild scare when I first encountered Diable fleets recently. For a moment I thought I hit a glitch/bug of the mod and so far I'm not sure if it is intended or not.
Right now the Vapor-class so far has a very sever case of some teleporting seizure and panicking PTSD attack disorder having trainwreck that flee from battle the moment I point my ship's front end along with my [REDACTED] LPCs at them and the rest is basically witnessing some demonic possession rituals phasing and teleporting away near to the borders of the battle mode. My face looked literally like this when I first witnessed it:
(https://s-media-cache-ak0.pinimg.com/originals/cf/b5/2f/cfb52f644c45e86ad5bdac0fa40b9918.jpg)

Have not used or tested the Vapor ship myself since I prefer flying fast destroyers, carriers or cruisers instead for obvious bigger weaponry arsenal.
Not really that much of a big deal to me as it is in its own way from amusing to hysterical as in replace the word "Vapor-class" With "Seizure-class". :D

Then again, last time I used the mod I didn't go against majority of their ships as I started out as part of them or made them as allies and so I avoided hostilities with them.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: DanJSC on May 03, 2017, 07:15:58 PM
They make shortwork of heavy fighters and frigates/light destroyers. Great finishers too since they dish out 1000 frag dps when using their system.

I can't seem to make them work well, the valiant versatile (which certainly lives up to it's name) seems to do so much more for only 4 more op and with wingman (Two with the drover) as well as shields. Maybe if the strife could turn faster in hold your ground mode or became tankier during it. In fights i've been having enemy fighters whizz right past them when they hold their ground and they can't manoeuvre to shoot them, or a frigate will just shoot them and they die. It seems like their success is reliant on their thunderbolt missiles hitting and i've had a few times where they've fired one behind me and had it hit me. The valiant needs none of that and is able to consistantly fight entire fleets at the moment, (Granted i've been using a frost escort with them on a drover, so additional sustain) even [REDACTED] ones with potent pd and assault potential.

On a different note, though i think it's something with the base game's fighter ai rather than the strife's, the reserve deployment strife won't use hold your ground since it's so focused on circling around the main one.

I gunna keep trying to get a feel for the strife though, it may just be something that takes time.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Tartiflette on May 04, 2017, 12:19:38 AM
Yikes, the Vapor ships gave me a mild scare when I first encountered Diable fleets recently. For a moment I thought I hit a glitch/bug of the mod and so far I'm not sure if it is intended or not.
Actually it is a bug with vanilla and will correct itself in 0.8.1.

On a different note, though i think it's something with the base game's fighter ai rather than the strife's, the reserve deployment strife won't use hold your ground since it's so focused on circling around the main one.

I gunna keep trying to get a feel for the strife though, it may just be something that takes time.
Can't do much about that to be honest, there's a reason why they are single Wanzer wings. I was thinking about adding a small damage reduction at some point, not sure why it didn't made it. Maybe it was the time constraint to release early this week. Will take a second look. (also, Strifes really work better in teams)


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: NinjaPirate on May 04, 2017, 12:49:32 AM
I finally manged to buy myself a proper Diable Avionics carrier.  Now let me show you how NOT to fly it.
https://youtu.be/tyPLrzUhQoc (https://youtu.be/tyPLrzUhQoc)



Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: DanJSC on May 04, 2017, 02:58:42 AM
On a different note, though i think it's something with the base game's fighter ai rather than the strife's, the reserve deployment strife won't use hold your ground since it's so focused on circling around the main one.

I gunna keep trying to get a feel for the strife though, it may just be something that takes time.
Can't do much about that to be honest, there's a reason why they are single Wanzer wings. I was thinking about adding a small damage reduction at some point, not sure why it didn't made it. Maybe it was the time constraint to release early this week. Will take a second look. (also, Strifes really work better in teams)
[/quote]

Maybe like a mini damper field effect along with their "Hold Your Ground" ability, that seems to be where mine keep dying, since they're suddenly stationary they can take a ton of fire that would usually be missing them.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Tartiflette on May 04, 2017, 03:21:18 AM
I added a 50% damage reduction to armor this morning, will playtest that tonight and maybe release a patch to correct the few glaring issues reported.

Code:
DIABLE AVIONICS
1.81

BALANCING:
 - Warlust:
   . Sniper gun damage nerfed by 25% overall, added limited ammo with half regen rate.
   . Removed Maneuvering Jets ship system.

 - Raven
   . Removed chest Glaux Lances.

 - Strife:
   . Added 50% damage reduction to the armor only while the system is active.

 - Vapor:
   . Modified the system as a stop-gap fix until 0.8.1 releases.


BUGFIXES/IMPROVEMENTS:

 - Removed Universal Decks from ships without regular flight decks.
 - Renamed the "Universal Decks" hullmod "Wanzer Servicing Gantry". (There, happy?)
 - Minor descriptions fixes.


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Hussar on May 04, 2017, 05:00:17 AM
Quote
- Removed Universal Decks from ships without regular flight decks.

http://nooooooooooooooo.com/ /joking

I'll have to respec my Hayle (oh I guess it's time for an omni shield generator instead) :o

Quote
- Renamed the "Universal Decks" hullmod "Wanzer Servicing Gantry". (There, happy?)
This sounds way better.


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Tartiflette on May 04, 2017, 02:40:07 PM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.81RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Small update to fix the few reported gripes: the Raven and the Warlust wanzers have been slightly nerfed, the Strife ones have been slightly buffed. Additionally a buch of weapons are now slightly more flux efficient to fire. All the details in the changelog.

Changelog:
DIABLE AVIONICS
1.81

BALANCING:
 - Warlust:
   . Sniper gun damage nerfed by 25% overall, added limited ammo with half fire-rate regen.
   . Removed Maneuvering Jets ship system.

 - Raven
   . Removed chest Glaux Lances.

 - Strife:
   . Added 50% damage reduction to the armor only while the system is active.

 - Vapor:
   . Modified the system as a stop-gap fix until 0.8.1 releases.

 - Arassaut:
   . Flux per shot reduced to 35 from 50.

 - SRAB:
   . Flux per shot reduced to 900 from 1100.

 - GlowTusk:
   . Flux per shot reduced to 750 from 900.

 - Burchel:
   . Flux per second raised to 300 from 275.


BUGFIXES/IMPROVEMENTS:

 - Removed Universal Decks from ships without regular flight decks.
 - Renamed the "Universal Decks" hullmod "Wanzer Servicing Gantry". (There, happy?)
 - Minor descriptions fixes.

This update should not break your saves.
Enjoy!


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: NinjaPirate on May 04, 2017, 03:37:22 PM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.81RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Small update to fix the few reported gripes: the Raven and the Warlust wanzers have been slightly nerfed, the Strife ones have been slightly buffed. Additionally a buch of weapons are now slightly more flux efficient to fire. All the details in the changelog.

Changelog:
DIABLE AVIONICS
1.81

Thanks Downloading now. 

BALANCING:
 - Warlust:
   . Sniper gun damage nerfed by 25% overall, added limited ammo with half fire-rate regen.
   . Removed Maneuvering Jets ship system.

 - Raven
   . Removed chest Glaux Lances.

 - Strife:
   . Added 50% damage reduction to the armor only while the system is active.

 - Vapor:
   . Modified the system as a stop-gap fix until 0.8.1 releases.

 - Arassaut:
   . Flux per shot reduced to 35 from 50.

 - SRAB:
   . Flux per shot reduced to 900 from 1100.

 - GlowTusk:
   . Flux per shot reduced to 750 from 900.

 - Burchel:
   . Flux per second raised to 300 from 275.


BUGFIXES/IMPROVEMENTS:

 - Removed Universal Decks from ships without regular flight decks.
 - Renamed the "Universal Decks" hullmod "Wanzer Servicing Gantry". (There, happy?)
 - Minor descriptions fixes.

This update should not break your saves.
Enjoy!


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Hussar on May 04, 2017, 06:23:52 PM
@Tarti: Mind telling me what's Pandemonium doing near Warren in Corvus? :O


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: NinjaPirate on May 04, 2017, 09:24:24 PM
@Tarti: Mind telling me what's Pandemonium doing near Warren in Corvus? :O

I thought the sector was always generated proceduraly?  Or are there parameters for that generation that prevent what you're talking about? 


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: RickyRio on May 04, 2017, 11:15:00 PM
things ive noticed:

(bug?) Friendly thunderbolt MRMs (could be all the missile mounts, only ones ive really notice though) like to fly into and detonate on friendly ships instead of passing through them like most missiles, reproduce by deploying 5 calm destroyers with thunderbolt MRMs and look for rear damage.

(might be a feature?) Missiles do not acquire new targets unlike vanilla

Wanzers feel way too slow to engage anything smaller than a cruiser

Wanzers feel way too fragile against anything slow enough for them to engage compared to their replenishment time.

Still absolutely a great mod, good balance with vanilla.


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: NinjaPirate on May 05, 2017, 07:17:58 AM
Tried out the new, new update and took the Battle cruiser out for a spin.  Also Wanzers you can never have too many.
https://youtu.be/cS9rkQzXy4Q (https://youtu.be/cS9rkQzXy4Q)


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Drokkath on May 05, 2017, 09:24:51 AM
Yikes, the Vapor ships gave me a mild scare when I first encountered Diable fleets recently. For a moment I thought I hit a glitch/bug of the mod and so far I'm not sure if it is intended or not.
Actually it is a bug with vanilla and will correct itself in 0.8.1.

Ah, thanks for the clarification. I didn't respond as fast due to the reply of yours that got lost for me with overflow of comments by others on other things, just now re-checked if I missed something.

I have both Diable and ORA installed this time around in .8 and I'm literally having a bit of a hard time to go against the fleets of both Diable and ORA, it's not that they are hard for me to fight with but rather it's just hard to bring myself to wipe out their tasty looking fleets, just doesn't feel right to fire at them and so I have to remind myself that it is in a game and I'm playing as a [REDACTED] character currently after all.

Sure means a lot of good to me when a mod manages to have this sort of effect on me.


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Kaucukovnik on May 05, 2017, 10:12:11 AM
Just a minor nitpick, most of your mods' title images don't fit the page on a non-widescreen. 1280x1024 here.

Anyways, thanks for all the updates to 0.8! Playing only with vanilla content so far, but I don't think I'll be able to resist much longer. :)


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Bash on May 05, 2017, 11:59:02 AM
Hey Tartiflette.. just asking... is there a Searious Reason why Diable Avionics is friendly with Pirates? cause Bountyhunting isn't Lucrative now with the new map and spreading makes early live really hard to manage without spending Points to Survey and even salvage


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Tartiflette on May 05, 2017, 12:55:28 PM
@Tarti: Mind telling me what's Pandemonium doing near Warren in Corvus? :O
Maybe?  ::)

[things]
*Sigh* Will take a look for the next fix...

Sure means a lot of good to me when a mod manages to have this sort of effect on me.
And to me too when my mods do that to someone.

Just a minor nitpick, most of your mods' title images don't fit the page on a non-widescreen. 1280x1024 here.
Weird, I specifically sized them to fit on a 1280 wide screen. Maybe it is caused by the site's theme?

Hey Tartiflette.. just asking... is there a Searious Reason why Diable Avionics is friendly with Pirates? cause Bountyhunting isn't Lucrative now with the new map and spreading makes early live really hard to manage without spending Points to Survey and even salvage
Diable Avionics seeks to supplant the Hegemony. Anything that weakens their rule is good for DA.


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Hussar on May 05, 2017, 01:28:46 PM
@Tarti: Mind telling me what's Pandemonium doing near Warren in Corvus? :O
Maybe?  ::)
Are you preparing for a storymode yourself?

Since u can't pick it up :o


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: dk1332 on May 05, 2017, 06:23:36 PM

Quote
- Removed Universal Decks from ships without regular flight decks.

Wait, does this includes the Haze having that mod? Guess that explains it.

Quick question btw, about the Cirrus. Was it intended to not have Universal decks?


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: grinningsphinx on May 05, 2017, 07:13:26 PM
Hey Tartiflette.. just asking... is there a Searious Reason why Diable Avionics is friendly with Pirates? cause Bountyhunting isn't Lucrative now with the new map and spreading makes early live really hard to manage without spending Points to Survey and even salvage

Being friendly with pirates will make you a ton of money since theres no reason to not use the pirate black market...i sell everything i can there and with the lvl 5 markets, you can find decent mods and ships for sale.


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: AxleMC131 on May 05, 2017, 09:13:25 PM
Being friendly with pirates will make you a ton of money since theres no reason to not use the pirate black market...i sell everything i can there and with the lvl 5 markets, you can find decent mods and ships for sale.

To be fair, you still lose reputation with the Pirates if you get caught trading on the black market, just like any other faction. I presume you're just doing a lot of trading with your transponder off?


Title: Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
Post by: Tartiflette on May 05, 2017, 11:00:22 PM
Quick question btw, about the Cirrus. Was it intended to not have Universal decks?
Yes, it is still a "civilian" hull modified to have a flight deck rather than a proper carrier.


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Hussar on May 06, 2017, 05:13:13 PM
I think you have forgot to update the description of the Stratus freighter Tartu. There's talk about frost wanzers in it ;)


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: NinjaPirate on May 07, 2017, 05:00:46 AM
Just finished up part 4.  Let me know your favorite loadouts for the Pando.

I opted for 4x Hexafire cannons set to alternating and was not disappointed.  The automatic shotgun effect was good fun.

This Dreadnought was pure joy to fly I must say.
https://youtu.be/uTCia4352I0 (https://youtu.be/uTCia4352I0)


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: arwan on May 07, 2017, 01:24:05 PM
i want that ship so badly in my game. sadly the ONLY time i have seen it is as a derilict ship and it was too damaged to be salvageable. could only get scrap from it. i have never seen it in a market... ever..


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: NinjaPirate on May 07, 2017, 03:52:00 PM
i want that ship so badly in my game. sadly the ONLY time i have seen it is as a derilict ship and it was too damaged to be salvageable. could only get scrap from it. i have never seen it in a market... ever..

I saw it in market......once.  However after ages of waiting I cheated and used the console commands mod to spawn it.  I hate doing that but I really wanted to finish up my showcase of the the ships in the DA mod.


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Midnight Kitsune on May 07, 2017, 06:25:26 PM
i want that ship so badly in my game. sadly the ONLY time i have seen it is as a derilict ship and it was too damaged to be salvageable. could only get scrap from it. i have never seen it in a market... ever..
That's Tarti the Tease for you! I bet it was scripted to always spawn as a pile of scrap, knowing him


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Hussar on May 07, 2017, 08:27:02 PM
i want that ship so badly in my game. sadly the ONLY time i have seen it is as a derilict ship and it was too damaged to be salvageable. could only get scrap from it. i have never seen it in a market... ever..
That's Tarti the Tease for you! I bet it was scripted to always spawn as a pile of scrap, knowing him
At the same time he scripted a free Storm floating near the staging point ;)


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Tartiflette on May 07, 2017, 10:25:10 PM
Yeah, well, the Pandemonium was supposed to appear around a random planet in an inhabited system and never be recoverable so that didn't worked... And since it's impossible to have a nice surprise hidden without (somewhat understandably) everyone telling about it, they will probably be both gone soon enough.


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: NinjaPirate on May 08, 2017, 02:32:33 AM
I was feeling a bit overconfident and thought I could take on a Remnant Battlestation with my decked out fleet.
https://www.youtube.com/watch?v=KSBLuxado78&list=PL9dRmniOo2QZE6j4gVhCJayvmSD7f1HJT&index=6 (https://www.youtube.com/watch?v=KSBLuxado78&list=PL9dRmniOo2QZE6j4gVhCJayvmSD7f1HJT&index=6)


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: Midnight Kitsune on May 08, 2017, 03:53:55 AM
I was feeling a bit overconfident and thought I could take on a Remnant Battlestation with my decked out fleet.
https://www.youtube.com/watch?v=KSBLuxado78&list=PL9dRmniOo2QZE6j4gVhCJayvmSD7f1HJT&index=6 (https://www.youtube.com/watch?v=KSBLuxado78&list=PL9dRmniOo2QZE6j4gVhCJayvmSD7f1HJT&index=6)
You got ded quick


Title: Re: [0.8a] Diable Avionics 1.81 (04/05/2017)
Post by: arwan on May 08, 2017, 06:36:56 AM
Yeah, well, the Pandemonium was supposed to appear around a random planet in an inhabited system and never be recoverable so that didn't worked... And since it's impossible to have a nice surprise hidden without (somewhat understandably) everyone telling about it, they will probably be both gone soon enough.

in my game it spawned orbiting the hegemony home world right at game start. and you could not recover it. just loot it for a small amount of salvage.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Tartiflette on May 08, 2017, 07:58:11 AM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.82RC2.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Okay, hopefully the last update for a while! Fixed a couple of issues left like the Thunderbolts friendly fire or the lootable Wanzer weapons. Speaking of Wanzers, they are now slightly cheaper OP-wise and reasonably faster. It should help making them more reliable in combat rather than expensive cannon fodders.

Changelog:
DIABLE AVIONICS
1.82

BALANCING:
 - Valiant:
   . Lost Resilient Frame hullmod.

 - Derecho:
   . Gets built-in ECM, ECCM and High Maintenance hullmods in addition to the High Resolution Sensors and Advanced Avionics.

 - Wanzers:
   . Blizzaia speed raised to 110 from 95.
   . Blizzaia OP reduced to 16 from 20.
   . Raven speed raised to 120 from 100.
   . Raven OP reduced to 14 from 16.
   . Strife speed raised to 160 from 115.
   . Strife OP reduced to 8 from 10.
   . Warlust speed increased to 170 from 130.
   . Warlust OP reduced to 9 from 12.
   . Frost speed increased to 200 from 150.

 - Trifire/Hexafire:
   . EMP damage per shot raised to 30 from 15.
   . Accuracy slightly reduced.

BUGFIXES/IMPROVEMENTS:
 - Fixed Thunderbolt friendly fire issue.
 - Fixed case sensitivity issues.
 - Fixed lootable Wanzer weapon.
 - Removed fixed derelict ships.

This update should not break your saves.
Enjoy!


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: The2nd on May 08, 2017, 08:14:30 AM
Just started an Diable focused playthrough. Perfect timing!  :D

Thank you for your quality work.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Hussar on May 08, 2017, 10:04:57 AM
I have just noticed that you've added pirate versions of Stratus and Rime! I kinda love that, but I have 2 questions:

- Will you add more in the future? Like a pirate chinook or fractus?
- So I wanted to test them, added via console - wanted to check can you remove negative hullmods... Game crashes.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Tartiflette on May 08, 2017, 10:28:22 AM
- Will you add more in the future? Like a pirate chinook or fractus?
Maybe, if they don't get spoiled in the first hour.
Quote
- So I wanted to test them, added via console - wanted to check can you remove negative hullmods... Game crashes.
No log, no help. Plus it doesn't crash here so it's probably your fault on this.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Buttery on May 08, 2017, 10:53:34 AM
If it's anything I'm also getting the crash when I tried to restore one.

122351 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.getRestorationCost(Unknown Source)
   at com.fs.starfarer.coreui.refit.S.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.o00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Hussar on May 08, 2017, 11:08:12 AM
- Will you add more in the future? Like a pirate chinook or fractus?
Maybe, if they don't get spoiled in the first hour.
What you mean exactly?

Quote
- So I wanted to test them, added via console - wanted to check can you remove negative hullmods... Game crashes.
No log, no help. Plus it doesn't crash here so it's probably your fault on this.
First off I was looking at the possibilities what may be causing this crash (hence why I wasn't rushing to post the log). And I have actually ended up disabling ALL mods, leaving only LazyLib, Diable and Console Commands (0.8 wip) and still it crashes for me sadly. DA 1.82RC1 has been cleanly 'installed' not overwritten.

The whole log from that game I'm keeping aside (if you need something from it), copying the rest since running the console command adding the Pirate Rime. Fresh game, skipped tutorial, random character no points spent on skills. Just flew over to jangala and clicked on restore.

136176 [Thread-4] INFO  org.lazywizard.console.Console  - Running command "addship diableavionics_rimepirate"
136178 [Thread-4] INFO  org.lazywizard.console.Console  - Added 1 of ship diableavionics_rimePirate_Hull to player fleet.
137534 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Nova Maxios by 0.0015890276, is now 0.15835287
137534 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Nova Maxios by 0.0015890276, is now 0.15954465
137534 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Tibicena by 0.0015890276, is now 0.12788242
137534 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Tibicena by 0.0015890276, is now 0.12907419
137691 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - 2 out of a maximum 3 patrols in play for market [Madeira]
137693 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Spawned patrol fleet [Persean League patrol] from market Madeira
138134 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at fikenhild, 25 total available
138146 [Thread-8] INFO  sound.O  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
138303 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Raesvelg by 6.9482834E-4, is now 0.19014765
138303 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Raesvelg by 6.9482834E-4, is now 0.19066879
138303 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Skathi by 6.9482834E-4, is now 0.13213396
138304 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Skathi by 6.9482834E-4, is now 0.13265508
138304 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Ragnar Complex by 6.9482834E-4, is now 0.18108885
138304 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Ragnar Complex by 6.9482834E-4, is now 0.18160997
138352 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Salamanca by 0.0050679194, is now 0.081912145
138352 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Salamanca by 0.0050679194, is now 0.08571309
138389 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
138389 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
138525 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 49 out of a maximum 50 trade fleets in play
138525 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Eldfell] to spawn trade fleet from
138525 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Gilead]
138525 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [], bringing back [Food]; volume: 536
138525 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating trade fleet of tier 1 for market [Eldfell] (volume: 536)
138526 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 11 point economy fleet from [Eldfell] to [Gilead]
138554 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Raesvelg by 6.9544493E-4, is now 0.19119036
138554 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Raesvelg by 6.9544493E-4, is now 0.19171193
138554 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Skathi by 6.9544493E-4, is now 0.13317667
138554 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Skathi by 6.9544493E-4, is now 0.13369825
138554 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Ragnar Complex by 6.9544493E-4, is now 0.18213156
138554 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Ragnar Complex by 6.9544493E-4, is now 0.18265314
138581 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Chicomoztoc by 6.7293516E-4, is now 0.05613567
138581 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Chicomoztoc by 6.7293516E-4, is now 0.05664037
138581 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Coatl by 6.7293516E-4, is now 0.0787215
138581 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Coatl by 6.7293516E-4, is now 0.0792262
138884 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent  - Removing smuggling condition to Hesperus
139174 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.CoreScript  - Added patrol fleet spawning script to market [Ancyra]
139192 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator  - Created MarketProcurementMission: food to Coatl
139238 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
139238 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Supplies(Jangala)
140389 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [faction_hegemony_market_03_friendly_var01.ogg]
140389 [Thread-10] INFO  sound.null  - Playing music with id [faction_hegemony_market_03_friendly_var01.ogg]
140399 [Thread-8] INFO  sound.return  - Creating music buffer #2
141985 [Thread-4] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
141987 [Thread-8] INFO  sound.O  - Cleaning up music with id [faction_hegemony_market_03_friendly_var01.ogg]
142390 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [faction_hegemony_market_03_friendly_var01.ogg]
142391 [Thread-10] INFO  sound.null  - Playing music with id [faction_hegemony_market_03_friendly_var01.ogg]
142556 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.getRestorationCost(Unknown Source)
   at com.fs.starfarer.coreui.refit.S.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.o00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Tartiflette on May 08, 2017, 11:10:58 AM
That one is on Alex. Anyway, re-download the mod and it should work. And yes it cost 0 to restore them, and yes it will be corrected in 0.8.1


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Hussar on May 08, 2017, 11:17:50 AM
Now it does... for 0 credits? I take it's related to "that" bug he's going to fix in 0.8.1 then? :P

Anyway huge thanks. Also love for pirate versions. Rime is smexy with that paint and added mounts :)


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: arwan on May 08, 2017, 11:02:19 PM
I'm seriously looking forward to trying out the update when I get home. Also no sooner did I say that I had never seen a pandemonium for sale then the game must have been listening, as it went hold am beer, and all of a sudden there were 4 on the market at the same time between the 3 systems.

That or it is the end of the month clearance sale and everything must go for new stock.

Got to love that random chance lol.

Anyway I'm thoroughly enjoying the mod. Thank you for the effort you have put into it. 11/10 will keep playing.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Troika on May 09, 2017, 02:35:03 AM
The Gulf is my new favorite ship. It does a little of everything, it's pretty fast and agile for a cruiser, and it even has a hangar bay! Also, as a nice bonus, looks really cool too.


Ridiculous frigate-size transforming mecha when? The people cry out for mobile weapons! ;)


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: SainnQ on May 09, 2017, 02:50:47 AM
The Gulf is my new favorite ship. It does a little of everything, it's pretty fast and agile for a cruiser, and it even has a hangar bay! Also, as a nice bonus, looks really cool too.


Ridiculous frigate-size transforming mecha when? The people cry out for mobile weapons! ;)

There already is a pair of Frigate sized Combat Wanzers.

They're just rare as hell.

One looks like a mobile armor almost from gundam, and the other looks like a big ass dart.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: dk1332 on May 09, 2017, 02:55:03 AM
There already is a pair of Frigate sized Combat Wanzers.

They're just rare as hell.

One looks like a mobile armor almost from gundam, and the other looks like a big ass dart.


Gdi, now I'll never look at Vapors the same way again


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: SainnQ on May 09, 2017, 03:45:56 AM

Actually now that I think about it, the Valiant fighter wings that transform into some crazy ass hypersonic jet to transit around the field used to be a Frigate class ship.

Atleast I could've sworn it was.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: AxleMC131 on May 09, 2017, 03:53:32 AM

Actually now that I think about it, the Valiant fighter wings that transform into some crazy ass hypersonic jet to transit around the field used to be a Frigate class ship.

Atleast I could've sworn it was.

You might be confusing it with the extant Versant-class "Uber Wanzer" frigate.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: SainnQ on May 09, 2017, 03:58:46 AM

Actually now that I think about it, the Valiant fighter wings that transform into some crazy ass hypersonic jet to transit around the field used to be a Frigate class ship.

Atleast I could've sworn it was.

You might be confusing it with the extant Versant-class "Uber Wanzer" frigate.

I could've sworn there were two Uber Wanzer's at one point.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: AxleMC131 on May 09, 2017, 03:59:59 AM
I could've sworn there were two Uber Wanzer's at one point.

Huh. Not that I knew of, but I could be wrong.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: whoopWHAT on May 09, 2017, 12:52:47 PM
Quick thing that might be an issue, with Diable they seem to start off suspicious towards you, and they never seem to post missions that you can do for them. This makes it very difficult to win them over as a faction because you basically have to wait for a random bounty to pop up(usually on luddic path) and grind out those guys in the hopes to get them favorable towards you. I think they should at least start off neutral towards you, or at the very least have more mission available to the player so that being suspicious isn't as much of a hassle.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: K-64 on May 09, 2017, 12:54:36 PM
Bounties and AI cores get them up quickly enough I found. By the time you can gather the latter, you can reliably survive being enemies with everyone else anyway, so it's a good test of your fleet and abilities.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: whoopWHAT on May 09, 2017, 12:59:44 PM
Really? I haven't seen them handing out any bounties, and not only that, they are ignoring the only open bounty they have posted, no matter how many Luddic Path fleets I kill. :l


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Hussar on May 09, 2017, 01:04:37 PM
Quick thing that might be an issue, with Diable they seem to start off suspicious towards you, and they never seem to post missions that you can do for them. This makes it very difficult to win them over as a faction because you basically have to wait for a random bounty to pop up(usually on luddic path) and grind out those guys in the hopes to get them favorable towards you. I think they should at least start off neutral towards you, or at the very least have more mission available to the player so that being suspicious isn't as much of a hassle.

They're suspicious but neutral. You can do bounties & missions for them (hell you can do for pirates if you skip the tutorial and refuse to fight them - and we start at -60 with that faction - yet still i managed to befriend them in one of my playthroughs). But best and quickest way to 'befriend' DA is to provide them with any AI core you find. A couple and you're on 0, couple more and you can look into their military markets and even take commission. It's not that hard, and also very fitting given their lore that they'll be at least suspicious towards the player - especially since we start game in hegemony space.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: K-64 on May 09, 2017, 01:16:22 PM
Really? I haven't seen them handing out any bounties, and not only that, they are ignoring the only open bounty they have posted, no matter how many Luddic Path fleets I kill. :l

I was meaning the single-target bounties in particular. Granted, you have to fly by the core systems to get the reward rather than the Diable ones for some reason, but it does work. Although yeah, they are relatively rare those bounties. AI cores are probably your best bet for building up reputation though.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Hussar on May 09, 2017, 01:51:45 PM
Really? I haven't seen them handing out any bounties, and not only that, they are ignoring the only open bounty they have posted, no matter how many Luddic Path fleets I kill. :l

I was meaning the single-target bounties in particular. Granted, you have to fly by the core systems to get the reward rather than the Diable ones for some reason, but it does work. Although yeah, they are relatively rare those bounties. AI cores are probably your best bet for building up reputation though.

Except that you can get communications near outer terminus - they got a working relay.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: K-64 on May 09, 2017, 02:24:49 PM
I always found the reliability of getting updates from it rather spotty for some reason. Like maybe 40% of the time did it actually work properly


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: arwan on May 10, 2017, 05:13:41 AM
i find that i dont get "all" the updates out there. as well. usually on my way back. when i pass there i will get a few updates even when i have been away from the core systems for a while. but if i kept going to the core systems. i would all of a sudden get so many updates that they sometimes dont all fit on the screen once i was close enough.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Drokkath on May 10, 2017, 08:47:30 AM
I just tested out for the first time the Calm-class out. Good thing I happened to have a small variety of Diable weaponry already in my inventory from previous battles with them, so I decided to see if Calm is my kind of ship or not and the answer to that is pointing close to "Yes!".

Takes more thinking though to fly around or avoid other hostile stuff and direct my omni shield at proper locations. Just tested it with having almost all of the hull mods (which is a mandatory thing for me with every ship), the weaponry setup I just now found the most relaxing is using two main guns in front aka in group 1 and everything else on the second and the third groups set to automated.

Raptor Defense System + Grave HMC act as my main manual linked fire mode, 4 Micro Missile Launchers on each side making it a total of 8 of them and 2 IBIS because the previous 2 Revolvers I mounted there and then upon releasing the hold fire mode close to a hostile ship, made my Calm's flux levels spike up drastically but that is besides the point. I was able to take down two Enforcers and the Onslaught.. in normal difficulty mode! That's an awesome find for me! :o


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Troika on May 10, 2017, 04:51:55 PM
Diable's destroyers are really excellent in my opinion. The cruisers are pretty nice as well. I'm not so keen on the capital ships, but that's more cause I've been on a speed kick lately and they are, honestly, pretty ponderous.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Drokkath on May 11, 2017, 02:13:05 AM
I think I have spoken too soon in another thread about me mentioning issues with having and or maintaining fleets myself.
So I decided to build up an overmodified Diable fleet of my own with my customized redracted ship acting as a background hauling freighter.

Me fleet currently consist of one Calm, one Hayle, two Drafts, two Laminar mining ships and one Shear tug, the later three small ships acting more as either a distraction or play-pretend for mining, tugging, repairing plus utility and construction in general. Either I'm going through some sort of naive over-positive mental transformation phase again or I'm just finally giving another try at playing SS more normal-esque and finding myself actually for once in a long while enjoying the company of other ships in my fleet in the battle mode a tad more. Could be all both reasons at once as the Diable ships remind me a lot of Vaygr ships from Homeworld 2 and thus I don't seem to be all that bothered trying to keep a fleet and its combat aspects going.

I'm almost seriously on a 50-50 decision of either using my powerful flying derelict slab of doom or use it as a main storage vessel and keep using Diable fleet instead and find out what else weaponry combination works for me the best on the Calm in my fleet. Can't help but feel drawn to using Diable stuff and getting to listen unique sounds of the mod from flying to fighting.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Troika on May 13, 2017, 08:27:12 PM
Trying to restore a Rime (D) pirate version causes a crash.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: dk1332 on May 13, 2017, 08:54:16 PM
Trying to restore a Rime (D) pirate version causes a crash.


Pretty sure that has been fixed, did you get the latest one?


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Midnight Kitsune on May 13, 2017, 11:49:30 PM
The Rime P really seems like it was not well thought out/ designed
It has the same OP level as the normal version. Hell, most of the stats are the same except the carry caps and one less fighter bay.
Small amount of mounts that even the falcon has more of

It really doesn't seem all that good but what do you expect from No Fun Tarti?


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Tartiflette on May 14, 2017, 02:07:25 AM
The Rime P really seems like it was not well thought out/ designed
It has the same OP level as the normal version. Hell, most of the stats are the same except the carry caps and one less fighter bay.
Small amount of mounts that even the falcon has more of

It really doesn't seem all that good but what do you expect from No Fun Tarti?
It's a D ship, what did you expected? The only reason I can't use the name because it crashes due to the way vanilla handles the refit of (D) ships.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Midnight Kitsune on May 14, 2017, 03:55:38 AM
The Rime P really seems like it was not well thought out/ designed
It has the same OP level as the normal version. Hell, most of the stats are the same except the carry caps and one less fighter bay.
Small amount of mounts that even the falcon has more of

It really doesn't seem all that good but what do you expect from No Fun Tarti?
It's a D ship, what did you expected? The only reason I can't use the name because it crashes due to the way vanilla handles the refit of (D) ships.
Sorry for expecting a ship more in line with the quality instead of a lazy P ship... The lore makes this ship sound much better than it is and it is such a good looking ship that is sucks that it got a Buffalo Mk II instead of something good


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Troika on May 14, 2017, 06:11:12 AM
It's a refitted freighter. It does fine against merchant shipping, but it will struggle against proper military forces.

I've found the best use for it is as a missile boat.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Takion Kasukedo on May 14, 2017, 06:22:28 AM
Could do with that capacity and below average combat capability though ;)


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Allectus on May 14, 2017, 07:15:11 AM
Sorry for expecting a ship more in line with the quality instead of a lazy P ship... The lore makes this ship sound much better than it is and it is such a good looking ship that is sucks that it got a Buffalo Mk II instead of something good

You should be sorry.  I don't think you appreciate the amount of work these folks have put into this mod.  Calling them lazy is frankly quite disrespectful.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Midnight Kitsune on May 14, 2017, 08:19:08 AM
Sorry for expecting a ship more in line with the quality instead of a lazy P ship... The lore makes this ship sound much better than it is and it is such a good looking ship that is sucks that it got a Buffalo Mk II instead of something good
You should be sorry.  I don't think you appreciate the amount of work these folks have put into this mod.  Calling them lazy is frankly quite disrespectful.
Modders should not be immune to criticism, no matter how much people like the mod. And to be honest, a ship like the Rime P can drag down the feeling of quality of a mod, especially if it is new as it makes the modder look like they are burning out or just getting lazy


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: valefore on May 14, 2017, 08:33:58 AM
Sorry for expecting a ship more in line with the quality instead of a lazy P ship... The lore makes this ship sound much better than it is and it is such a good looking ship that is sucks that it got a Buffalo Mk II instead of something good
You should be sorry.  I don't think you appreciate the amount of work these folks have put into this mod.  Calling them lazy is frankly quite disrespectful.
Modders should not be immune to criticism, no matter how much people like the mod. And to be honest, a ship like the Rime P can drag down the feeling of quality of a mod, especially if it is new as it makes the modder look like they are burning out or just getting lazy

Maybe, but even in that case I'd argue criticize the product but not the author. Negative judgements on people rarely help with productivity anyway. On the other hand, you could also try suggesting well thought out improvements to help.
Ultimately a mod is a volunteer act and I think Diable Avionics has been doing a great service in that manner.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Midnight Kitsune on May 14, 2017, 08:53:10 AM
Maybe, but even in that case I'd argue criticize the product but not the author. Negative judgements on people rarely help with productivity anyway. On the other hand, you could also try suggesting well thought out improvements to help.
Ultimately a mod is a volunteer act and I think Diable Avionics has been doing a great service in that manner.
If you are talking about the "No Fun Tarti" nickname, it is just a joke and he knows it


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Tartiflette on May 14, 2017, 08:58:13 AM
And you are the only one to find it funny. Also he is talking about the
Quote
lazy
part of your "criticism".


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: arwan on May 14, 2017, 09:21:49 AM
i have seen this freighter once in game. will say it was quite the eye catcher, and ultimately i did not buy it because i was not in the market for that kind of ship at the moment.

that being said at the time i also did not compare the stats between the two but instead only read its description and i, in my head anyway, came to the conclusion that it was probably the same ship with a different skin from the description.

never thought that it brought the mod down in quality in anyway. actually was kind of neat to see such a thing was put in the mod.

that being said, since there is a arguably significant difference between them, would it be possible to change the description to hint at the fact that it has been refitted from a military ship to a civilian craft and as such its systems are weaker than the military variant.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Tartiflette on May 14, 2017, 09:31:24 AM
It's the opposite: It is a civilian ship that got a few more weapon mounts bolted on the hull to prey on freighters. The description mention that pretty clearly:

While degraded by cycles of bad maintenance and combat repairs, it is obvious to the keen observer that this non-standard hull wasn't modified after the production, but is in fact a distinct model. For a long time the Diable Corporation has been secretly arming pirates with these altered ships, but nowadays it won't even bother hiding that fact and sells them proper military craft directly. As such, those pirate themed hulls are somewhat a rare sight.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Midnight Kitsune on May 14, 2017, 09:49:28 AM
Also he is talking about the
Quote
lazy
part of your "criticism".
It is though! To me at least it looks like it came out of .65 mod revival attempt. IE the bare minimum amount of work to get it in game and shut up the people asking for a milspec version.
And let's not forget the lore stating that it is sold as a PROPER military craft despite it being identical to the civilian version, minus a few nerfs

Oh and one other note, this time on the regular Rime: It looks like the outer edges could use some AA? They are pretty jagged compared to the Rime P


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: arwan on May 14, 2017, 09:57:18 AM
It's the opposite: It is a civilian ship that got a few more weapon mounts bolted on the hull to prey on freighters. The description mention that pretty clearly:

While degraded by cycles of bad maintenance and combat repairs, it is obvious to the keen observer that this non-standard hull wasn't modified after the production, but is in fact a distinct model. For a long time the Diable Corporation has been secretly arming pirates with these altered ships, but nowadays it won't even bother hiding that fact and sells them proper military craft directly. As such, those pirate themed hulls are somewhat a rare sight.


that description is messing with my head more and more as i read it. seems like it has a few contradictions.

non standard hull > distinct model > altered ships > proper military craft.

as i read that my brain goes from modified / refit hull to, brand new designed this way hull to, again a ship that was redesigned after production to, a ship that was designed from the get go to be military spec.

the over all of the description seems alright, but the way it flows with these points makes my brain go all over the place on what it is supposed to be really. either a refit civilian hull, to a purpose built from scratch pirate hull, to a built from scratch military hull, and things in between.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: arwan on May 14, 2017, 10:05:34 AM
was thinking of how i would describe this ship from the info in your post.

how about something along the lines of.

while degraded by cycles of bad maintenance and repair, this class of civilian freighter has been refit with a few more weapon mounts by the Diable Corporation to act as a pirate vessel in Hegemony space. while once fully denounced by the Diable as not true, they no longer refute the fact that they purpose built these ships for piracy since they stopped the refit program many cycles ago. making this class of ship a rather rare sight now.

not trying to step on your toes as it were, just wanting to propose a description, that i believe is a little more clear i hope.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: ANGRYABOUTELVES on May 14, 2017, 10:17:09 AM
"While degraded by cycles of bad maintenance and combat repairs, this hull lacks any of the indications of aftermarket modification that would be visible to a keen observer. It was, in fact, designed and manufactured like this. The Diable Corporation used to arm pirates with these ships in order to maintain an illusion of plausible deniability, but has dispensed with that and nowadays simply sells pirates proper military craft. As such, these hulls are no longer manufactured, and are a rare sight."


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Drokkath on May 14, 2017, 11:15:17 AM
I like Diable weaponry and the way the ships feel and work. Only thing that sucks is purely my own problem of actually trying to keep a fleet running and trying to land hits and survive in combat, I'm just not cut out for playing normally and with weapon ranges being seemingly nerfed a tad in general in .8 isn't also helping me either as it requires me to haul me ship's arse even closer. A shame but, eh, thankfully there's the easy mode difficulty in the game so when I feel like giving my own Diable fleet another try I can start off from there with a new character.

Earlier today I tired a restored/de-debuffed pirate-paint-job Enforcer in a battle simulation and it had my mandatory 95% of all hullmods installed, I was rather baffled at how far the default chaingun ranges are in normal mode now, might as well just put some shotgun-boomstick-somethings and a massive ramming fore (like Ramming Frigate from Homeworld: Cataclysm) instead of the five chainguns and yet I'd still get the flux levels up fast on my ship and thus get blown to bits faster than I can react and oh dear, don't get me started about how slow my reaction time naturally is. So yeah, constant retreating and ordering other ships to do something I wanna do just kills my fun. Hence why I only fly one super-ship with a TARDIS-esque storage units.

Sorry, I just feel rather irritated after wasting my time trying to get through a battle in the game. Had to re-active the usual Exterminatus sub-routines and obliterate the hostiles with an ancient and very powerful redacted doomsday cruiser out of Tri-Tachyon's version of Hell/Hades.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Hussar on May 14, 2017, 12:22:56 PM
It's the opposite: It is a civilian ship that got a few more weapon mounts bolted on the hull to prey on freighters. The description mention that pretty clearly:

While degraded by cycles of bad maintenance and combat repairs, it is obvious to the keen observer that this non-standard hull wasn't modified after the production, but is in fact a distinct model. For a long time the Diable Corporation has been secretly arming pirates with these altered ships, but nowadays it won't even bother hiding that fact and sells them proper military craft directly. As such, those pirate themed hulls are somewhat a rare sight.


This however doesn't correspond with in game "stats" then. The OP pool is the same as for the standard Rime, and if it had been a distinct production model, then it should have at least 20 OP points more to cover up for 2 additional medium mounts. That though, Rime P would still be extremely weak even with those, but it would be at least able to play a role of a missile/support cruiser without getting literally double-crippled.

Being honest then, a pirate conversion after production would make more sense for how much under-powered and weak Rime P is (with or without 20 OP points, as I've tested it by adding those 20 more OP myself - Rime P is still really weak but at least usable - that's however my personal opinion). I still love it though, Rime is in general my favorite ship design in general. But I think Rime P would use at least 20 more OP to use nevertheless. The same applies to the pirate stratus more or less.

Both "P" are really unique find among pirates and it's just a bit of a let-down that they turn to be absolutely harmless. I love DA and DA's ships, and I simply think that if both types are sacrificing so much of C/F-space then they should get relevant OP to cover up for the gained mounts. Such ships with DA's weapons (one of the versions) would be lovely ships to face-off against, for sure way more of a challange than regular pirates or current versions that suffer from lack of OP.

The ships though are super rare (saw only one pirate stratus in space, saw way more of stratuses and rime's on black markets so far) so it's not much of a problem... Unless someone would like to try do a "pirate" playthrough...


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Euripides on May 14, 2017, 08:17:15 PM
I for one don't want the cargo freighter magically becoming a tier 1 battlecruiser just because some junkrats ripped a few cargo containers out and threw on a few more guns. It's a freighter, not a ship of the line. It shouldn't even be in combat to begin with.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Hussar on May 14, 2017, 11:13:25 PM
It is not however a junkrats handiwork. And that's where lies the problem.

Not to mention that even with 20 OP more each, both rime and stratus (P) gonna be still really weak.

Both are my points. It doesn't make any sense why those ships have been produced by DA itself and sold as such.


(Edit: Seems like someone's doesn't read up (nor understand) what has been written so not even gonna bother.)


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: SaltyDog on May 15, 2017, 07:07:38 AM
It doesn't make any sense why those ships have been produced by DA itself and sold as such.

Those ships are only supposed to be sold to pirates, nothing more and nothing less. Cheap ships to be sold to cash strapped pirates, so they can bolster their ranks with.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: dk1332 on May 15, 2017, 09:32:08 AM
Those ships are only supposed to be sold to pirates, nothing more and nothing less. Cheap ships to be sold to cash strapped pirates, so they can bolster their ranks with.


Oddly enough, pirates use those ships to raid independent merchant fleets that are trading with DA.  :D


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: SaltyDog on May 15, 2017, 10:59:24 AM
Oddly enough, pirates use those ships to raid independent merchant fleets that are trading with DA.  :D
Guess we know what happens when you make deals with pirates.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Drokkath on May 15, 2017, 11:26:12 AM
I for one don't want the cargo freighter magically becoming a tier 1 battlecruiser just because some junkrats ripped a few cargo containers out and threw on a few more guns. It's a freighter, not a ship of the line. It shouldn't even be in combat to begin with.

Ahh, the should-haves and the should-nots. I myself am by your definition a demonic junkrat because I have already thrown two Drams into the Warp alongside with my rage and hatred and thus I now have a symmetrical Dramlord-class Doomsday Doomfire Freighter and not just a mere tanker anymore due to natural Warp-infused Timelord-esque storage units alongside one huge large weapon mount partially in a Timelord-esque storage unit that has one built-in Doombore cannon (8 Hellbores combined into one single rapid-fire super weapon) that are all fueled by sheer will, hatred and the rage of Khorne! MAIM! KILL! BURN! - MAIM!! KILL!! BURN!! - MAIM!!! KILL!!! BURN!!!


That aside I tried running a Diable fleet of my own in easy mode, didn't work out for me in easy mode either so I had to steamroll all of incoming hostiles into tiny particles with my super-ships. I hate restrictions, I hate challenges and I frelling hate humanity in general.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Allectus on May 15, 2017, 11:47:57 AM
I for one don't want the cargo freighter magically becoming a tier 1 battlecruiser just because some junkrats ripped a few cargo containers out and threw on a few more guns. It's a freighter, not a ship of the line. It shouldn't even be in combat to begin with.

Ahh, the should-haves and the should-nots. I myself am by your definition a demonic junkrat because I have already thrown two drams into the Warp alongside with my rage and hatred and thus I now have a symmetrical Dramlord-class Doomsday Doomfire Freighter and not just a mere tanker anymore due to natural Warp-infused Timelord-esque storage units alongside one huge large weapon mount partially in a Timelord-esque storage unit that has one built-in Doombore cannon (8 Hellbores combined into one single rapid-fire super weapon) that are all fueled by sheer will, hatred and the rage of Khorne! MAIM! KILL! BURN! - MAIM!! KILL!! BURN!! - MAIM!!! KILL!!! BURN!!!


That aside I tried running a Diable fleet of my own in easy mode, didn't work out for me in easy mode either so I had to steamroll all of incoming hostiles into tiny particles with my super-ships. I hate restrictions, I hate challenges and I frelling hate humanity in general.

I personally don't see the point of playing a game without challenge.  If I win by default why even waste my time with it?

Anyway, early game a close-range vapor wrecks basically every other frigate (and most destroyers/even some cruisers) handily.

Augmented engines
Aux thrusters
Insulated engines (whatever the mod that gives you greater engine resilience is called)
2x Trifire
2x magic box
As many vents as you can fit with the leftovers

Spec char for extended range/OP/and Flux venting

Don't use your shield--play it like a schmup and dodge fire to keep the Flux advantage. Once you learn to properly lead the Trifires for long range hits you will utterly dominate anything you'll run into for the first half of the game. Can easily win 1v5 situations.

Late game is all about stand off sniping while using wanzers to tear them apart efficiently.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Drokkath on May 15, 2017, 12:11:37 PM
@Allectus

Personally I'm more eager to take on an enemy if I know I'm going to win and if not, I'm just not gonna bother until I can somehow steamroll the frellniks.

Anyhow, thanks though, that sure seems like a setup I can try out at least when I'm in a good of a mood again to try something new which regrettably isn't my usual nature.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Goldendragonfinn on May 15, 2017, 04:55:46 PM
hay um slight problem.  I CAN'T FIND THE DOWNLOAD BUTTON !!!!


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Wyvern on May 15, 2017, 04:58:28 PM
hay um slight problem.  I CAN'T FIND THE DOWNLOAD BUTTON !!!!

It's hiding behind the "enlist today" image in the original post.  Took me a while to find that myself; it's not at all obvious that that particular image is linked to the download.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Goldendragonfinn on May 15, 2017, 05:20:02 PM
hay um slight problem.  I CAN'T FIND THE DOWNLOAD BUTTON !!!!

It's hiding behind the "enlist today" image in the original post.  Took me a while to find that myself; it's not at all obvious that that particular image is linked to the download.

where is it I can't find it. and thanks for helping



Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Goldendragonfinn on May 15, 2017, 05:58:46 PM
Where is the download for 1.82 for this mod? ive spent three hours looking for the download, please help.  >:(


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Goldendragonfinn on May 15, 2017, 06:09:37 PM
hay um slight problem.  I CAN'T FIND THE DOWNLOAD BUTTON !!!!

It's hiding behind the "enlist today" image in the original post.  Took me a while to find that myself; it's not at all obvious that that particular image is linked to the download.

where is it I can't find it. and thanks for helping






It doesn't work anymore


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Mazuo on May 15, 2017, 06:37:52 PM
Please stop spamming.  I don't know what's wrong with your browser, but the very obvious download button on the front page works fine.  It links to https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.82RC2.7z since you can't seem to find it.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Goldendragonfinn on May 15, 2017, 07:05:15 PM
Please stop spamming.  I don't know what's wrong with your browser, but the very obvious download button on the front page works fine.  It links to https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.82RC2.7z since you can't seem to find it.

Thank you, and sorry about the spamming.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: dk1332 on May 15, 2017, 08:14:04 PM
Augmented engines

Wait wait, I thought Augmented engines only increases the max burn? Are you by any chance, be talking about Unstable Injector?


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Drokkath on May 16, 2017, 02:21:21 AM
Augmented engines

Wait wait, I thought Augmented engines only increases the max burn? Are you by any chance, be talking about Unstable Injector?

Heh, it used to. Now it has been renamed to Augmented Drive Field and it basically just increases the burn level by one as it used but doesn't add any other speed so the only thing AFAIK that adds hullmod-wise combat speed is the rather unchanged good 'ol Unstable Injector.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: AxleMC131 on May 16, 2017, 02:53:30 AM
Heh, it used to. Now it has been renamed to Augmented Drive Field and it basically just increases the burn level by one as it used but doesn't add any other speed so the only thing AFAIK that adds hullmod-wise combat speed is the rather unchanged good 'ol Unstable Injector.

Unstable Injector's changed quite a bit actually. It no longer makes your engines take extra damage, but instead reduces the range of your ship's weapons by 25%. I'm still undecided which one I liked better.  :-\


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Allectus on May 16, 2017, 04:32:00 AM
Augmented engines

Wait wait, I thought Augmented engines only increases the max burn? Are you by any chance, be talking about Unstable Injector?

Yeah, sorry about that.  I'm still playing in 0.72 for Nexerelin.

In my game it gives an extra 50 speed units to frigates.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Drokkath on May 16, 2017, 04:32:59 AM
Heh, it used to. Now it has been renamed to Augmented Drive Field and it basically just increases the burn level by one as it used but doesn't add any other speed so the only thing AFAIK that adds hullmod-wise combat speed is the rather unchanged good 'ol Unstable Injector.

Unstable Injector's changed quite a bit actually. It no longer makes your engines take extra damage, but instead reduces the range of your ship's weapons by 25%. I'm still undecided which one I liked better.  :-\

Yeah, I am aware of that actually. Merely just forgot to mention/type-in-the-post it is all. It seems Augmented Engines Drive Field and Unstable Injector have exchanged parts of each other along with changes here and there to a point of something new and unknown. Like no longer do I have to force config-mod-in the both hullmods on one of my customized vessels as the restriction between one or the other engine hullmod is absent and I can see why, bit odd and quite gameplay changing now that I think about but to me it's not that much big of a deal due to me altering my standalone over-modified vessels' speeds and other aspects if I feel the need to from time to time.

At least I can understand and sympathize about how much it may change strategies, tactics and whatnot gameplay and playstyle, thus having to think over a new setup of a ship. I've been in that similar boat myself with other indie titles.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Igncom1 on May 27, 2017, 10:40:30 AM
I've been loving the mod dude/lady!

I started with some combat freighters and a salvaged hegemony fleet, running around surveying stuff to build up capital. I later acquired a larger freighter with a flight deck but the game considered it to be a civilian ship, so getting it into combat proved to be more trouble then it was worth.

Shortly before I got my commission with DA I utilized the frigate with the armoured prow, which while effective usually ended up with the enemies bending bullets to hit them in the sides and killing them. Nice ship but not suitable for my needs.

Once I got my commission I moved onto a proper DA fleet with some proper frigates, destroyers and light carriers. The really fast and nimble frigate is a nice ship, with it's duel medium mount I usually armed it with pulse lasers, your scatter cannons or autocannons for some flux cheap ordinance. The DA lasers I found were never good at taking down shields and drove the flux up like mad, so I had to skip them for my fleet. The two destroyers, the err... aggressive one that like a larger version of the frigate and the longer one that has the 8 small missile mounts were nice. The aggressive looking one worked well with two glowtusk guns and a medium PD, complimented with a full row of DA's heat-seeking mini-torpedos and I used them all the way until the late game. The longer ones I had to put away before they got themselves killed later on, although I had intended to arm them with PD missile launchers I could never find enough so I mostly stuck to the heatseeking torpedoes and gave them scatter cannons. They served well enough as escorts for most of the game but were easy prey in the larger conflicts so I had to retire them. The light carriers, variant of the Chinook freighters if I recall, served me well all game, simple carriers with two slots for wanzers and a medium slot for keeping enemy ships at bay. I only ever lost these ships when their escorts let them actively die.

Speaking of wanzers, I really love em! The frost escort wanzers were on all of my carriers as their loadouts for cost were great for almost anything. I usually pared them with the minigun wanzers, which look fantastic by the way. Both made for great strike craft up until the end game. I also got to try the single big wanzer with the cannon arms, that big betty could take out cruisers on her own! Amazing. I did also give the transforming interceptor wanzer a go, good in it's own right but I preferred the cheaper frosts. The sniper wanzers never really struck a cord with me compared to the others, so I used the minigunner wanzers instead. Same with the artillery wanzers as they just seemed to be torpedo bombers so I stayed with the big heffer as It seemed much cooler.

Once I got my reputation to cooperative I purchased a battlecarrier and 6 cruisers, as they were all badly needed considering the beehive I kicked in the hegemony. The battlecarrier is nice, carrying three wanzers and looked great but that said it does have a nasty habit of trying to actually fight. Thank the lord for savescumming as I have lost the same carrier six times due to trying to tank battleships, crazy blighters, but I know that's more the game's AI then your mod so no worries. One of my six cruisers was a light cruiser and I have to say that it's one of my favourites. Armed with it's built in artillery laser and armed with a glowtusk turret and supported by it's own wing of frost wanzers there ain't nothing that little guy can't do! Great all round ship that never pushed it's self too far. The other cruisers were the DA standard cruiser with he four medium fixed mounts. A nice addition when facing enemy cruisers, I struggled to arm hem how I wanted for a long time and even then the available OP points made it hard to come up with a build. Most of the time they were armed with four pulse lasers and two reaper torpedo launchers which seemed to work well enough. I constantly found my self wishing for more flux when they get shot at but otherwise they did their roles as I would have expected of them.

I eventually ran into a bounty target that had their own DA fleet and managed to salvage a battlecruiser from the ruins. The big old micro-missile spewing beast this ship did alright against most targets. It's triple compliment of glowtusks and the siege laser turret did most of the work with the micro-missiles mostly acting as a distraction to the inevitable fighter ball. It did fairly well against it's targets and was defensible enough against enemy battleships that my wanzers and cruisers could surround for the kill. It could solo eagles and legions, so I can't ask for more then that really.

As I built up a considerable amount of war loot from my personal war with the hegemony I soon decided to buy a dreadnought, another battlecruiser and I even salvaged another battlecarrier and light cruiser in my travels. The dreadnought is a nice ship with it's triple wanzer compliment and four large slots. I only managed to find another two siege lasers for the ship so I had to resort to the large scatter cannons which while nice had poor effect at long range. The dreadnought was where I suddenly encountered the main problem I have with this fleet. It's cost to deploy. Not the supply cost, heavens no I stole thousands from the hegemony, the actual deployment cost.

As my war with the hegemony heated up and they deployed larger and larger fleets, even with the electronic warfare range debuff I was getting due to my level build, I found myself unable to match their numbers with my own. Even counting the deployment number debuff from being heavily outnumbered. So I would frequently encounter battles where at most I could deploy a third of my fleet when the enemy could deploy three quarters of theirs. One dreadnought, two battlecruisers and two battlecarriers vs the world. It was never enough when being hit by dozens of frigates, destroyers, cruisers and a couple battleships from all sides.

I'm not asking or whatever for you to change this either, as DA have an elite fleet that isn't really cut out for the constant bloody war like the standard starsector ships are, like the hegemonies are. But yeah, when it comes to a full fleet on fleet battle the DA haven't got a hope in hell to beat the cheaper and more numerical hegemony in open war, I can see it from my own attempt at it. Kinetic weapons rule right now, range is king and numbers mean more.

If that says more about my current opinion of starsector or your mod is hard to say, but it has been fun to use. I can't wait to blow the crap out of some DA fleet on another save file! Maybe the ORA fleet even if the AI can ever learn how to use their fleet properly without pulling my hair out!


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Tartiflette on May 27, 2017, 11:28:56 AM
Thanks for the feedback, glad to see you enjoyed them. The Warlust sniper wanzer got nerfed too hard and I'm buffing it back. It will also no longer try to charge the enemy at close range, but at the cost of not roaming too far from its carrier either. A pure escort wing. As for the Haze, I might change the system once more because it just keep having issues with flux. I'll Probably just remove the loss of shield efficiently while active.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: PokerChen on May 29, 2017, 10:29:51 AM
Tartiflette, if you don't mind a feature request, it would be nice fluff to see planet modifiers on ORA and Diable planets in addition to the market modifiers. According to e.g. corvus.json and market_conditions.csv, the planet modifiers are lumped together with market modifiers.

P.S. I've been enjoying both mods with their unique flavours since 0.7x - the consistent quality is appreciated.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Tartiflette on May 29, 2017, 04:07:23 PM
That's on the to-do list, but as usual: so much things to do, so little time...


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Troika on May 29, 2017, 10:05:59 PM
I got lucky and found an abandoned Pandemonium floating around the sun in Askonia! Only one D mod on it, too. It even still had  most of it's guns, including all but one large turret.

Looks like I've found my flagship for the foreseeable future.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Drokkath on May 31, 2017, 11:38:17 AM
Well, yikes. Just had a massive random moment in the simulation with the two very large Diable ships, I was just re-testing my vastly superior customized mining lasers which I have a pair of two mounted on my current modified version of Talus-class from TUP mod. Heh, once I got through all of that armor on the largest vessel (Maelstrom) and eventually destroyed the ship, it also single-handedly blew up one of its own cousin (Storm) upon explosion, I didn't even shoot or damage the smaller big ship (Storm) next to it (Maelstrom) as I was sliding forward, was about to fire at the second ship (Storm) but upon the massive explosion's flash went dimmer I just saw this and my proverbial jaw hit the floor:

(http://i.imgur.com/ZnteUgM.png)

I think or feel like I just added a whole new meaning to "two birds with one stone". Epic. O_O
So epic I just felt posting about it is all.


Title: Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
Post by: Beobachter on June 03, 2017, 06:33:23 PM
Potential bug:
Due to the random-ish spawn location of the Antioch star system, Diable systems may end up overlapping each other if their normal spot is taken. Unknown if this problem exists for all systems, or just Diable.

Map seed for bug replication:
AN-4836539435885865627

Screenshot:(large image warning!)
(http://i.imgur.com/iAjqNcy.png)


Not sure on best fix. Insight?


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Tartiflette on June 04, 2017, 02:54:15 AM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.83RC2.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Small update to fix the 0.8.1a issues that cropped up with the sector's generation. You'll also get some minor balance changes and a few reworked sprites for the Vapor, the Hayle and the Calm (more to come in the future). If you can't tell the difference at glance, that means I did a good job because they significantly changed and fit better next to vanilla ;D

(http://i.imgur.com/tY7hewp.png)

Changelog:
DIABLE AVIONICS
1.83

BALANCING:
 - Warlust:
   . Removed ammo limitation for the weapon.
   . Damage per shot increased to 400 from 300.
   . Weapon's shots are now more visible.
 - Blizzaia:
   . Burst Recson replaced with Plover Rack.
 - Haze:
   . Flux Redirection system no longer reduce the shield efficiency.
 - Starting reputation with the player slightly increased.

BUGFIXES/IMPROVEMENTS:
 - New sprites for the Vapor, the Calm and the Hayle.
 - Warlust is now a Support fighter (will attack from afar)
 - Removed pirate variants that confused people.
 - Adjusted some FP values for more coherent markets availability.
 - Fixed generation bug from 0.8.1.
 - Targeting Analysis hint no longer blinking when deploying few Diable ships, script optimized.

This update WILL BREAK YOUR SAVES!


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Drokkath on June 04, 2017, 04:38:22 AM
Heh, two of the ships I've seen previously having seizures. Wait.. the game got an update? I spent the entire day yesterday customizing, altering and polishing my own personalized modpack! Oh dear, well I guess it's round two then if something has changed config-wise drastically (speaking of the game itself), on the plus side: My yesterday's modding spree is still fresh in my mind so it shouldn't be that much of an issue for me.


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Tartiflette on June 05, 2017, 09:59:25 AM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.83RC3.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Small patch for Nexerelin.


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Hazard on June 09, 2017, 10:15:47 AM
Is it just me, or is the Maelstrom a little slow for a battlecruiser? I admit I haven't played with one much, but on paper its speed of 35 isn't very impressive, compared to Conquest and Odyssey. Oh well, maybe it doesn't need to be any faster considering the missile storm it can unleash.

Also, there's a small typo in the codex entry of both Maelstrom and Pandemonium: the heavy flicker core description says it can only store 2 charges, instead of 4.


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Deshara on June 09, 2017, 10:28:00 AM
Is it just me, or is the Maelstrom a little slow for a battlecruiser? I admit I haven't played with one much, but on paper its speed of 35 isn't very impressive, compared to Conquest and Odyssey. Oh well, maybe it doesn't need to be any faster considering the missile storm it can unleash.

Also, there's a small typo in the codex entry of both Maelstrom and Pandemonium: the heavy flicker core description says it can only store 2 charges, instead of 4.

compare it to the dominator, friend


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Hazard on June 09, 2017, 10:56:09 AM
compare it to the dominator, friend

Which is 15 points cheaper to deploy, has more armor, a better shield and can bring a lot of frontal firepower into a fight. Dominator is perfectly geared for frontline brawling even against capitals, while the Maelstrom seems like it's supposed to keep it's distance while peppering any opponents with fighters and missiles. The heavy flicker core helps somewhat, but it doesn't change the fact the the base speed is low for a mobile role.


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Midnight Kitsune on June 09, 2017, 04:05:35 PM
Yeah ok, let's give it the speed of an Odyssey!


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Hazard on June 09, 2017, 04:22:07 PM
Yeah ok, let's give it the speed of an Odyssey!
Why stop there, better go all the way to Tempest's speed at least.


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Takion Kasukedo on June 09, 2017, 05:01:12 PM
I feel like I may gatecrash the joke.

It would be unreasonable to make a Battlecruiser like the Maelstrom with all of those missiles as fast as an Odyssey, especially knowing the Maelstrom is kind of a Support/Attack role, instead of exploration. Mabye up the speed by a little, but not Odyssey-Class levels of speed.


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Hazard on June 09, 2017, 05:27:40 PM
Yep, putting it in the same ballpark with the Conquest would be just fine.


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Mr. Nobody on June 11, 2017, 07:55:34 AM
Ok, i know this is a stupid thing to ask, but after all is Tartiflette we're talking about so he might just have the code stashed into some folder already:
With Diable we have ships that transform.
With the Stations we have ships that break.
How long till we have ships that can combine?


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Troika on June 11, 2017, 01:41:22 PM
I'm using Nexerelin and for some reason Diable Avionic's systems arn't spawning, and they also can't be joined from a new game (fatal crash: null).

I am 99% sure this is a mod conflict with something else on my enabled mods list, which is as follows:



-Lightshow for SWP
-Arsenal Expansion
-BRDY
-Combat Chatter
-Console Commands
-Diable Avionics
-Disassemble/Reassemble
-Hegemony EA
-IBO Mobile Suits
-Interstellar Imperium
-Lazylib
-Neutrino Corporation (they have the same bug, incidentially)
-Nexerelin
-ORA
-SCY
-Shadowyards
-SWP
-Underworld
-Unknown Skies
-Upgraded Rotary Weapons
-Audioplus
-Graphicslib


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: peperoni_playboy on June 11, 2017, 02:21:43 PM
are you sure you're using the latest versions of those mods? neutrino and diable both got updates to make them nexerelin compatible.


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Troika on June 11, 2017, 02:32:34 PM
Welp.


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Lopunny Zen on June 11, 2017, 06:16:57 PM
its really hard to find ways to gain trust for these people. Can their be a way to get them to like you better aside from ai cores and whatnot?


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Troika on June 11, 2017, 06:34:03 PM
Maelstrom isn't too awful to get faster if you've invested in the nav skills and such. Likewise, it's slow speed is deceptive, since the teleport gives it some extra mobility and charges pretty fast.


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Andimar on June 12, 2017, 03:23:36 AM
I'm getting the same problem as Troika, with a fresh new install of the newest Starsector version with only the very latest version of the Nexerelin, Diable Avionics and LazyLib mods enabled (also just re-downloaded to be certain).

Here's the log:

Code:
111944 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 12 out of a maximum 50 trade fleets in play
111944 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Gilead] to spawn trade fleet from
111944 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Kazeron]
111945 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Food,Domestic Goods,Crew], bringing back [Supplies,Hand Weapons]; volume: 5332
111945 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Creating trade fleet of tier 3 for market [Gilead] (volume: 5332)
111947 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 46 point economy fleet from [Gilead] to [Kazeron]
111947 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 16 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
111948 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [bounty hunter] at hyperloc Vector2f[11000.0, -7500.0]
111948 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 16 out of a maximum 32 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
111950 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[598.33203, -9833.332]
111950 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 16 out of a maximum 40 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
111952 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate scout] at hyperloc Vector2f[-7016.421, 284.07428]
112018 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 17 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
112022 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [mercenary patrol] at hyperloc Vector2f[-6000.0, 400.0]
112023 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 17 out of a maximum 32 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
112024 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[138.06506, -9397.52]
112024 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 17 out of a maximum 40 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
112027 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate raiders] at hyperloc Vector2f[-5998.568, 395.7161]
112028 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator  - Created MarketProcurementMission: hand_weapons to Nachiketa
112030 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionCreator  - Created FactionCommissionMission: Diable Avionics
112395 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocationDescription(BreadcrumbSpecial.java:212)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocatedString(BreadcrumbSpecial.java:120)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.getTokenReplacements(PersonBountyEvent.java:467)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.getHighlights(PersonBountyEvent.java:480)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.startEvent(PersonBountyEvent.java:129)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:120)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


Nvm Version checker tells me there are yet new versions of Diable and Nexerelin. Damn.

Edit2: Aaaaand it works!


Title: Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
Post by: Troika on June 14, 2017, 10:01:57 AM
How about a capital ship that carries four Versant derivatives (no FTL drives so more guns/armor/engines/etc can be fit on the frame) as battleriders?


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Tartiflette on June 14, 2017, 10:58:49 PM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.84RC3.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Patch in preparation for the 3rd Tournament

1.84

BALANCING:
 - Most combat ships' shield efficiency raised by 10%.

 - Haze:
   . New sprite.
   . Gained 3 small turrets but medium central one no longer reaches the rear.
   . OP raised to 180 from 145.
   . Ship-system now reduces the weapons accuracy when in use.

 - Advanced Avionics hullmod:
   . No longer affects weapon ranges.
   . Now raises the ships' acceleration over time.
   . Ships base accelerations adjusted accordingly.
   . Still affects auto-aim accuracy, weapons turn rates and recoil.
   . Now compatible with Safety Override.

 - Dampened Mounts hullmod:
   . Extends the range of all weapons by 200su.
   . Built-in the Maelstrom and the Pandemonium (replaces built-in Targeting Core).

 - Uhlan Artillery:
   . Range reduced to 1000su from 1200.

 - SRAB:
   . Shots hp reduced to 300 from 450.

 - Burchel:
   . Charges regeneration reduced to 30rpm from 45.
   . Flux requirement raised to 350fps from 300.

 - Calm:
   . Now has four built-in micro-missiles launchers.
   . OP reduced accordingly.

BUGFIXES/IMPROVEMENTS:

 - Wanzer Servicing Gantry hullmod:
   . Now actually does something.

 - All missile AIs reworked/optimized.

This update shouldn't break your save but some existing variants might be messy.


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: adimetro00 on June 14, 2017, 11:16:42 PM
Tartiflette, are you still going on with the ships' sprite rework? Cause i want the crisper sprites on the other ships, espwcially the big ones.


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Orikson on June 15, 2017, 01:12:45 AM
Tartiflette, are you still going on with the ships' sprite rework? Cause i want the crisper sprites on the other ships, espwcially the big ones.

The current info given on the work plan is that the Gust is receiving a new sprite from FlashFrozen.

A few weapons are deemed to be in need of a touch up.

No other plans has been informed of.


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Hussar on June 15, 2017, 09:06:46 AM
So I have updated the DA and game is fine and dandy till I have tried to fight one of DA's fleets:

52275 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.DiableAvionicsUniversalDecksUpgrade.advanceInCombat(DiableAvionicsUniversalDecksUpgrade.java:41)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Troika on June 15, 2017, 10:57:43 AM
Much to my annoyance, it seems the only way to really get the Pandemonium to stay consistently flux stable is to fill all the medium mounts with missile launchers. Pretty much anything else has it overload in seconds.


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Hazard on June 15, 2017, 11:07:36 AM
I'm also getting a crash when trying fire Thunderbolt MRMs.

59729 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.weapons.diableavionics_ThunderboltMissileAI.advance(diableavionics_ThunderboltMissileAI.java:71)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Seems like something went wrong with the missile AI rework.


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Tartiflette on June 15, 2017, 01:21:53 PM
Turns out it was a mod compatibility issue. Uploaded a fixed version so download the mod again to fix this.


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Hussar on June 15, 2017, 04:13:08 PM
Sadly I'm getting exactly the same error as before D:

117531 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.DiableAvionicsUniversalDecksUpgrade.advanceInCombat(DiableAvionicsUniversalDecksUpgrade.java:47)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Burgone on June 15, 2017, 04:23:55 PM
mod is not in working order iv tryed everything i could think on i keep getting a fatal. its  ship_system.csv is missing


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: peperoni_playboy on June 15, 2017, 04:34:01 PM
what were you guys doing that provoked a crash?


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Hazard on June 15, 2017, 05:24:22 PM
Well, the Thunderbolt crash is gone, and no other issues have popped up so far.


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Recklessimpulse on June 15, 2017, 08:47:20 PM
I'm getting a crash when I have Diable ships, I'll save a error log next time it happens but I think it has something to do with one of the missle systems.


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Tartiflette on June 15, 2017, 10:26:17 PM
Did you properly delete the mod before extracting the newer version as you should always do?

Also, Are you using an existing save or a new game?


Title: Re: [0.8.1a] Diable Avionics 1.84RC3 (15/06/2017)
Post by: Tartiflette on June 15, 2017, 11:46:24 PM
Okay, I think I found the problem with the Carriers. Hopefully fixed so you can re-download the mod.

Sorry for the multiple updates in such a short span of time...

BTW, I fixed an issue with how the stations were displayed, but that also means they will look skewed if you are using an existing save.


Title: Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
Post by: Hussar on June 16, 2017, 12:51:33 AM
You have finally nailed it Tarti! Thanks.

Sorry for the multiple updates in such a short span of time...

And it happens. Guess it was sort of lucky I was having a save where I was about to fight a fleet composed of pretty much every type of DA ship so that bug was coming out. ;)


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Recklessimpulse on June 16, 2017, 03:39:50 AM
Did you properly delete the mod before extracting the newer version as you should always do?

Also, Are you using an existing save or a new game?

The second time it crashed yes, but not the first and a save game of the first crash. edit didn't notice the new update I'll try that.


Title: Re: [0.8.1a] Diable Avionics 1.84 (15/06/2017)
Post by: Hazard on June 16, 2017, 10:36:29 AM
Much to my annoyance, it seems the only way to really get the Pandemonium to stay consistently flux stable is to fill all the medium mounts with missile launchers. Pretty much anything else has it overload in seconds.
It has enough OP to fit a lot of vents, that helps a bit. Still, Pandemonium actually has 100 less flux dissipation than Maelstrom, which is weird considering the massive difference in the number of weapon mounts between them. Maybe it's an intentional balancing factor.


Title: Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
Post by: Shyguy on June 16, 2017, 01:23:38 PM
Suffered a crash in Simulator with the battlecarrier.

Mods present in the battle as units were the Shadowyards as a pair of neriad fighters, simulator overhaul and the DA battlecarrier.


Disregard that, I must have updated my DA a few minutes before you uploaded the fighter fix and missed the new version.

1077608 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.DiableAvionicsUniversalDecksUpgrade.advanceInCombat(DiableAvionicsUniversalDecksUpgrade.java:47)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)




Title: Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
Post by: Burgone on June 16, 2017, 03:39:52 PM
i still cant use the mod iv sat here for 2 hours failed fix ship_systems.csv im clueless on what to do


Title: Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
Post by: AxleMC131 on June 16, 2017, 04:55:23 PM
i still cant use the mod iv sat here for 2 hours failed fix ship_systems.csv im clueless on what to do

Delete and re-install, if you haven't already. Tartiflette has put out an update fixing some stuff since your previous comment.


Title: Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
Post by: Kwbr on June 17, 2017, 01:15:30 AM
The Haze's new ship system has some serious inconsistencies that basically force you to use certain loadouts over others. Weapons that don't degrade in accuracy from continuous fire aren't affected by the reduced accuracy caused by the system, resulting in them being absurdly powerful in comparison to ones that do.

For example, heavy autocannons versus HVDs.
(http://puu.sh/wmrUT/a82fc878c8.gif)
(http://puu.sh/wmrVo/03a3a7eeb8.gif)

This means weapons like the HVD, phase lance, pulse laser, or whatever corresponding mod weapons you have are basically essential for the Haze to reach its full potential, given you aren't just facehugging all your opponents. I tested a lot of other weapons but they all had pretty much the same result. I guess an alternative would be to just not use the ship system with weapons it affects negatively, the Haze is already a powerful cruiser in its own right without it.

...It also affects ballistic PD a hilarious amount.


Title: Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
Post by: Tartiflette on June 17, 2017, 01:22:32 AM
That's a weird bug. It should not widen the arc more than 10 degrees. As for some weapons not affected, I have plans for than since Vanilla doesn't handle it at all. Beams will still be perfectly accurate though


Title: Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
Post by: Hazard on June 17, 2017, 04:48:05 AM
Warlusts are a bit weird. I have a Pandemonium going against the simulator Onslaught. Panda gets into PD range (which is quite respectable with ITU + Dampened Mounts) and opens up. Warlusts, even though they have that nominal max support range of 2500, simply hover around the middle of the dreadnought, not doing anything unless I get even closer, when their sniper blasters can reach the enemy without them having to move forward one bit.

Maybe that's just how the support fighter AI is in general, and I suppose Warlusts work well as point-defense platforms, but if that's their intended role, I'd argue the sniper classification is a bit misleading. A "sniper blaster" in a fighter makes me think of close support/assault role, instead of strict fighter/frigate defense.

Edit: Uh, I take it Strifes and Warlusts having base replacement time of 0 seconds and Frosts 1 second is not intended.

Edit 2: Scratch that, I think the Wanzer Servicing Gantry is affecting things weirdly. After starting the game, everything seems to be fine, replacement times are what they should be. I start a simulator fight, things work normally, I end the fight, back to the refit screen. Now the replacement times are screwed up, 5 seconds for Strifes for example. Going back to campaign map or loading a save doesn't fix it, and in combat the replacement times are as absurdly fast as the stats claim. Game needs to be restarted to bring the fighter stats back to normal.

Edit 3: So looks like running a simulator fight, waiting for the wanzers to deploy, and then quitting back to the refit screen reduces their replacement time. Subsequent fights reduce the time further, until it is zero. This persists for all wanzer wings of the used types, even if they're installed on carriers without the Wanzer Servicing Gantry.


Title: Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
Post by: arwan on June 19, 2017, 03:42:01 AM
is it possible to get the GULF in the game. or is it only in the ship info library?


Title: Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
Post by: OzOnyx on June 19, 2017, 03:43:41 AM
It appears as a bounty in IBB I think


Title: Re: [0.8.1a] Diable Avionics 1.84RC4 (19/06/2017)
Post by: Tartiflette on June 19, 2017, 09:27:00 AM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.84RC4.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs...


Title: Re: [0.8.1a] Diable Avionics 1.84RC4 (19/06/2017)
Post by: SaltyDog on June 19, 2017, 11:14:22 AM
Please stop finding bugs...

No...
(http://imagizer.imageshack.us/v2/640x480q90/923/82l3GF.jpg) (https://imageshack.com/i/pn82l3GFj)


Title: Re: [0.8.1a] Diable Avionics 1.84RC4 (19/06/2017)
Post by: Mr. Nobody on June 19, 2017, 11:29:33 AM
I hope either LazyWizard or someone else makes a Version Checker that runs outside of the game because waiting 5 minutes to load the mods+game and discover there is an update for something gets annoying after a while.


Title: Re: [0.8.1a] Diable Avionics 1.84RC4 (19/06/2017)
Post by: Drokkath on June 19, 2017, 03:37:24 PM
..Please stop finding bugs, Please stop finding bugs, Please stop finding bugs..

You and me both. For me it's "Please don't crash, please don't crash, please don't crash..". :D


Title: Re: [0.8.1a] Diable Avionics 1.84RC4 (19/06/2017)
Post by: Hazard on June 22, 2017, 02:10:00 PM
Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs...

:-X

...Mmmmmhh, I think there's a wee little bug with the Uhlan Siege Laser's hardpoint version. On the refit screen, it looks normal, but in combat the barrel is mostly retracted inside the red turret/housing. Firing the weapon causes the barrel to recoil even further back, disappearing completely for a moment after third shot.


Title: Re: [0.8.1a] Diable Avionics 1.84RC4 (19/06/2017)
Post by: passwalker on June 27, 2017, 01:04:45 AM
found an issue with Storm. it doesn't esnt to be a carrier. its default command is 'elliminate' and it doesn't follow existing 'fighter strike' assignmeents. kinda annoying.


Title: Re: [0.8.1a] Diable Avionics 1.84RC4 (19/06/2017)
Post by: Tartiflette on June 27, 2017, 02:14:09 AM
That's because it is a "combat carrier".


Title: Re: [0.8.1a] Diable Avionics 1.85RC1 (01/07/2017)
Post by: Tartiflette on July 01, 2017, 07:43:06 AM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.85RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Some balance stuff for the tournament, some fixes and a new fighter wing: the Arbitrator Interceptor. It's not a Wanzer, but it is fast and long range!

(http://i.imgur.com/qDqpgwK.gif)

Changelog:
1.85

NEW CONTENT:

 - Arbitrator Interceptor wing:
   . Long range fast interceptor for a moderate price.
   . Armed with a single barrel IBIS and an Artassaut cannon.
   . Equipped with a drop-booster to quickly traverse the battlefield. Also usable for improvised bombing runs.

BALANCING:

 - Storm:
   . Median turrets got more generous arcs

 - Fractus:
   . Ship system changed from Reserve Deployment to Long Range Coordination.
   . Raises the wings range by 3000su but reduces the carrier speed by 75%.

 - Valiant wings:
   . Shield now front facing instead of omni.
   . Shield arc raised to 120deg from 90.
   . Weapons range reduced to 400 from 600.
   . Weapons flux raised to 1:1 ratio.

BUGFIXES/IMPROVEMENTS:

 - Wanzers Servicing Gantry:
   . No longer allows bombers to deploy new fighters before the deployed ones landed to rearm.

 - Uhlan Artillery:
   . Fixed hardpoint recoil.


Title: Re: [0.8.1a] Diable Avionics 1.85RC1 (01/07/2017)
Post by: dk1332 on July 01, 2017, 08:33:00 AM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.85RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Some balance stuff for the tournament, some fixes and a new fighter wing: the Arbitrator Interceptor. It's not a Wanzer, but it is fast and long range!

(http://i.imgur.com/qDqpgwK.gif)

Changelog:
1.85

NEW CONTENT:

 - Arbitrator Interceptor wing:
   . Long range fast interceptor for a moderate price.
   . Armed with a single barrel IBIS and an Artassaut cannon.
   . Equipped with a drop-booster to quickly traverse the battlefield. Also usable for improvised bombing runs.

BALANCING:

 - Storm:
   . Median turrets got more generous arcs

 - Fractus:
   . Ship system changed from Reserve Deployment to Long Range Coordination.
   . Raises the wings range by 3000su but reduces the carrier speed by 75%.

 - Valiant wings:
   . Shield now front facing instead of omni.
   . Shield arc raised to 120deg from 90.
   . Weapons range reduced to 400 from 600.
   . Weapons flux raised to 1:1 ratio.

BUGFIXES/IMPROVEMENTS:

 - Wanzers Servicing Gantry:
   . No longer allows bombers to deploy new fighters before the deployed ones landed to rearm.

 - Uhlan Artillery:
   . Fixed hardpoint recoil.

Whoa!! Those new fighters looks cool! Kinda having mixed feelings on the Fractus though, since the Reserve Deployment was the closest thing that reminds me of the wanzer spam tactic I used to do back in 0.7.2a. But the new ship system opens up new strategies to mess with so its good.

Some few questions:
  • Will some of the DA weapons getting a sprite update (Ibis, Banisher, Recson)?
  • Is the Gust getting a new look?


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Bastion.Systems on July 01, 2017, 09:18:08 AM
AAAAAAAAH a MULTI-STAGE fighter!


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: aReclusiveMind on July 01, 2017, 09:38:26 AM
Always great to see a Diable update when I get up in the morning.  Nice creative design on the new fighters!

I enjoyed using a lot of Diable ships in my last game after they were unfortunately (or fortunately from my perspective) disabled in a rather large intra-system war.  Their loss was my gain as I swooped in and snagged them.  The abandoned Maelstrom was the crown jewel.  It did far more work than the Astral I had actually.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: cjusa on July 01, 2017, 09:55:31 AM
Those fighters dropping the boosters remind me of the FAST Packs from Macross. IIRC they didn't work in atmosphere, so the fighters would detach them.
I'd be interesting to have the boosters fight on their own for a time, or perhaps become improvised bombs.


Title: Re: [0.8.1a] Diable Avionics 1.85RC1 (01/07/2017)
Post by: Tartiflette on July 01, 2017, 10:42:03 AM
Those fighters dropping the boosters remind me of the FAST Packs from Macross. IIRC they didn't work in atmosphere, so the fighters would detach them.
I'd be interesting to have the boosters fight on their own for a time, or perhaps become improvised bombs.
See
   . Equipped with a drop-booster to quickly traverse the battlefield. Also usable for improvised bombing runs.


Title: Re: [0.8.1a] Diable Avionics 1.85RC1 (01/07/2017)
Post by: cjusa on July 01, 2017, 11:10:47 AM
Those fighters dropping the boosters remind me of the FAST Packs from Macross. IIRC they didn't work in atmosphere, so the fighters would detach them.
I'd be interesting to have the boosters fight on their own for a time, or perhaps become improvised bombs.
See
   . Equipped with a drop-booster to quickly traverse the battlefield. Also usable for improvised bombing runs.
Hehehe... I didn't see that there. I just installed the newest version, so I haven't encountered any of them yet.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: NightfallGemini on July 03, 2017, 03:25:29 PM
Hmm, if there are fighters with drop-boosters...

Vanguard Overboost equipped wanzers in the future? :V (For those who don't know what a VOB is: http://armoredcore.wikia.com/wiki/Vanguard_Overed_Boost)


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Midnight Kitsune on July 03, 2017, 05:15:09 PM
Hmm, if there are fighters with drop-boosters...

Vanguard Overboost equipped wanzers in the future? :V (For those who don't know what a VOB is: http://armoredcore.wikia.com/wiki/Vanguard_Overed_Boost)
I don't think that would work well. IIRC, the Wanzers have a short leash. Another thing is that I feel like they are closer to Normals than NEXTs. Don't forget the fact that the NEXTs were around 10M tall while Normals were half that


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Tartiflette on July 03, 2017, 11:55:51 PM
Also, the "Armored Core" "Front mission" thing is just a naming scheme at this point. We make stuff for the mod and only then look for an appropriate name from that game.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Mr. Nobody on July 04, 2017, 01:15:46 AM
And more importantly: wrong franchise


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: SainnQ on July 04, 2017, 06:39:26 AM
>Drop Booster equipped interceptors

Tart, bruh.
Bruh.

Just make a game already. Dear god.   :o :o


Title: Re: [0.8.1a] Diable Avionics 1.85RC1 (01/07/2017)
Post by: Arkar1234 on July 04, 2017, 06:44:23 AM

Whoa!! Those new fighters looks cool! Kinda having mixed feelings on the Fractus though, since the Reserve Deployment was the closest thing that reminds me of the wanzer spam tactic I used to do back in 0.7.2a. But the new ship system opens up new strategies to mess with so its good.

Some few questions:
  • Will some of the DA weapons getting a sprite update (Ibis, Banisher, Recson)?
  • Is the Gust getting a new look?

Well...ya could manually mess around in the mod file to give reserve deployment back to the fractus if ya like.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Tartiflette on July 04, 2017, 11:01:17 AM
>Drop Booster equipped interceptors

Tart, bruh.
Bruh.

Just make a game already. Dear god.   :o :o
That's the plan, someday....


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: cjusa on July 04, 2017, 01:03:11 PM
>Drop Booster equipped interceptors

Tart, bruh.
Bruh.

Just make a game already. Dear god.   :o :o
That's the plan, someday....
Can I pre-pre-pre order?


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: passwalker on July 09, 2017, 06:01:39 AM
there's a thing with "uhlan siege laser"
it's projectiles are slow moving and have very large hitbox, almost as large as some frigates. because of that projectiles are often get intercepted by stray missiles and flares. and i don't mean head-on collision, but even some pesky annihillator or micromissile hitting the 'trail' of the progectile from the side.
i'm not sure if it's intended or not, but it sure looks ridiculous when a FRIGATE SIZED FLAMING PLASMA BOLT OF DOOM gets destroyed by a tiny speck on the monitor you can barely see.
also Gust's TPC doesn't seem to behave that way.

also, for such fighter oriented faction, DA lacks some dedicated carriers. as in 'flight deck with engines' kind of carriers. maybe even frigate sized.

also i made a thing. i'm sorry.
(http://i.imgur.com/cdno62n.png)


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Tartiflette on July 09, 2017, 10:18:49 AM
I'd say that the Fractus and the Storm are reasonable carriers in and of themselves.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: AudaciousBS on July 09, 2017, 11:39:38 AM
I'd say that the Fractus and the Storm are reasonable carriers in and of themselves.
I don't disagree, but a pocket carrier (without using converted hangar) would be a neat addition.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Tartiflette on July 09, 2017, 12:23:13 PM
That would be the Cirrus.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: etherealblade on July 09, 2017, 05:17:27 PM
Gotta say I'm in love. Faction totally hit 11/10 since the early days.
Agreed about the micro carriers for versatility.
I love that hybrid wanzer  :o. It can pretty much handle most things its' size or smaller. Not much use against things bigger (probably intended.)
Any chance of a transforming cruiser/battleship mech? kinda like the Macross Quarter.
http://www.macross2.net/m3/macrossf/macross-quarter-film.htm


Anyway. I love the uniqueness this faction brings and is among my must installs list.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: cjusa on July 09, 2017, 08:32:54 PM
Gotta say I'm in love. Faction totally hit 11/10 since the early days.
Agreed about the micro carriers for versatility.
I love that hybrid wanzer  :o. It can pretty much handle most things its' size or smaller. Not much use against things bigger (probably intended.)
Any chance of a transforming cruiser/battleship mech? kinda like the Macross Quarter.
http://www.macross2.net/m3/macrossf/macross-quarter-film.htm


Anyway. I love the uniqueness this faction brings and is among my must installs list.

Hehehe. Another Macross fan. While I doubt he'll throw in a transforming capital/cruiser, that would be cool for an IBB. I mean, they already referenced Space Battleship Yamato, someone made a Gundam IBO mod, so perhaps a bit of love for the series that remembers love?
Back to the point, I'd think the Quarter would fit best, seeing as it is the smallest (and most SS friendly) iteration of the Macross-class ships. Perhaps give it built-in death Fighters with *special* paint jobs and the fun cannon.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: passwalker on July 09, 2017, 11:33:48 PM
(http://i.imgur.com/U82e494.png)(http://i.imgur.com/DseEfv9.png)
some more crap


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Mr. Nobody on July 10, 2017, 05:31:17 AM
Still expecting a Tartiflette post saying something along the lines of "i figured out how to make ship combine with each other, here's a Getter Robo/Voltron/GaoGaiGar/Tengen toppa Gurren lagann/Gunbuster ship for you to play with, just get close to the other ship and press F"


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Tartiflette on July 10, 2017, 06:00:26 AM
That's actually fairly easy to setup.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: etherealblade on July 10, 2017, 10:33:54 AM
Still expecting a Tartiflette post saying something along the lines of "i figured out how to make ship combine with each other, here's a Getter Robo/Voltron/GaoGaiGar/Tengen toppa Gurren lagann/Gunbuster ship for you to play with, just get close to the other ship and press F"
Wow you are totally speaking my language. We must Dare to Dream.  ;D

@passwalker- Some may call this junk, Me.... I call them treasures!.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Mr. Nobody on July 10, 2017, 11:22:16 AM
That's actually fairly easy to setup.
Dibs on the Dancouga – Super Beast Machine God


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: King Alfonzo on July 10, 2017, 06:12:54 PM
That's actually fairly easy to setup.

Tart.

Tart.

Dude.

Ship system where you activate the system and the guns detach from the ship and act as drones. They get weaker, but they can fire from the side around shields.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: etherealblade on July 10, 2017, 07:51:16 PM
That's actually fairly easy to setup.

Tart.

Tart.

Dude.

Ship system where you activate the system and the guns detach from the ship and act as drones. They get weaker, but they can fire from the side around shields.
King.....It totally sounds like you are insinuating he make .....essentially..... Funnels.  :o

Some how I feel like that would actually work considering he has transforming ships, fighters with discard-able over-boosters..., Macross level missile arrangements on the ships...This...This totally would fit in.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Mr. Nobody on July 11, 2017, 02:17:06 AM
And now i'm waiting for the day some ABSOLUTE MADMAN™ takes the code and remakes the entirety of Super Robot Wars in Starsector mission mode


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: cjusa on July 11, 2017, 07:01:00 AM
And now i'm waiting for the day some ABSOLUTE MADMAN™ takes the code and remakes the entirety of Super Robot Wars in Starsector mission mode
Stop making me drool. Please.
No more crazy yet appealing ideas for mods.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: PokerChen on July 11, 2017, 12:36:49 PM
And now i'm waiting for the day some ABSOLUTE MADMAN™ takes the code and remakes the entirety of Super Robot Wars in Starsector mission mode
!!


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: NightfallGemini on July 15, 2017, 02:43:22 PM
I'm imagining if the Zephyr (FM: Evolved)/Gracilis (FM5) ever gets put in, it's basically going to be a Deathscythe Hell equivalent. :v

E: Unless it's already in, EDGE System and all and I never noticed.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: OzarMidrashim on July 17, 2017, 11:59:40 PM
Love this mod...its strongest in the smallest units.
Suprisingly i don't use anything from this mod larger than frigates and destroyers, maybe few tankers. Capitals act like they underperform, and missiles are not dependable in most battles UNTIL...

...until enemy is broken and tries to retreat. Here is biggest and strongest side of Diable Avionics for me, refitting them to Homeworld-Vaygr-Like overclocked engines in almost empty hulls filled with missiles, long range kinetics. I always collect almost exclusive taskforce of Vapors and Calms for this job and just harass raze raid pillage and burn those cowards who dare to retreat. Everything ...exept ***...there is no need for that, they will love servitude in my StarWaifuPalace. I hate flying half of the map just to smell their fumes, thats all...and there is nothing more satysfing than passing engine-dead fugitive on its life-run xD


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: shoi on July 25, 2017, 06:49:49 PM
this is a good mod!

I try to make ZENITH REV wanzer using strife as a base, its so hard with so little pixels!


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Arkar1234 on July 25, 2017, 11:00:55 PM
You know... i have an idea....

Unique Mod-Versant IBBs!!


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Squish Cat on July 27, 2017, 10:29:54 PM
This will probably be a bit long winded, and hopefully not sound too much like a rant.  My intention isn't to yell at anyone or call anyone else out specifically.  Given what just happened, though, I do feel a little frustrated at the moment, so I apologize in advance if this comes off as rantish or feels like a personal attack against the author of this mod.  It totally isn't meant to be, I swear!

So I decided to do a new faction play through and chose Diable Avionics as I'd never done a faction play through with them.  I have used Diable fighters before, just never their ships.  When I do faction play throughs, I generally try to stick exclusively to that factions ships and weapon systems.  I've always loved the way Diable ships look and the current story behind them is pretty neat.  The Versant is probably my favorite Diable ship looks wise.  The way it transforms is just frigin' sweet.  I'm using Nexrelin and Dynasector of course because yes.  I've never actually flown a Diable ship until last night, though.  Maybe I am doing something horribly wrong and I am just not "getting" these ships, but these ships feel incredibly paper thin and weak to me.  Perhaps this is just how the faction was designed and its supposed to be this way, I don't know, but I am losing even sided fights against things I wouldn't be losing too if I was flying vanilla ships or the other faction ship mods I am using.  It seems to me that unless I out number my enemy at least two to one, I lose.  Very badly.  Completely and utterly.  Going down in flames because you shot your own tail off Indiana Jone's style kind of losing.  Like, I'm losing so bad that I'll kill maybe one ship before all mine are dead.  This is happening in under two minutes as I'm not even going into CR loss by the time this happens.

My current fleet is 3 Vapors (with me flying one), a Draft, and a Fractus using 2 Frost wings.  I managed to build this up by getting super lucky and capturing an Atlas filled with supplies and machinery early in my play through.  It was only being guarded by a single Wolf and Cerberus, which I have to admit took me WAY longer to kill as a solo Vapor than I feel it should have.  The supplies and machinery it was carrying sold for a good 200k to Pirates which allowed me to build up what I have now.

For three hours (what can I say, I'm a stubborn bastard) I was banging my head against a merchant fleet of 2 Lashers, a Wolf and a Brawler guarding a juicy buffalo that might be carrying some Organics that they're keeping in reserve.  They kept completely wiping the floor with me, and I honestly wasn't understanding why.  I out numbered them.  I have a destroyer sized light-carrier that should be deleting at least one frigate right away with its fighters, or at the very least distracting it long enough to turn the fight 5v3.  Instead, the Vapors are getting themselves blown up over and over, and then the Fractus, with its paper thin defenses, was getting wrecked in half a second.  Finally I took a hard look at why the Fractus itself is dying so fast.  In a lot of these fights the Fractus was the first to explode.

After looking at stats and comparing them to other ships, I was beginning to understand why I was having this problem.  Seriously, statistics wise, the Fractus is possibly the weakest light-carrier and probably weakest combat focused destroyer sized ship in existence right now.  Its seriously weaker defensively than quite a few frigates and that shouldn't be happening.  Especially compared to the Vapors, and they're already having trouble as it is!  Even the Shadowyards Sargasso isn't this bad, and the Sargasso is kinda fragile too.  But the Sargasso is at least fast enough to stay out of the fight and let its fighters do the job.  Or maybe this is an AI thing, and the Fractus is considered a combat ship, while the Sargasso a "pure" carrier and avoids direct confrontations entirely.  Either way, the Fractus does not have the defensive capability to deal with front line combat.  I'm not talking about fire power here.  Fire power on carrier type ships comes from their fighters, not their guns.  I'm talking strictly about its ability to survive.  1.1 shield flux damage ratio and only 3500 flux capacity?  Ouch.  That is pretty bad.  Thats what I would expect a freighter to have, not a combat focused ship.  The Vapors are better than this (just barely) and they're frigates!  The Fractus does have decent hull HP and armor, but this isn't enough to save it.  I have to say that the Fractus is a pretty bad carrier.  I noticed someone above made a similar comment about Diable carriers not quite being up to snuff and I'm going to have to agree.  At least in regard to the Fractus, anyway.  The Fractus is a bad ship, and I'm starting to hate the Vapors.  Surprisingly, the Draft tends to out live the other AI controlled ships and ends up one of the last to go down.

So just to prove a point to myself, I stopped chasing that merchant, flew to a close by pirate base.  It was really close by where I had been trying to deal with this merchant fleet.  I grabbed a Lasher (D) that had 3 D-mods on it.  Compromised Engines (because its always Compromised Engines :x), Glitched Sensors, and Faulty Powergrid.  It was the only thing for sale that I could afford and felt was combat worthy.  Put a pair of machine guns (singles, not the duals) and a pair of light mortars,  and a single rack of Hornet missiles.  I hate light mortars, and they only had that one missile rack for sale, so this is what I had to work with.  I chased that same merchant fleet down again (It hadn't gone very far.) to see if I couldn't make this work some how.  I like fighting up hill as a way to challenge myself, so I deployed myself in the Lasher (D) and a single Vapor as a distraction this time around against their 4 frigates.  It was a completely different fight this time.  2 vs 4, I wiped the floor with THEM in under two minutes.  Unfortunately, the Vapor managed to get itself killed 1vs1 with the enemy Brawler mid way into the fight.

So at this point I was just like, whatever.  I loaded my last save to before I bought the Lasher and gave up trying to kill that merchant fleet.  I've been flying around for the last two hours or so trying to find fights that do work for me with what I have, and unfortunately I keep running into the same problems.  Fights where things are even, or I slightly out number my opponents and still losing horribly.  I love the design of the ships and the lore behind this faction, but I really don't know if I can make this work.  These ships just feel too weak to me and I can't seem to get any where doing what I'm doing.  I've never had this problem before while doing an exclusive faction play through using vanilla ships or other mod factions.  Again, maybe the problem is that I don't understand these ships, but I do feel like this faction is on the weak side of things.  Now that I mention it, I honestly can't remember ever having a fight against Diable not being me just steam rolling them.  That is to say that Diable can't be dangerous.  A wave of Diable fighters is very much scary as hell, but more so when I'm the one fielding them.

I want to make this work, but I feel that this isn't going to go well for me in the long run.  Tips?  Tricks?  Anything?  How do YOU get Diable ships to work for you?


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Tartiflette on July 28, 2017, 12:16:06 AM
Well, the Fractus isn't a combat ship. It's a converted tanker and can't take any beating really. And using Frost on it that early in the game is probably not the best choice: those wanzers are anti-fighters with a special attack against large ships. They are pretty much a meat-shield for large battles but useless against frigates: any other Wanzer wing would do better. When outnumbering the enemy, Drafts are nearly un-killable thanks to their system, your's should be able to distract a couple of enemies for you to sneak some shots in their back. Vapors are bloody fast and just as fragile as you can expect. They must either have strong burst weapons to flux-lock the enemy, or very long range to never get into danger.

The gist of the faction is to have missiles and Wanzers distract and whittle down the enemy while your Advanced Avionics hullmods charge up, and then go in for the kill with enhanced stats. Their ships are fragile despite a reasonable amount of firepower: they really need to be escorted by Wanzers and to support them.


I also have a couple of improvements in a wip patch, but I just don't have any free time to finish it for release these days...


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Squish Cat on July 28, 2017, 12:50:29 AM
Well, the Fractus isn't a combat ship. It's a converted tanker and can't take any beating really. And using Frost on it that early in the game is probably not the best choice: those wanzers are anti-fighters with a special attack against large ships. They are pretty much a meat-shield for large battles but useless against frigates: any other Wanzer wing would do better. When outnumbering the enemy, Drafts are nearly un-killable thanks to their system, your's should be able to distract a couple of enemies for you to sneak some shots in their back. Vapors are bloody fast and just as fragile as you can expect. They must either have strong burst weapons to flux-lock the enemy, or very long range to never get into danger.

The gist of the faction is to have missiles and Wanzers distract and whittle down the enemy while your Advanced Avionics hullmods charge up, and then go in for the kill with enhanced stats. Their ships are fragile despite a reasonable amount of firepower: they really need to be escorted by Wanzers and to support them.


I also have a couple of improvements in a wip patch, but I just don't have any free time to finish it for release these days...

I see.  So basically I chose all the wrong ships and fighters for what I am doing.  I did not bring the right tools for the job.  Yep, sounds like that be the problem.  So given that I am trying to build up via privateering Hegemony and Tri-Tachyon's merchant fleets, what Diable ships (and fighters) do you recommend I use for this?  Given that Vapors are fragile, but fast, they look like they'd be perfect for chasing down fleeing ships rather than taking things head on.  What is the work horse offense frigate for Diable Avionics?

Regarding the Fractus.  See, I thought it was the other way around.  The Tanker was a converted Fractus.  I thought it was supposed to be more durable than it really is like all the other light-carriers.  If the Fractus is a converted Tanker, yeah, now that makes total sense why the Fractus has all of the durability of a freighter.  It technically IS a freighter.  So if the Fractus isn't a combat ship, then it might erroneously have its default AI set to a combat ship.  The thing keeps flying straight into the middle of the front line and getting itself killed.  The other light-carriers I've used don't have this problem and remain well away from the fight while projecting their fighters at things.  This is of course without officers seated in the Fractus.  I haven't found any I like yet.

Also regarding the Frosts.  I had done some tests with Diable fighters before and found Frosts to be all around better.  Time to kill, two Frost Wings have always beat out two Strife's or two Snipers hands down.  The Snipers of course are obviously going to survive longer since they don't run the risk of getting shot down by enemy PD, but they also do not chase target.  Snipers will only hug their carrier, even with the engage order set, so the carrier has to wade into the thick of battle for the Snipers to do anything.  Yeah, eventually the two Strifes will kill its target, but it takes them a LOOOONG time to do so, even against frigates.  Destroyers just shoot down Strifes with their normal weapons because they're so big so they're completely ineffective against them from what I've seen.  Frosts on the other hand are small and fast enough to dodge the big guns from Destroyers, while being numerous enough to overwhelm the PD.  Then they just slice up the destroyer with that blade move which is totally bad ass BTW.  Versus frigates, Strifes just don't have to speed to keep up leaving them very ineffective against anything thats faster than they are.  For me, Frosts have always done the job faster with less hassle because they can stay on target, theres more of them making them less vulnerable to PD focus fire, and they chase.  If one Strife dies, which it usually does, the damage is effectively cut in half.  But if a single Frost dies, there are still three more in play, and generally because there are more fighters, it spreads the PD out against more targets, rather than concentrating the fire onto a single one.  This tends to make the Frosts last longer and project their damage more reliably.

One more question, though this has nothing to do with your mod really.  Since 8a, you're no longer able to look at fighter weapons directly in the fitting screen.  How do you look at the damage and damage type of fighter weapons now?  I have not been able to figure this out.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: shoi on July 28, 2017, 08:18:03 AM
do you try 2 frost 1 strife? strife have huge burst damage and annihilate ship with low armor but you need something to tie up enemy like with blizzaia so they can use their system


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: SaltyDog on July 28, 2017, 10:33:59 AM
What is the work horse offense frigate for Diable Avionics?

One more question, though this has nothing to do with your mod really.  Since 8a, you're no longer able to look at fighter weapons directly in the fitting screen.  How do you look at the damage and damage type of fighter weapons now?  I have not been able to figure this out.

The Vapor IS the work horse frigate of Diable. If you want a player frigate, then look for a Versant. The Draft is more a support frigate, cheap to field but can pack a punch with four Thunderbolts or annoy with mico missiles. Personally, I'd field a Calm ASAP. It's cheap for a combat destroyer and would give your frigates something to base around.
For your other question, you have to look at the weapon_data.csv file. It's located Starsector>mods>(whatever mod name)>data>weapons then look for the weapon_data.csv file. It lists all the stats of the weapons for the mod.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: ANGRYABOUTELVES on July 28, 2017, 10:36:06 AM
And using Frost on it that early in the game is probably not the best choice: those wanzers are anti-fighters with a special attack against large ships. They are pretty much a meat-shield for large battles but useless against frigates: any other Wanzer wing would do better.

What are you talking about? Frosts are amazing vs frigates and destroyers, they're easily the best early-game Wanzer. A lot of other Wanzers are just too slow to catch up to frigates; the Frost moves at 200 sanics, which is enough to catch up given time. They've got enough damage on their shotgun to punch through frigate armor like it's paper, and can tear destroyers apart given a little bit of support.

Squish Cat, you did two things wrong. You didn't pilot the Fractus, and you cared that a Vapour died, which means you didn't put Reinforced Bulkheads on it. Just set all your frigates to escort your Fractus, and tell your Frost wings to engage one ship after the other. The AI tends to switch between targets too fast for slow-ish fighters to properly do work. Put Reinforced Bulkheads on all your frigates so you can recover them and give them crap weapons you don't care about losing. It's not reasonable to expect to never have a ship get blown up in 0.8a, so just put Reinforced Bulkheads on them so you don't lose the hull. D-Mods aren't that terrible.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Squish Cat on July 28, 2017, 12:15:56 PM

Squish Cat, you did two things wrong. You didn't pilot the Fractus, and you cared that a Vapour died, which means you didn't put Reinforced Bulkheads on it. Just set all your frigates to escort your Fractus, and tell your Frost wings to engage one ship after the other. Put Reinforced Bulkheads on all your frigates so you can recover them and give them crap weapons you don't care about losing. It's not reasonable to expect to never have a ship get blown up in 0.8a, so just put Reinforced Bulkheads on them so you don't lose the hull. D-Mods aren't that terrible.

It wasn't just a Vapor.  It was all of them.  Plus the Draft and the Fractus.  Every single ship.  Every time.  None of them would last longer than it took for me to kill a single enemy frigate and it would always end up with me, alone, vs 4 other ships.  And its not just that one fight.  I'm struggling to fight against anything using these ships that I don't overwhelm at least 2 to 1.  I never have had this problem using other mod faction ships or just plain vanilla ships.  At worse I'd occasionally lose one ship and just replace it with a D-Mod like you said and keep going.

A few times I did try to have the Vapors escort the Fractus while ordering the Fractus to strike individual enemy frigates, but that didn't work at all.  The Fractus would just fly straight into the frigates and immediately die.  That thing dies WAY too fast for being a destroyer sized ship, even if it is supposed to be a modified tanker.  No, I didn't pilot the Fractus.  That I didn't consider that as an option was a mistake, absolutely.  I don't usually pilot carrier ships, though, and I've never had a problem just issuing orders to them before.  I never have the skill points necessary to invest into the fighter skills to make carrier ships truly shine.  I put officers with the 3 relevant fighter skills in carrier ships while I always take the 4th fleet wide fighter skill officers can't get.

As far as ships not getting blown up in 8a, that some what true to a certain extent.  Tactics, proper fits/loadouts and issuing orders to your ships can avoid most ship deaths usually.  You will occasionally lose something.  It happens and is unavoidable in the long run, yes.  A ship loss is generally nothing to worry about, especially if its just a frigate.  But again, its not just a single frigate I was losing.  Its everything.  I either win out right due to overwhelming numbers, or I lose everything.  There doesn't seem to be any in between.  Something just feels... off.

Vapors feel like they're way too fragile if they are supposed to be the main combat frigate of the faction.  It doesn't feel like they're trading that fragility for offensive power IMO, and their speed is still comparable to other frigates.  I could easily pass the Vapor's fragility off if their main role was that of an interceptor frigate, but apparently its not.  This means that Diable lacks a proper combat frigate?

What is really making me question these ships is the fact I was able to win with a hastily slapped together D-Mod Lasher that wasn't even optimally fit 2 vs 4.  Something I didn't even struggle to do. I couldn't even do this using a Vapor 5 vs 4 before.  Everything would end up getting wiped out.  A problem I am still having issues with even now with every other encounter.


The Vapor IS the work horse frigate of Diable. If you want a player frigate, then look for a Versant. The Draft is more a support frigate, cheap to field but can pack a punch with four Thunderbolts or annoy with mico missiles. Personally, I'd field a Calm ASAP. It's cheap for a combat destroyer and would give your frigates something to base around.
For your other question, you have to look at the weapon_data.csv file. It's located Starsector>mods>(whatever mod name)>data>weapons then look for the weapon_data.csv file. It lists all the stats of the weapons for the mod.

I'll look for a Versant or a Calm and see if this doesn't change things for me.  Hopefully they'll be more durable, or at least provide a better experience than I have been having.

do you try 2 frost 1 strife? strife have huge burst damage and annihilate ship with low armor but you need something to tie up enemy like with blizzaia so they can use their system

Usually on two slot carriers, I tend to double up their fighters rather than split them like that.  That way if I need a specific role covered, I have it covered on a single carrier.  Its the 3 slot carriers and above where I mix and match the fighters for a more general purpose role.  That said, no, I haven't actually tried this.  I should try testing this with a Fractus to see if that doesn't improve the situation any.  I am worried the Strife will be too fat and slow to catch a frigate, though.  A single LPC of Frosts won't be enough to take down a frigate on their own if the Strife is never able to catch up.

Again, sorry if any of this at all came out rantish or too critical.  I am just trying to figure out why everything is going so wrong and where I can fix or improve things with this faction, or if maybe Diable ships just aren't for me.  Certainly not their fighters.  I love the fighters.  They kick ass.  The fighters have already proven themselves to me.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: ANGRYABOUTELVES on July 28, 2017, 12:40:46 PM
It wasn't just a Vapor.  It was all of them.  Plus the Draft and the Fractus.  Every single ship.  Every time.  None of them would last longer than it took for me to kill a single enemy frigate and it would always end up with me, alone, vs 4 other ships.  And its not just that one fight.  I'm struggling to fight against anything using these ships that I don't overwhelm at least 2 to 1.  I never have had this problem using other mod faction ships or just plain vanilla ships.  At worse I'd occasionally lose one ship and just replace it with a D-Mod like you said and keep going.

A few times I did try to have the Vapors escort the Fractus while ordering the Fractus to strike individual enemy frigates, but that didn't work at all.  The Fractus would just fly straight into the frigates and immediately die.  That thing dies WAY too fast for being a destroyer sized ship, even if it is supposed to be a modified tanker.  No, I didn't pilot the Fractus.  That I didn't consider that as an option was a mistake, absolutely.  I don't usually pilot carrier ships, though, and I've never had a problem just issuing orders to them before.  I never have the skill points necessary to invest into the fighter skills to make carrier ships truly shine.  I put officers with the 3 relevant fighter skills in carrier ships while I always take the 4th fleet wide fighter skill officers can't get.

My experience with DA ships has been almost the exact opposite of yours; I've always found Vapors to be very survivable, and the Fractus to hang back far enough to stay out of trouble. Vapors are fast, have an omni shield, and have a ship system that's basically a get-out-of-jail free card that the AI is very willing to use.

Since our experiences are very different, this sounds like a loadout issue to me; can you post pictures of your Vapor and Fractus loadouts? Vapors really want the range of medium ballistics and don't have the flux to use many energy weapons at all, so if you're sticking 2x pulse laser on your Vapors they're probably soft-fluxing themselves to death. The Fractus has a universal slot that really should be a missile slot, because it doesn't have the flux to mount 3 smalls and a medium.

do you try 2 frost 1 strife? strife have huge burst damage and annihilate ship with low armor but you need something to tie up enemy like with blizzaia so they can use their system
He's using the Fractus right now, which only has 2 fighter bays. He can't run 2x Frost 1x Strife.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Mr. Nobody on July 28, 2017, 12:51:01 PM
Question, are there any other mods in play?
It might be that you are using some fairly broken mod and the enemy is using weapons from that mod do they end up stronger than they should.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: shoi on July 28, 2017, 01:18:57 PM
do you try 2 frost 1 strife? strife have huge burst damage and annihilate ship with low armor but you need something to tie up enemy like with blizzaia so they can use their system
He's using the Fractus right now, which only has 2 fighter bays. He can't run 2x Frost 1x Strife.

sorry, i meant 1 frost and 1 strife.

anyway, you guys are right about the frosts being better, 4 of them kill destroyer easily. 2 strife come close but die before they can finish. it probably is because of strife low manouverability, since i always see them get blown up when they aren't holding ground


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Squish Cat on July 28, 2017, 03:27:34 PM

My experience with DA ships has been almost the exact opposite of yours; I've always found Vapors to be very survivable, and the Fractus to hang back far enough to stay out of trouble. Vapors are fast, have an omni shield, and have a ship system that's basically a get-out-of-jail free card that the AI is very willing to use.

Since our experiences are very different, this sounds like a loadout issue to me; can you post pictures of your Vapor and Fractus loadouts? Vapors really want the range of medium ballistics and don't have the flux to use many energy weapons at all, so if you're sticking 2x pulse laser on your Vapors they're probably soft-fluxing themselves to death. The Fractus has a universal slot that really should be a missile slot, because it doesn't have the flux to mount 3 smalls and a medium.


I try to keep my weapon flux stats as close to the vent rate as possible.  Pulse Lasers are for Cruisers and up, IMO.  Even Destroyers have trouble balancing the flux of Pulse Lasers.  Frigates certainly wouldn't be able to handle the flux rate of a Pulse Laser unless that was the only weapon it had and nothing else.

The Fractus: 1 Recson V, 3x IBIS.  Hull Mods: Insulated Engine Assembly, Expanded Deck Crew

(http://i.imgur.com/YWv1mJ1.png)

The Vapors: 1 Glowtusk Linear Rifle, 1 Grave HMC, 2x IBIS.  Hull Mods: Insulated Engine Assembly
My personal Vapor has 2x Magicbox PD instead of the 2x IBIS but everything else is the same.
Weapon groups on the Vapors are set to have the Glowtusk to autofire while the Grave HMC is manually controlled.  I know the AI kinda doesn't care and will tend to fire HE weapons at shields anyway.

(http://i.imgur.com/SRe23o7.jpg)

The Insulated Engine Assembly is on every ship in my fleet.  Its there because I'm currently trying to go all privateer against Hegemony and Tri-Tachyon merchant fleets to generate income.  So I'm going all sneaky ninja like with my transponder off and going dark a lot to avoid patrols.  I want the smallest sensor profile I can get ATM.  Insulated Engine Assembly doesn't technically have to be there and I don't intend for it to be there permanently, but it only costs three OP on frigates.  Once I'm done raiding merchants I was going to dump Insulated Engine Assembly anyway.

Question, are there any other mods in play?
It might be that you are using some fairly broken mod and the enemy is using weapons from that mod do they end up stronger than they should.

For this play through I have these mods enabled.

Nexerelin
Dynasector
Combat Chatter
Common Radar
LazyLib
Omnifactory
Portrait Pack
Practice Targets
Ship/Weapon Pack
Unknown Skies
Upgraded Rotary Weapons
Audio Plus
GraphicsLib
Lightshow
Blackrock Drive Yards
Shadowyards
Underworld
Diable Avionics
SCY Nation


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: ANGRYABOUTELVES on July 28, 2017, 04:03:10 PM
A Glowtusk/Grave Vapor is not a good loadout right now. The Grave is too flux heavy for a Vapor to handle, the Glowtusk is just not very good right now, and they're both sub-700 range. You'd have a lot more luck with 2x Trifire Scatter Cannon (Slightly flux heavy but very flux efficient) or 2x Recson V (long range and flux efficient) on a Vapor, but even a Glowtusk/Grave Vapor shouldn't be getting itself killed too often. Are you hitting Full Assault at the start of every battle? The IBIS's don't really matter, but I've never found the Vapor to need PD. I'd recommend swapping them for some HE missiles.

You gave the Fractus a Recson V, and it wants to use that Recson V to kill things. Try giving it an LRM, like a Thrush. The Fractus is very slow, so if it gets anywhere near the battle it's not going to be able to retreat if it comes under heavy fire, so you do not want to give it weapons that require it to be near the battle. If all else fails, you can give it a carrier rally order and it'll stick around there.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Squish Cat on July 28, 2017, 04:18:27 PM
A Glowtusk/Grave Vapor is not a good loadout right now. The Grave is too flux heavy for a Vapor to handle, the Glowtusk is just not very good right now, and they're both sub-700 range. You'd have a lot more luck with 2x Trifire Scatter Cannon (Slightly flux heavy but very flux efficient) or 2x Recson V (long range and flux efficient) on a Vapor, but even a Glowtusk/Grave Vapor shouldn't be getting itself killed too often. Are you hitting Full Assault at the start of every battle? The IBIS's don't really matter, but I've never found the Vapor to need PD. I'd recommend swapping them for some HE missiles.

You gave the Fractus a Recson V, and it wants to use that Recson V to kill things. Try giving it an LRM, like a Thrush. The Fractus is very slow, so if it gets anywhere near the battle it's not going to be able to retreat if it comes under heavy fire, so you do not want to give it weapons that require it to be anywhere near the battle. If all else fails, you can give it a carrier rally order and it'll stick around there.

Alright, I'll try one of each.  A dual Trifire and a dual Recson V and see which works out better.  I'll also swap the IBIS/Magicbox PDs out for some torpedoes or HE missiles.  Personally, I am really terrible at using missiles myself, but the AI does a decent job of knowing when to fire them.  The Fractus I used one of the autofit loadouts which gave me what it currently is using.  I don't know the Diable weapon systems very well yet, so I have been using autofit loadouts for everything.  Glowtusk/Grave is the "Standard" variant for the Vapor I believe.  I'll remove the Recson V from the Fractus and leave the slot empty until I can find a Thrush to replace it.

I almost never use Full Assault.  I issue commands individually to my ships where needed.  Usually with frigates I'll issue orders to them in pairs.  Set two frigates on a target and have them gang up on something.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: SaltyDog on July 28, 2017, 04:35:21 PM
If you're trying out fits you could also try a Recson V/SRAB combo


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: SapphireSage on July 28, 2017, 04:39:18 PM
In my personal experience, I've been avoiding the use of IBIS on any of my ships since in 0.7.2 I've had more than a few losses for no other reason than due to my ships wanting to engage the enemy in IBIS range. The Fractus is also quite slow as well though, so it may not be wading into battle but the frigates are coming to them.

For the wings I will say that of all of DAs wings, Frosts are the third best at taking out frigates and other wings (aside from Valiants and Arbitrators) are not worth using if you need frigate hunters.

The vapors I've found to be very reliable at staying alive against most situations that don't involve super-prototype frigate ships so long as you give them good long range poke. I will echo ANGRY's sentiment about outfitting them with 2x Trifire guns when you can. 2x Recson V is good too, but will suffer against heavily armored destroyers and Recson Vs are only available from DA markets at coop level I believe. Also at coop level, you could try out one Recson V and one Trifire. I don't believe SRABs are very good for vapors since firing one takes about its whole flux cap and it can be easily shot down by any PD or absorbed on shield.

The Fractus does need some escorts to help prevent anything from walking up to it and killing it. Poor shielding and terrible speed made worse by its system don't help its case too much, but two frost wings can make it very deadly to all but the fastest frigates/destroyers. Piloting it yourself can also help prevent it from actively moving into the fight, especially with its Long range ship system while targeting enemies of opportunity. Thrush does indeed play well into its range game with its ship system, but if you put on the Thrush and only have IBIS on the smalls I do believe(though I'm not certain) that the AI will only take those IBIS into account in terms of its own personal range and therefore will attempt to use those for combat. This, I believe is because the AI does not take missile weapons into account for engagement purposes, though they do when they want to use the missile for burst.

Also, if you can afford the OP you can use Micro missiles to freak out the enemy frigates' AI and cause them to always be scared or thunderbolts as a harpoonlike missile. Elsewise, I believe Magicbox PD missiles are available early on and are quite good at stopping a few missiles here and there.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: King Alfonzo on July 28, 2017, 06:56:37 PM
The vapors I've found to be very reliable at staying alive against most situations that don't involve super-prototype frigate ships so long as you give them good long range poke. I will echo ANGRY's sentiment about outfitting them with 2x Trifire guns when you can. 2x Recson V is good too, but will suffer against heavily armored destroyers and Recson Vs are only available from DA markets at coop level I believe. Also at coop level, you could try out one Recson V and one Trifire. I don't believe SRABs are very good for vapors since firing one takes about its whole flux cap and it can be easily shot down by any PD or absorbed on shield.

Twin-phase lance vapor is the ultimate in frigate hunter-killing, while also performing admirably as a support strike ship against anything smaller than a capital ship. Used best in AI hands - they are able to swing the ship around during the speed up and keep the enemy ship under phase lance beams.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Tartiflette on July 29, 2017, 01:31:49 AM
The Grave is too flux heavy for a Vapor to handle, the Glowtusk is just not very good right now, and they're both sub-700 range.
I disagree with the Glowtusk being bad. It's the perfect tool to overload ships for a long time, and if you hit the hull with it, bad thingstm happen.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Arkar1234 on July 29, 2017, 04:28:59 AM
The Grave is too flux heavy for a Vapor to handle, the Glowtusk is just not very good right now, and they're both sub-700 range.
I disagree with the Glowtusk being bad. It's the perfect tool to overload ships for a long time, and if you hit the hull with it, bad thingstm happen.

Yeah... The Glowtusk seems surprisingly strong against hull/armor for a kinetic weapon. What i usually do is to just load double glowtuskes on the Vapors. Works great.

Although, I'm not too certain about the role of SRABs, they seem kinda meh for the thirteen OP cost. Doesn't really help that most of the SRAB bolts get intercepted by PD easily.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: SaltyDog on July 29, 2017, 08:11:30 AM
I was looking at the data.csv's trying to learn how to read them. I noticed that in your other mods like Scy and ORA you have CARRIER or CARRIER,COMBAT under the hints. I also noticed vanilla and other mods do this as well, but for Diable's Fractus and Storm there's nothing. It's just something I noticed and I'm not sure it'll change anything at all or if that was intended.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Tartiflette on July 29, 2017, 09:18:31 AM
I removed them in an earlier version where the Carrier AI was bugged and already added them back in the dev version, but it still causes some issues. In any case I'll try to release something tomorrow.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: SapphireSage on July 29, 2017, 01:14:47 PM
The vapors I've found to be very reliable at staying alive against most situations that don't involve super-prototype frigate ships so long as you give them good long range poke. I will echo ANGRY's sentiment about outfitting them with 2x Trifire guns when you can. 2x Recson V is good too, but will suffer against heavily armored destroyers and Recson Vs are only available from DA markets at coop level I believe. Also at coop level, you could try out one Recson V and one Trifire. I don't believe SRABs are very good for vapors since firing one takes about its whole flux cap and it can be easily shot down by any PD or absorbed on shield.

Twin-phase lance vapor is the ultimate in frigate hunter-killing, while also performing admirably as a support strike ship against anything smaller than a capital ship. Used best in AI hands - they are able to swing the ship around during the speed up and keep the enemy ship under phase lance beams.

While this is no doubt true, this goes against the house rule that squish cat uses to only make use of DA ships and weaponry. I must admit, I do not know the effectiveness of this since I follow a lighter version of this rule myself.

Yeah... The Glowtusk seems surprisingly strong against hull/armor for a kinetic weapon. What i usually do is to just load double glowtuskes on the Vapors. Works great.

Although, I'm not too certain about the role of SRABs, they seem kinda meh for the thirteen OP cost. Doesn't really help that most of the SRAB bolts get intercepted by PD easily.

SRABs can be useful in a larger fleet if you have a large amount of MMs (or a maelstrom or two) and wanzers in your fleet to tie up enemy PD and want to have what is essentially a quickly regenerating, HE missile in a medium energy slot with ~900 range. I recently replaced most of them with trifires since the HP nerf because as far as I've noticed it has made them far too unreliable at hitting the enemy target in larger engagements as well as minor skirmishes.

Glowtusks can be strong against shields and hull when the armor is down, but I believe its typically not considered as good as recsons due to lower range, half the firing rate, and a bit less DPS total than the Recson V. Though it does cost less OP than Recson V, its less range is a particular issue due to DA ships having shields only slightly better than low tech(due to more flux cap generally) and armor on par with midtech vanilla ships.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Squish Cat on July 30, 2017, 04:05:46 AM
I haven't had the chance to play again until recently.  So I finally refit my fleet and tried out the various recommendations.  I will say that things have definitely improved and my Vapors are surviving better.

First thing I tried was dual Recson V's.  This made the Vapors live forever, but at the same time, they could never kill anything.  Recson V projectiles were simply too slow to ever hit the target unless it was a destroyer.  At best, the Vapors just ended up being a distraction and nothing else.  Certainly a viable tactic if thats all you want your frigates to be, but I want my frigates to have teeth, though.  Recson Vs themselves seem to really only be reliable against destroyer and bigger ships.

Then I tried dual Trifires.  Muuuuch better results!  They were actually able to kill things at a range that didn't have them suiciding to superior fire power.  Only problem is that they tend to take their sweet time killing anything.  Time to kill is a bit low to my liking, but the Vapors are no longer dying left and right like they were at least.

Tried a twin Glowtusk set up just to see what would happen.  In the hands of the AI, they won't fire these things unless they're at point blank range for some reason.  They always fly in super close and get wrecked.  The other problem is that firing two of them eats half the flux capacity of a Vapor, and if they turn their shields on at any point, they'll immediately get fluxed out from enemy weapons fire.  This is from the Vapors firing the Glowtusks just one time.  When I was flying the Vapor, obviously I'd use the weapons at the proper ranges.  However, I found that the flux generated by hitting the enemies shields would all be gone by the time I could fire the Glowtusks again.  They fire too slowly to manage to get past enemy shields, and the flux generation also makes using these weapons a huge problem.  Glowtusks probably work well on a destroyer but I don't think the frigates can handle the flux these weapons produce.

Just for the lulz I tried the twin Phase Lances in the simulator and found that the flux generation was even worse than the Glowtusks.  Was kinda neat being able to fully saturate an enemy frigate's flux with these though.  Ultimately I still couldn't get past the shields without fluxing myself out and putting myself into serious risk of overloading.  I love challenges, but not ones that would put me at excessive risk like that.

All in all I'm beginning to realize that the bigger issue here regarding the Vapors is more to do with Diable's weapon systems than the ships themselves.  Diable's weapons seem quite flux intensive and the Vapors do not have the flux capacity to handle them.  This is most apparent when going up against ships such as Lashers who can dish out similar damage but keep right on going due to their much more flux efficient weapons.  Wolves on the other hand get eaten pretty regularly by my Vapors.

Unfortunately, I got caught by a Cabal fleet that had 2 Starlight Tempests and a bunch of random other junk and wasn't able to get away without losing my Fractus.  Kinda saw that coming even before hitting "Disengage", which of course didn't work.  Starlight Tempests are like fast mini-destroyers so I certainly don't blame the Fractus getting wrecked like it did.

Picked up a Calm as a replacement for the Fractus and I'm pretty happy with this destroyer.  Put a pair of Recson V's on it with 4 Thunderbolt MRM Racks.  Managed to solo two hammerheads at the same time with this ship quite easily.  I am having a bit of a different problem, though.  I installed Converted Hangar with a Frost LPC, and they're great for dealing with frigates that engage me, but the replacement rate of fighters is so terrible that I find myself without fighters at all for most of the fight.  This is the first time I've actually used the Converted Hangar and was wondering what other peoples opinion on this hull mod was.  Would I be better off just dropping it for ECCM (faster more agile missiles would be very nice) and better Capacitor stats?

Later I grabbed a Hayle, fitted it with 2x Recson Vs, 1 SRAB, 4x Micromissiles and 2x Thunderbolt MRM Racks.  The lack of PD is apparent and even Magicbox PDs wouldn't really work due to the orientation of the missile slots.  But other than that, it feels like a solid destroyer.  Again, like the Calm, I fit a Converted Hangar using a Frost LPC and I'm wondering if it would be better to drop that for ECCM.  Also, keep the 2x Recson Vs and the SRAB or go 2x SRAB and 1 Recson V?

Is the SRAB projectile considered a missile?  If I fit ECCM, would that apply to the SRAB ball?



Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: alguLoD on July 30, 2017, 04:15:29 AM
Picked up a Calm as a replacement for the Fractus and I'm pretty happy with this destroyer.  Put a pair of Recson V's on it with 4 Thunderbolt MRM Racks.  Managed to solo two hammerheads at the same time with this ship quite easily.  I am having a bit of a different problem, though.  I installed Converted Hangar with a Frost LPC, and they're great for dealing with frigates that engage me, but the replacement rate of fighters is so terrible that I find myself without fighters at all for most of the fight.  This is the first time I've actually used the Converted Hangar and was wondering what other peoples opinion on this hull mod was.  Would I be better off just dropping it for ECCM (faster more agile missiles would be very nice) and better Capacitor stats?

Converted Hangar is a great hullmod - problem is that it doesn't sync well with certain fighters. Owing to the replacement time penalty, you either want something that gets replaced quickly to begin with (e.g. a vanilla Talon) or something that is quite survivable, typically a shielded heavy fighter. It might work with Valiants, Warlusts or (less likely) Ravens.

Most of the Wanzers are a fairly poor fit. They have long replacement times. The Wanzer Servicing Gantries that come in-built on DA's purpose-built carriers helps a fair bit with this, at least early in the battle.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: SaltyDog on July 30, 2017, 06:48:08 AM
I installed Converted Hangar with a Frost LPC, and they're great for dealing with frigates that engage me, but the replacement rate of fighters is so terrible that I find myself without fighters at all for most of the fight.  This is the first time I've actually used the Converted Hangar and was wondering what other peoples opinion on this hull mod was.  Would I be better off just dropping it for ECCM (faster more agile missiles would be very nice) and better Capacitor stats?

Later I grabbed a Hayle, fitted it with 2x Recson Vs, 1 SRAB, 4x Micromissiles and 2x Thunderbolt MRM Racks.  The lack of PD is apparent and even Magicbox PDs wouldn't really work due to the orientation of the missile slots.  But other than that, it feels like a solid destroyer.  Again, like the Calm, I fit a Converted Hangar using a Frost LPC and I'm wondering if it would be better to drop that for ECCM.  Also, keep the 2x Recson Vs and the SRAB or go 2x SRAB and 1 Recson V?

Is the SRAB projectile considered a missile?  If I fit ECCM, would that apply to the SRAB ball?

If you're running a couple destroyers and some frigates, then it's time for you to grab at least two Fractus. With wanzers converted hangars are only to supplement your current fighter forces, not be your fighter forces. With the Hayle I ran with dual Glowtusks but I guess Recson V's probably work, a Raptor defense system in the middle slot, and six Thunderbolt missiles. Yes, I'd ditch Converted Hangars and grab ECCM with that setup. I've never piloted that Hayle setup, but the AI seems to handle it pretty well. With the SRAB I'm interested in the answer as well, but I'm sure I know the answer already.


Title: Re: [0.8.1a] Diable Avionics 1.86RC1 (31/07/2017)
Post by: Tartiflette on July 30, 2017, 02:53:48 PM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.86RC1.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Minor maintenance stuff accompanied by an experimental set of balance changes: In short, the Grave becomes Kinetic, and the Glowtusk High Explosive, with a few subsequent adjustments.

Also, slightly changed Draft sprite, with a bigger armor drone to better protect against shots not coming directly from the front.
(http://i.imgur.com/a6PCbq0.png)

Changelog:
1.86

BALANCING
 - IBIS and Raptor:
   . Reworked firing pattern with scripted spread,
   . Slightly buffed DPS, slightly nerfed projectile speed and flux efficiency.

 - State beam:
   . Lowered the flux requirement to 1:1 ratio.

 - Strife:
   . Raised the damage per shot of the minigun, reduced the fire-rate,
   . Raised the accuracy and projectile speed.

 - Frost:
   . Now all wanzers can use the slashing special move, not just the leader,
   . Cooldown raised accordingly.

 - Storm:
   . Deployment cost reduced to 28 supplies from 35.

 - Fractus:
   . Now equipped with a "Emergency refit" ship-system that lowers the refit time at the cost of faster depletion of the fighter replacement rate.

*experimental changes*

 - Glowtusk:
   . Now a high powered, long cooldown HE murder cannon.

 - Grave MG:
   . Now a kinetic stream of death.

 - Raven:
   . Now armed with a Glowtusk and a Grave HMC.

 - Recson V:
   . Significant buff to the per-shot damage,
   . Significant reduction of the fire-rate,
   . Significant buff to the flux per shot,
   . Range raised to 1000.

 - SRAB:
   . Range raised to 1000.

BUGFIXES/IMPROVEMENTS:

 - Changed some ship tags leading to better AI behaviors.
 - Wanzer Servicing Gantry hullmod now usable on non Diable ships.
 - Draft:
   . Improved sprite,
   . Slightly bigger armor drone that should better protect the front of the ship.


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: Squish Cat on July 30, 2017, 08:33:00 PM

If you're running a couple destroyers and some frigates, then it's time for you to grab at least two Fractus. With wanzers converted hangars are only to supplement your current fighter forces, not be your fighter forces. With the Hayle I ran with dual Glowtusks but I guess Recson V's probably work, a Raptor defense system in the middle slot, and six Thunderbolt missiles. Yes, I'd ditch Converted Hangars and grab ECCM with that setup. I've never piloted that Hayle setup, but the AI seems to handle it pretty well. With the SRAB I'm interested in the answer as well, but I'm sure I know the answer already.

How do you break shields with this set up?  Or are you using the Hayle as just a missile spammer and not worrying about whether it actually does anything or not?


Title: Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
Post by: ANGRYABOUTELVES on July 30, 2017, 09:20:09 PM
How do you break shields with this set up?  Or are you using the Hayle as just a missile spammer and not worrying about whether it actually does anything or not?
When he made that post, Glowtusks did Kinetic damage. Recsons also deal kinetic damage, at quite a long range.

Converted Hangar Wanzers are terrible. Not only do ships that can mount Converted Hangar not have the Servicing Gantry for a speedy few Wanzer repairs, the Wanzers take so long to replace with Converted Hangar's refit penalty that you'll run out of replacement rate long before you get your fighters back. Wanzers need to be mounted on actual carriers.


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Bash on August 06, 2017, 07:41:10 AM
can you give that raven wanzer his mostro back plz? :D


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: shoi on August 06, 2017, 09:55:24 PM
How good are AI versant in you guys experience?
It seem like they are only effective for super short period of time unless they have a escort


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Arkar1234 on August 07, 2017, 05:18:16 AM
Maybe it's just me, but i feel as if the current IBIS(es) use way to much flux for a PD weapon.


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Raakashan on August 08, 2017, 07:26:44 AM
ok so I've tried everything and read most of the previous posts.... how do you get the ships that transform to do so in combat? I can't seem to get it XD and fracking pirates keep getting away because of it lol


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: A Random Jolteon on August 08, 2017, 07:28:37 AM
ok so I've tried everything and read most of the previous posts.... how do you get the ships that transform to do so in combat? I can't seem to get it XD and fracking pirates keep getting away because of it lol
Pretty sure only one ship transforms (wanzer something...It's a frigate, that much I remember!!), there is a fighter that transforms too, but that one obviously can't be controlled directly.


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Raakashan on August 08, 2017, 07:38:05 AM
I'm referring to the Versant, it transforms to hide its cannons and travel faster and I want to try it out as am interceptor type for all the times I'm wanting to overkill pirates out of sheer frustration XD


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: A Random Jolteon on August 08, 2017, 07:55:47 AM
I'm referring to the Versant, it transforms to hide its cannons and travel faster and I want to try it out as am interceptor type for all the times I'm wanting to overkill pirates out of sheer frustration XD
Oh...Hmm...I think F does that...? May be wrong, but that is what memory tells me.


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: SaltyDog on August 08, 2017, 08:06:35 AM
I'm referring to the Versant, it transforms to hide its cannons and travel faster and I want to try it out as am interceptor type for all the times I'm wanting to overkill pirates out of sheer frustration XD
Oh...Hmm...I think F does that...? May be wrong, but that is what memory tells me.

Yeah, the Versants ship system is the go fast mode that makes it transform. You need to hit F again to get back into combat mode, since you can't fire.


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Andaius on August 11, 2017, 02:40:13 PM
Quote
<Error><Code>SignatureDoesNotMatch</Code><Message>The request signature we calculated does not match the signature you provided. Check your key and signing method.</Message><AWSAccessKeyId>AKIAIQWXW6WLXMB5QZAQ</AWSAccessKeyId><StringToSign>GET


1502488374
/bbuseruploads/29b72d9f-e3cf-4b1c-b1a5-37fcd528f18d/downloads/588ff05c-5a26-428b-859a-34ead8f07510/DIABLEAVIONICS_V1.86RC1.7z?response-content-disposition=attachment; filename  DIABLEAVIONICS_V1.86RC1.7z &versionId=A7b3HAGYgYThDWzF86F.sBSZqetfIBuZ</StringToSign><SignatureProvided>sxygMNbjFdqytrobqlnm62MINP4 </SignatureProvided><StringToSignBytes>47 45 54 0a 0a 0a 31 35 30 32 34 38 38 33 37 34 0a 2f 62 62 75 73 65 72 75 70 6c 6f 61 64 73 2f 32 39 62 37 32 64 39 66 2d 65 33 63 66 2d 34 62 31 63 2d 62 31 61 35 2d 33 37 66 63 64 35 32 38 66 31 38 64 2f 64 6f 77 6e 6c 6f 61 64 73 2f 35 38 38 66 66 30 35 63 2d 35 61 32 36 2d 34 32 38 62 2d 38 35 39 61 2d 33 34 65 61 64 38 66 30 37 35 31 30 2f 44 49 41 42 4c 45 41 56 49 4f 4e 49 43 53 5f 56 31 2e 38 36 52 43 31 2e 37 7a 3f 72 65 73 70 6f 6e 73 65 2d 63 6f 6e 74 65 6e 74 2d 64 69 73 70 6f 73 69 74 69 6f 6e 3d 61 74 74 61 63 68 6d 65 6e 74 3b 20 66 69 6c 65 6e 61 6d 65 20 20 44 49 41 42 4c 45 41 56 49 4f 4e 49 43 53 5f 56 31 2e 38 36 52 43 31 2e 37 7a 20 26 76 65 72 73 69 6f 6e 49 64 3d 41 37 62 33 48 41 47 59 67 59 54 68 44 57 7a 46 38 36 46 2e 73 42 53 5a 71 65 74 66 49 42 75 5a</StringToSignBytes><RequestId>9EF58A70FDF66CDE</RequestId><HostId>Fem+p91bNQb68X4L1BP+76aGuU69KpewuJ3tcgmqJKnWVZgtovz6ePVzgNrNbgOVn4AMzVpo8ww=</HostId></Error>
Getting this when I try to use the DL link. Is it just me?


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Tartiflette on August 11, 2017, 03:10:45 PM
Do you have an ad/script blocker?


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Andaius on August 12, 2017, 12:23:58 PM
Do you have an ad/script blocker?

yeah, but I got last version just fine.


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Network Pesci on August 12, 2017, 12:44:27 PM
I get a similar problem, but I'm running NoScript and uBlock.  Turning both of them off before I click the download makes it download just fine.


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Midnight Kitsune on August 12, 2017, 10:00:55 PM
I get a similar problem, but I'm running NoScript and uBlock.  Turning both of them off before I click the download makes it download just fine.
I think it is no script as I use only uBlock and it works fine


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Andaius on August 15, 2017, 03:14:13 PM
Disabled both my NOscript and adblocker, still get the same thing.


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Midnight Kitsune on August 15, 2017, 03:46:45 PM
Disabled both my NOscript and adblocker, still get the same thing.
Have you tried a different browser by any chance?


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Adje on August 15, 2017, 08:46:09 PM
For NoScript, you should see something pop up that says it filtered a cross-site scripting (XSS) attempt. To the right of that message should be an options menu, you'll want to click unsafe reload and click yes.
Picture provided.

(http://i.imgur.com/lbv7Ajc.png)


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: Andaius on August 16, 2017, 01:20:00 AM
For NoScript, you should see something pop up that says it filtered a cross-site scripting (XSS) attempt. To the right of that message should be an options menu, you'll want to click unsafe reload and click yes.
Picture provided.

(http://i.imgur.com/lbv7Ajc.png)

Ah that would be why then.


Title: Re: [0.8.1a] Diable Avionics 1.86 (31/07/2017)
Post by: LucyTheTrans*Dictator on September 23, 2017, 10:15:30 AM
I am so sorry Tartiflette, I may have found the most obscure crash bug in Diable Avionics:

116200 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.util.Diableavionics_customMissileTargetingTool.assignTarget(Diableavionics_customMissileTargetingTool.java:104)
   at data.scripts.weapons.diableavionics_ScatterMissileAI.advance(diableavionics_ScatterMissileAI.java:77)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
116292 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Spacer15Seconds.ogg]
116293 [Thread-10] INFO  sound.OooO  - Playing music with id [Spacer15Seconds.ogg]


Title: Re: [0.8.1a] Diable Avionics 1.87RC2 (24/09/2017)
Post by: Tartiflette on September 24, 2017, 06:55:50 AM
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.87RC2.7z)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Minor maintenance stuff accompanied by some QoL balance changes. Should not break your saves.

Changelog:
1.87

BALANCING:

 - Cramped Hull:
   . Hullmod that prevents the instalation of physically "large" hullmods such as Expanded Missiles Racks of Expanded Magazines,
   . Reduces the missiles fire-rate by 50%,
   . Built-in the Hayle, Vapor and Versant.

BUGFIXES/IMPROVEMENTS:

 - Thunderbolts:
   . Raised the engine's endurance to better match the listed range.

 - Glowtusk:
   . Shots now more visible.

 - (finally) Fixed a mod incompatibility regarding some visual effects.

 - Shear tug now has "Drive Field Stabilizer" instead of "Tow Cable".


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Tartiflette on September 24, 2017, 09:11:26 AM
Oops, forgot to add something in the archive, please re-download to fix the missing icon error.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Regularity on September 25, 2017, 11:08:11 AM
First off, I have to say I love the mod. And the Versant is such a cool ship! I love flying it.

But I'd like to offer a suggestion. By chance could you consider making some elite versions of the Versant? While it is a very nice ship, its feels like its locked into an anti-frigate role due to its lack of medium mounts and outfit space, which in turn means it doesn't remain relevant as long as ships like the Tempest or Wolf (which you can keep flying as you move up into fighting destroyed and even cruiser-based fleets). While the Versant can be used in other roles... typically other ships can do it better. As a result I found myself modding your mod, to increase the Versant's stats so I could keep flying it without ditching it for better or bigger ships.

So I'd love to see a much stronger elite variant (with an appropriate price tag, for balancing purposes) that myself and others could keep flying it much later in the game. Or possibly specialized variants like the Wanzers LPCs get (artillery, close combat, heavy, etc). Hell, even adding more ordnance points could go a long way to increase the Versant's longevity (by allowing a wider array of hullmods) -- though adding custom hullmods wouldn't be that bad of an idea either. But I'm getting ahead of myself now. Anyways, keep up the good work!


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: atreg on September 25, 2017, 12:17:45 PM
Some of the Hayle's variants still have them trying to get mods like Expanded Missile Racks and Converted Hangers. I'm seeing them with HULLMOD CONFLICT instead ingame.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Regularity on September 25, 2017, 03:13:57 PM
Forgot to add a possible bug: Is it me, or is the Versant's "Heavy ILIS" not working on autofire? I've never seen it fire on its own, except maybe for a very short window after the ship overloads and it returns controls to you. But otherwise it never fires. Makes the thing easy pickings for fighters, unless you're willing to give your only two mounts up for PD instead of missiles.

EDIT: The Heavy ILIS seems to only respond to missiles, and ignores fighters.

Also, could you consider rotating the two small hardpoints to both point forward by default? It's a bit of a pain having to wait 1-2 seconds before firing with them while you wait for them to both rotate to face forward. Not all that good for what is supposed to be a high-speed combat ship... and it's probably the reason most frigates have turrets pointing forward by default.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Tartiflette on September 25, 2017, 11:47:35 PM
But I'd like to offer a suggestion. By chance could you consider making some elite versions of the Versant?

Wait, you don't think the Versant is elite enough already? ? ? ? ? ? ?

EDIT: The Heavy ILIS seems to only respond to missiles, and ignores fighters.

By design.

Quote
Also, could you consider rotating the two small hardpoints to both point forward by default?

Can't do that without reducing their firing arc.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Regularity on September 26, 2017, 01:17:11 AM
Wait, you don't think the Versant is elite enough already? ? ? ? ? ? ?

In my opinion, no. All it has to make it exceptional is damage output. But its survivability is no better than many other existing frigates.

- Its lack of hardpoints and ordnance points prevent it from sniping beyond typical weapon ranges.
- It can't phase cloak.
- It can't hit-and-run very well with its transforming ability due to the time delay (which strips off your shields immediately, but still makes you wait a second before the speed bonus kicks in fully), along with the maneuvering penalty the transformation gives you.
- It shields are pretty bad due to the fact its main weapons (Harvest x2) will fill its flux capacitors in just a few seconds by themselves... not even taking into account additional flux from firing secondary weapons or taking shield damage. This makes it very easy to overload your ship unexpectedly in a split second when your shields take an unexpected hit.
- Compounding the shield issue is the fact its main weapons are locked into the ship (meaning you can't boost your shield performance by changing over to more flux-efficient weapons), and it's unremarkable shield-damage-to-flux conversion ratio of 1.
- The final nail in the coffin is it low ordnance capacity. You lose about a third to flux vents, another third or so for secondary weapons, leaving almost nothing left for shield hardening/armor/speed hullmods to increase survivability.

It would be a fantastic elite frigate if it addressed one of these issues to increase its survivability: if it could swap out its guns so it could engage at longer ranges, or had a more durable shield tank, or if its transformation ability was near instant, or if it could phase cloak. But as it is right now, it's only major selling point in my opinion is its sheer damage output (which, by the way, can be matched by many other frigates, particularly those with medium mounts). So it's not more elite than the Tempest or Wolf, in my opinion. Though given how much love you put into the design, it should be far better -- though again, that's just my opinion.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Takion Kasukedo on September 26, 2017, 05:59:51 AM
The Versant seems like a money sink.

Regularity practically summed it up.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Tartiflette on September 26, 2017, 02:17:23 PM
So it's not more elite than the Tempest or Wolf, in my opinion.

Sooooo it's balanced against the best vanilla frigates? Seems to me that it is exactly what it is supposed to be. Also, did you ever tried to put Safeties Override on it? That ship is already insanely strong as it is.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Regularity on September 26, 2017, 02:52:30 PM
Eh, in my opinion, the Wolf and Tempest are much better. They have both very strong shield (high shield-damage-to-flux conversion ratios), and on top of that can engage at very long ranges with their medium and missile mounts to stay out of fire. Both of these lets them survive on the battlefield far better than the Versant... especially considering the Versant's 700 firing range, by the way, almost always leaves it in the instant-kill radius of cruiser explosions.

The Versant dies too quickly for its high cost (27000 base price, which is a about a cheaper destroyer or 2-3 standard frigates) and how hard it is to find in shops (meaning you can't replace them if lost). It's not really worth using as a fleet frigate given cheaper and more common frigates can endure battle a lot better. Even a few destroyers with even better attack and defense can be employed for what the Versant costs.

Even if we only look at quality and ignore the price/quantity arguments it doesn't do well. The Tempest, by comparison, at 36000 credits has double the shield-damage-to-flux conversion ratio, has 85% the speed of the Versant does (when the Versant is in speed form), and a drone fighter bay with a high quality drone on top of that. So the Versant doesn't stand out in either quality or quantity. And that's assuming you're using vanilla balance, and not playing with other mods which introduce even better frigates.

If I hadn't modded up its stats in my own game, I would never use it except for catching fleeing ships after combat. It's too expensive, too rare, and too fragile to use in real battle, in my opinion. But at the end of the day, this is your mod, so if you think the Versant is perfectly fine as it is, then it's ultimately your call to make.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Mr. Nobody on September 26, 2017, 05:40:17 PM
Proposal, for the Versant take a break from Front Mission and dip into Macross
(http://www.macross2.net/m3/macrossga/vb-6-konig/vb-6-konig-gerwalk.gif)


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: cjusa on September 29, 2017, 11:05:26 AM
Proposal, for the Versant take a break from Front Mission and dip into Macross
(http://www.macross2.net/m3/macrossga/vb-6-konig/vb-6-konig-gerwalk.gif)
I'd think that would fit better as a Raven variant, but the inner fan in me is going "Do it! Do it now!".

Needless to say, that would be cool.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: atreg on October 20, 2017, 09:17:51 PM
Unless I'm misunderstanding how range indicators work, the Dampened Mount hullmod doesn't seem to work properly. A Tachyon Lance is shown as outranging the Uhlan Siege Laser when placed side by side on the Pandy, despite both having 1k range.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Arkar1234 on October 29, 2017, 10:48:55 PM
Since I'm quite a fan of the DiableAvionics  ship designs, I thought I'd do a little "fan art"... if you can call it that... of my favorite ship.
There's still alot of detailing that needs to be done but, I'm done with the general structure of the Maelstrom

(https://i.imgur.com/PA6DExC.jpg)


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Tartiflette on October 30, 2017, 12:18:39 AM
Nice, you got the volume quite right.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: NightfallGemini on November 01, 2017, 06:56:10 PM
The side profile reminds me of some of the ships from Homeworld.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Arkar1234 on November 02, 2017, 09:34:21 AM
The side profile reminds me of some of the ships from Homeworld.

And that wouldn't be far off tbh, the DA designs share some similarities with the HW designs, especially in their thinner and longer ships. Whilst vanilla ships tend to have a much more "rounded" bulky feel.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Drokkath on November 02, 2017, 01:55:07 PM
At the very first glance I thought for a second that it was a fan art of Maelstrom turned into a hand-held sci-fi rifle..
but then I looked closer and saw that the original thing is also a "hand-held sci-fi rifle", cue the face slap.

Ships looking like guns is quite frankly an unavoidable byproduct and/or some other side-effect for decades now. :D


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: NightfallGemini on November 04, 2017, 03:08:47 AM
At the very first glance I thought for a second that it was a fan art of Maelstrom turned into a hand-held sci-fi rifle..
but then I looked closer and saw that the original thing is also a "hand-held sci-fi rifle", cue the face slap.

Ships looking like guns is quite frankly an unavoidable byproduct and/or some other side-effect for decades now. :D

Now I'm thinking of a giant SDF Macross wanzer with a Maelstrom as a gun. :v


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Drokkath on November 05, 2017, 04:39:24 AM
Heh, personally I'm not that into mechs that are larger than a smallest frigate as I find anything bigger than that not that practical anymore (IMO ofc). Darn, I haven't tried wanzers in the mod yet but that aside I do find them more appealing than a fighter due to their pod look and mech function. They seem to be or at least look like a perfect example of a work-bee idea I love.

Bleh, gotta give one of the wanzer carrying ship an overdue good try and see the merits of this important element of the mod. Finally curious enough about them.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Arkar1234 on November 05, 2017, 07:14:57 AM
Heh, personally I'm not that into mechs that are larger than a smallest frigate as I find anything bigger than that not that practical anymore (IMO ofc). Darn, haven't I tried wanzers in the mod yet but that aside I do find them more appealing than a fighter due to their pod look and mech function. They seem to be or at least look like a perfect example of a work-bee idea I love.

Bleh, gotta give one of the wanzer carrying ship an overdue good try and see the merits of this important element of the mod. Finally curious enough about them.

I find that the wanzers work best with variety. Give the Fractuses some Frosts. A Strife, Raven/Blizzia, and Valiants for the Storm. Arbitrators for the calms. The warlusts can go with any Gusts or Maelstroms that you have.

They're great as escorts and destroyer killers... although strike potential against cruiser and higher are limited to the Blizzias... and to a lesser extent, the Ravens


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Drokkath on November 05, 2017, 07:19:35 PM
Thanks, sure gave me reasons to dig deeper into Diable faction once again. :)


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Arkar1234 on November 28, 2017, 06:11:21 AM
Quick questions... why does it feel like the DA keep using stratus-es and Cirrus-es as the bulk of their invasion force? I swear I once saw a grand invasion fleet engage templars with just a *** load of stratuses and a maelstrom.


Title: Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
Post by: Drokkath on December 01, 2017, 08:11:40 AM
I swear I once saw a grand invasion fleet engage templars with just a *** load of stratuses and a maelstrom.

What!? :D That's painfully hysterical to me, thank you! I haven't payed attention what ship is in a fleet and/or what fleet so I regrettably can't say for sure. I tend to lose myself into staying alive and pour as much firepower as I can into opposing ships to a point of almost losing visuals in favor of better reactions, dodging, targeting and shooting actions. Unless when I pause to figure out why an enemy ship is more difficult to chew through, it is the very similar moment I had when I first went up against a few Afflictors to take a moment to reflect on what the actual heck just disabled my ship, heh.

I've seen a fair share of odd fleets myself though, like the time I saw a crappy but large Luddic Church invasion fleet heading towards the Templar home planet in one of my own playthroughs too. Couldn't stop laughing like a maniac due to sheer magnitude of stupidity as I was invading their markets and a few of them were already ravaged by my hand and the best the Luddics could do was send an "invasion" fleet towards the Templar far-away home instead of sending a few fleets to track me down. My reaction was pretty much this:
(https://i.pinimg.com/236x/13/34/fa/1334fa081f4a4abdb97d235132c2586e--car-memes-funny-memes.jpg)