(https://imgur.com/puXqg0M.png) Download (https://www.patreon.com/posts/81270023) NexusMods mirror (https://www.nexusmods.com/starsector/mods/15/?tab=files) Always DELETE the old version before extracting the new one Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0) Earliest save-compatible version: 2.70 Some of Diable Avionic's weapons are incompatible with any modded ship using modular hidden mounts. This type of mount is supposed to only be used with built-in weapons on fighters and causes a plethora of issues with animations, muzzle effects and barrel offsets. Having problems running mods? Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931.0)! 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. GAMEPLAY The Diable Avionics Corporation plays similarly to Mid-tech: they use their superior mobility to choose their engagements and overwhelm isolated targets. The subtility they add is that their ships are generally individually slightly inferior to Vanilla ones, but synergize very well with their wings of Wanzers: mech-like strike-crafts that pack a superior punch but susceptible to enemy fire. To help them carry their missions, most ships tend to saturate the enemy's PD with swarms of micro-missiles. A typical successful engagement against Diable Avionics' fleets generally requires a solid phalanx of anti-fighter weapons to break the initial Wanzer and missile waves and a decisive counter-strike while their carriers are still rebuilding their strike-craft support. Features advanced transforming ships: (http://i.imgur.com/xuaQHch.gif) (http://i.imgur.com/XVMGrtC.gif) (https://i.imgur.com/GG7XXH7.gif) SCREENSHOTS (https://imgur.com/hmLIsZ3.gif) (https://imgur.com/KUKuZId.gif) (https://i.imgur.com/YtNXmWb.jpg) (https://i.imgur.com/Vhg1jae.jpg) (https://i.imgur.com/qlvjzf6.png) [close] (https://i.imgur.com/xLtStPZ.png) (https://www.patreon.com/posts/diable-avionics-44573931) Customize your fleet using one of those alternative skin pack mods. (https://www.patreon.com/posts/diable-avionics-44573931) Only activate one in the launcher along with the main mod, you can swap them as often as you want without any issue.Resources to easily make your own custom skin: https://imgur.com/a/JIYc9nQ (https://imgur.com/a/JIYc9nQ) I eagerly await to see what others may come up with for their custom paint jobs. I will gladly feature popular skin pack mods in this collection. | (https://i.imgur.com/hX9ZSQHh.jpg) (https://i.imgur.com/hX9ZSQH.jpg) (Click to enlarge) Spoiler https://youtu.be/9fRQzyMvl7k Versant Teaser: (http://i.imgur.com/GtFknuW.gif) Old Valiant showcase: https://www.youtube.com/watch?v=QfwsHQgEC1g [close] |
After seeing this... Now I want more transforming ships!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.
I want Macross-style stuff everywhere!!!
After seeing this... Now I want more transforming ships!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? :)
I want Macross-style stuff everywhere!!!
Thank you for the mod!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.
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.
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: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.
- 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.
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! ^^
Only one of the Valiants in a squad ever seems to do any shooting, the other two seem stuck in high speed mode?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.
And thanks for reviving this!
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.
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!
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.
I don't even played your mod
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.
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 |
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?
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...
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.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.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.
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 believe it's intentional.
I'd be glad to do it myself if I knew where to look.
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! >__<
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.
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.
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.
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.
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.
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.
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...)
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.Good point, we may look into that. Although for now we have a couple other things in the works ^^
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.
Not sure if it is a bug I have never seen the AI firing a single Thunderbolt SRM so far.
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.
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 ;DNot 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.
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.
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
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+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.
if you really want the fix now, you can just delete line 25 in weapons/proj/diableavionics_banishwarhead
"fadeTime":4.5, # fadeout duration
Does this mod have SS+ support?
Seems to work here. Interesting weapon - should make DA more interesting to fight.Banish seems to work for me as well.
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.
Snip snip
There's already a heavy ibis in the medium ballistic, check the very bottom for a 8op versionMainly 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 recsonsHex 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 :)
Oh btw - Micro Burchel (the fighter one) is missing the SYSTEM tag.Yup it's corrected for the next release, along with something else...
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.
Interesting, would like to see more such faction analysis stuff.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.
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 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.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.
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.
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! ><
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.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.
Alas, if we want carrier fleets to be competitive during late game, it's something that only Alex can fix.
-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).
-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?
-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.
-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
-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.
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.
You mean the way Neutronium Armor Plating status displays in the latest RC version of NC?-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.
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.
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)
. AI seems to use the new and improved Hexafire well.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.
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.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.
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 :<I believe it has the standard vanilla amount. I'll double check but don't get your hopes too high.
. 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 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.
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.Oops, corrected the refire rate ^^. As for a double mount, maybe?
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
. 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.
. 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.
A Hammerhead doesn't have to mount a Hexafire - which in the context of large DA weapons is the only viable choice there.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.
. AI seems to use the new and improved Hexafire well.Heh, you know what, searching through all our files exchange with FlashFrozen, it turn out we already had a single barrel medium sized Hexafire ><
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?
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?
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.
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).
(http://i.imgur.com/GtFknuW.gif)
Diable has been busy...
(http://i.imgur.com/GtFknuW.gif)
Diable has been busy...
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. ^^
Hopefully we won't have to wait til 0.7.2! ;DProbably not, though I hope nothing will break with 0.7.2...
Spoiler(http://i.imgur.com/CNAqO5S.jpg)[close]
projectile speed.Thanks~!!
- IBIS/Raptor:
. Vastly buffed the target tracking while firing.
projectile speed.
- IBIS/Raptor:
. Vastly buffed the target tracking while firing.
This change makes my pants glow with an awesome power.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.
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?
The new frigate is awesome! I've been dreaming of some sort of transforming large ship ever since I saw the Wanzers.... fulfilled! ;D
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.
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.
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.
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 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.
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.
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 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.
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 definitely like it even if I can't figure out what ECM bonuses it's offering me.
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.
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.
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.
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.
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.
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.
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? ^^
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. ???
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.
Wow, the designs look very cool. And animated ship transformations?! I need to be alone now.I have never heard of a faction mod that were replacing an existing system ???
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...
...like everyone else.
Mods tend to...
...and cause crashing.
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.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.
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.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.
Handily Nexerelin makes...
...space background loading.
I usually see Diable ships with crazy XXVIII+ designations from a very small namepool.
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.
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.
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.
My Thunderbolt MRMs are still tracking phase ships. Is that also intended?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.
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.
U forgot it is a carrier for 35 fleet points with crazy amount of ordnance (after skills).
- Haze Cruiser:
. Flux Redirection ship-system no longer deactivates the shield but lowers its efficiency by 33%. (Should help the AI quite a bit)
Does this mean RIP the Raptor as the only PD any ship needs?Nah, it's still pretty good.
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?
Two images here for comparison, at -15% and +15% targeting improvement, respectively.Hum, what's the issue?
I'd say Diable engineers need to take a second look at their fancy quantum computers. :D
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.
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.You could always just disable it for weapons above 1000 range.
I'm trying a new calculation now but no promises.
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.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.
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?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.
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.
I struggle to kill a DA fleet half the size of any other faction, which I normally would breeze through.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.
Any tips? Have tried meeting with many of my own anti-fighter fighters and large amounts of PD. Never enough.
[.....]
All in all, load up on your PD, take out the mechs, and you should have no problem taking out the ships left behind.
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.
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?
It is intentional, you can edit the engine_style.csv in the data/config to your liking if they bother you.Ok, thank you!
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.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.
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.
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.
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
Out-of-the-curve as in behind or ahead of it?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.
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.
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.
- 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.
- 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.
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.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.
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.
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
Oh boy, been some time since I was in these parts. Losing SS+ really hit my interest in Starsector.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.
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.
....I may have to dig around and update my mod list sometime this weekOh boy, been some time since I was in these parts. Losing SS+ really hit my interest in Starsector.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.
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.
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 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.You were simply not lucky. I could buy 2 such ships.
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.
If ship not in the simulator it doesn't mean that he isn't in a game.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.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.
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.
There is one available in the last mission if you want to check out if it's there.
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.
Do you play with Scy or Nexerelin? Because then it often is available at the Prism Freeport.
Will we ever get transforming capital ships?Ha! If I remember correctly, the frigate was a royal pain in the ass
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.
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!
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?
Because of their lack of OPWait, 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.
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 oxYes, it is a SS+ change
Time to drop DA then. they needed the SO in order to work well on alot of ships(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:Spoiler1.71
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.[close]
Enjoy!
Posted by: StarSchulz
Wouldn't SO counteract the whole point of lasting long in a fight to get bonuses from their built in hullmod?
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.
Neutrino Corp would be my guess. They do like their invisible mounts.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 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 oneif 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).
Hello Tarti.I'm keeping this idea for a Macross mod in the future, if it is okay with you.
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.
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.
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 creditsI don't have an issue but most of the sprites are FlashFrozen's work. He is usually okay with people toying with them.
That is probably the most awesome fighter that can exist without destroying the universe from awesomeness.Challenge accepted.
Now I need the II Matriarch and 6 wings of these!
"It slices! It Dices! It makes french fries in SIX different ways!"
That is probably the most awesome fighter that can exist without destroying the universe from awesomeness.And done.
https://www.youtube.com/watch?v=_68NtUgi-bk
...HE JUST DOESN'T STOP!Can't stop! He's just a soldier!
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.
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.
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:
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!
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.
@Hazard: It probably is. Isn't +50% range for free enough for you?
@Hazard: It probably is. Isn't +50% range for free enough for you?
Never enough extra range! I want it all!!!
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. :DIt 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!)
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
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.
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'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.
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)
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 surfacesDyson 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.
Stupid question. How does one get the ships to use that "transform" animation?
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.
They make shortwork of heavy fighters and frigates/light destroyers. Great finishers too since they dish out 1000 frag dps when using their system.
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.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)
I gunna keep trying to get a feel for the strife though, it may just be something that takes time.
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.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)
I gunna keep trying to get a feel for the strife though, it may just be something that takes time.
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.
- Removed Universal Decks from ships without regular flight decks.
- Renamed the "Universal Decks" hullmod "Wanzer Servicing Gantry". (There, happy?)This sounds way better.
(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:SpoilerDIABLE 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.[close]
This update should not break your saves.
Enjoy!
@Tarti: Mind telling me what's Pandemonium doing near Warren in Corvus? :O
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.
@Tarti: Mind telling me what's Pandemonium doing near Warren in Corvus? :OMaybe? ::)
[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 salvageDiable Avionics seeks to supplant the Hegemony. Anything that weakens their rule is good for DA.
Are you preparing for a storymode yourself?@Tarti: Mind telling me what's Pandemonium doing near Warren in Corvus? :OMaybe? ::)
- Removed Universal Decks from ships without regular flight decks.
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.
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.
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 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 ;)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
I was feeling a bit overconfident and thought I could take on a Remnant Battlestation with my decked out fleet.You got ded quickSpoilerhttps://www.youtube.com/watch?v=KSBLuxado78&list=PL9dRmniOo2QZE6j4gVhCJayvmSD7f1HJT&index=6 (https://www.youtube.com/watch?v=KSBLuxado78&list=PL9dRmniOo2QZE6j4gVhCJayvmSD7f1HJT&index=6)[close]
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.
- Will you add more in the future? Like a pirate chinook or fractus?Maybe, if they don't get spoiled in the first hour.
- 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.
What you mean exactly?- Will you add more in the future? Like a pirate chinook or fractus?Maybe, if they don't get spoiled in the first hour.
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.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.
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.
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.
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.
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.
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
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.
Trying to restore a Rime (D) pirate version causes a crash.
The Rime P really seems like it was not well thought out/ designedIt'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.
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?
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 goodThe Rime P really seems like it was not well thought out/ designedIt'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.
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?
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
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 lazySorry 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 goodYou 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 lazySorry 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 goodYou 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.
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.If you are talking about the "No Fun Tarti" nickname, it is just a joke and he knows it
Ultimately a mod is a volunteer act and I think Diable Avionics has been doing a great service in that manner.
lazypart of your "criticism".
Also he is talking about theIt 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.Quotelazypart of your "criticism".
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.
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.
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.
Oddly enough, pirates use those ships to raid independent merchant fleets that are trading with DA. :DGuess we know what happens when you make deals with pirates.
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.
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.
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.
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.
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
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.
Augmented engines
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.
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.
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. :-\
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
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.
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)
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.
Sorry for the multiple updates in such a short span of time...
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.
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.
i still cant use the mod iv sat here for 2 hours failed fix ship_systems.csv im clueless on what to do
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, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs...
(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!Spoiler(http://i.imgur.com/qDqpgwK.gif)[close]
Changelog:Spoiler1.85
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.[close]
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.See
I'd be interesting to have the boosters fight on their own for a time, or perhaps become improvised bombs.
. 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.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.See
I'd be interesting to have the boosters fight on their own for a time, or perhaps become improvised bombs.. Equipped with a drop-booster to quickly traverse the battlefield. Also usable for improvised bombing runs.
Hmm, if there are fighters with drop-boosters...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
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)
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?
>Drop Booster equipped interceptorsThat's the plan, someday....
Tart, bruh.
Bruh.
Just make a game already. Dear god. :o :o
Can I pre-pre-pre order?>Drop Booster equipped interceptorsThat's the plan, someday....
Tart, bruh.
Bruh.
Just make a game already. Dear god. :o :o
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.
Gotta say I'm in love. Faction totally hit 11/10 since the early days.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?
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.
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
That's actually fairly easy to setup.Dibs on the Dancouga – Super Beast Machine God
That's actually fairly easy to setup.
King.....It totally sounds like you are insinuating he make .....essentially..... Funnels. :oThat'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.
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 modeStop making me drool. Please.
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!!
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...
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.
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.
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.
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.
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
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.
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 systemHe's using the Fractus right now, which only has 2 fighter bays. He can't run 2x Frost 1x Strife.
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 systemHe's using the Fractus right now, which only has 2 fighter bays. He can't run 2x Frost 1x Strife.
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.
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.
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.
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 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.
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.
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.
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.
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?
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.
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.
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 lolPretty 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.
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 XDOh...Hmm...I think F does that...? May be wrong, but that is what memory tells me.
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 XDOh...Hmm...I think F does that...? May be wrong, but that is what memory tells me.
<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>GETGetting this when I try to use the DL link. Is it just me?
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>
Do you have an ad/script blocker?
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
Disabled both my NOscript and adblocker, still get the same thing.Have you tried a different browser by any chance?
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)
But I'd like to offer a suggestion. By chance could you consider making some elite versions of the Versant?
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?
Wait, you don't think the Versant is elite enough already? ? ? ? ? ? ?
So it's not more elite than the Tempest or Wolf, in my opinion.
Proposal, for the Versant take a break from Front Mission and dip into MacrossI'd think that would fit better as a Raven variant, but the inner fan in me is going "Do it! Do it now!".Spoiler(http://www.macross2.net/m3/macrossga/vb-6-konig/vb-6-konig-gerwalk.gif)[close]
The side profile reminds me of some of the ships from Homeworld.
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
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 swear I once saw a grand invasion fleet engage templars with just a *** load of stratuses and a maelstrom.
(https://imgur.com/puXqg0M.png) (https://bitbucket.org/CodingTartiflette/flashfrozens-diable-avionics/downloads/DIABLEAVIONICS_V1.88RC1.7z)Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Post tournament patch accompanied by the long coming rework of the Gust. Include a slight nerf to the Vapor system, a change of weapon layout for the Derecho, a buff to the Artassaut Revolver and a price increase of the Maelstrom.
(https://i.imgur.com/Qat4BUx.png)
Changelog:Spoiler
1.88
NEW CONTENT:
- Gust:
. New sprite,
. New weapon layout,
. New ship-system.
BALANCING:
- Vapor Evasion system:
. Range slightly reduced (same "invincibility" time),
. Charge regen delay increased to 15s from 10.
- Derecho:
. Large Hybrid hardpoint now medium,
. Medium Missile hardpoint now universal,
. Added one small rearward hybrid turret,
. Added built-in Cramped Hull hullmod.
- Maelstrom:
. Price raised to 219999 from 185500.
- Artassaut:
. Burst size reduced to 5 shots from 7,
. Damage per shot raised to 65 from 40,
. Range raised to 500 from 425,
. Projectile speed raised by 60%.[close]
Maybe keep the old gust as some rare variant please? I'ts so adorably weird. Not so awesome now without the sidecar-mounted cannon.
Maybe something slightly smaller?Still no side cannon, not cool. It was gust defining feature.
No, because while fun to think about, slow transforming ships are boring to fly. Also the whole fast mode / armored mode trope gets old really quickly if overdone.What about a "Pew Pew" mode and a "Bubble of F*** Your Missiles" mode? Pew Pew would allow more weapons to fire, but Bubble mode would make a bubble that messes with missiles (Allowing more dakka related weapons to be used)
but.....any interest in a combinermech/ship role...
(nukes)but.....any interest in a combinermech/ship role...Spoilerhttps://www.youtube.com/watch?v=W6ahWjlP3q4[close]
207755 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.DiableAvionicsUniversalDecksUpgrade.advanceInCombat(DiableAvionicsUniversalDecksUpgrade.java:65)
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)
And I intend to make standing on top of ships impossible in a future update. In the meantime, enjoy!actually, despite being an OP course of action, it makes a lot of sense. i.e. it equals flying into a capitalship's blindspot - basically hugging the hull or hiding in some greebles - on a smaller ship and staying there unnoticed, slowly picking the ship apart with your peashooter. i sure did this alot when i played X3 or other space sim games.
An easy fix is to get a couple firing arcs overlapping on the blindspot. One could work, but two pretty much guarantees you having no blind spot.And I intend to make standing on top of ships impossible in a future update. In the meantime, enjoy!actually, despite being an OP course of action, it makes a lot of sense. i.e. it equals flying into a capitalship's blindspot - basically hugging the hull or hiding in some greebles - on a smaller ship and staying there unnoticed, slowly picking the ship apart with your peashooter. i sure did this alot when i played X3 or other space sim games.
https://www.youtube.com/watch?v=izVK2ml3m6o
so it should't be made impossible, because it is not, it should be made hard, because it is hard.
I think this might be a bug. The station is using a vanilla sprite. Screenshot attached.
Hello, couldn't start a game with this mod, gave me some kind of a market error..Given that you are the only one to report it, I suspect this has nothing to do with Diable. But impossible to tell for sure without a log and mod list.
So had to disable it. Just giving a heads up.
hi, how do i download this mod, i cant find the download link. :(Click the banner for "enlist now" in the OP
so I've resorted to downloading all the older versions of all the mods I used previously to get my Diable faction start going with 0.8.1a, but I just can't get it to work.Older version of mods together with newer ones won't work either in 0.9 or 0.8.1.
There must be something wrong with me, I genuinely can't find the download link. The little banner that you normally click on just isn't appearing for me.It can happen on some mobile devices but I never heard of an issue on desktop/laptop
Not sure if bug or not, but I keep running into system patrols in Sivie that peg for "suspicious cargo" but doesn't say what they found. As far as I am aware the faction doesn't list any illegal goods.They can still confiscate regular cargo that was aquired on the black market.
so I've resorted to downloading all the older versions of all the mods I used previously to get my Diable faction start going with 0.8.1a, but I just can't get it to work.Older version of mods together with newer ones won't work either in 0.9 or 0.8.1.
I finally got it to work with 1.89 only to see that the Gust light cruiser doesn't have it's big built in cannon anymore, so I'm pretty disappointed.
edit: After 12 years I was able to edit the necessary data files to get older version of the Gust back in the gameSpoiler(https://i.imgur.com/cSbU5ne.jpg)[close]
Been playing with this mod for over 12h - not a single blueprint - am I just unlucky?
I could see it as an intentional weakness of the faction. Flux inefficient PD.that only works to a small degree, when almost all weapons in this game are modular. they can focus on PD weapons that prioritize power over efficiency in their average loadouts, but it can't really be made an inherent weakness of the faction -- because if it was a real weakness, rather than simply a different focus, they should just be using other weapons.
but you will only see most of the benefits when starting a new campaign.
The crappy economy, the issues with pirates and Diable getting wiped out easily will only be fixed with a new game
data/config/settings.json: "diableavionics_standard_package":"graphics/DA/icons/cargo/diableavionics_package.png",
data/config/settings.json: "diableavionics_tech_package":"graphics/DA/icons/cargo/diableavionics_adv_package.png"
data/config/settings.json: "diableavionics_standard_package":"graphics/da/icons/cargo/diableavionics_package.png",
data/config/settings.json: "diableavionics_tech_package":"graphics/da/icons/cargo/diableavionics_adv_package.png"
There you go:
http://fractalsoftworks.com/forum/index.php?topic=4264.msg186802;topicseen#msg186802
BALANCING:
- Dampened Mount hullmod:
. Only affects projectile weapons, not beams,
. Increased OP cost to 10/15/25/40 from 10/15/20/30,
. Now reduces the firerate of the weapons by 20%.
- IBIS pd:
. Flux per shot reduced to 3 from 9 (60 flux/s from 180),
. Range raised to 350 from 300,
. Added limited ammo and regenerating clips.
- Raptor pd now also has limited ammo and regenerating charges.
Does anyone have a general guide on which fighters from the mod are best for each role? I just go by the card description, but would like to hear other opinions.
Starting off, what was the primary reason behind the dampened mounts changes? I understand that they're because it's now a learnable and equipable hullmod, but originally it was made to help counteract the range disadvantage that the Maelstrom and Pandemonium had due their length and the large weapons at the back end. Now though, because dampened mounts is built in for them it feels like they're getting heavy nerfs of more fragile weapons and a straight damage loss of 20% from the lower fire rate to make up for the hullmod being usable with any ship which feels a little bad I guess to read the description of a built-in hullmod for a capital ship you just got and see its full of disadvantages to the ship and you can't get rid of it.
While it is nice to see that the IBIS got a hefty flux/dam buff to make it usable in comparison I'm unsure as to the change to make the IBIS and Raptor have limited ammo. AFAIK, this makes the Lazyhorn Warp Projector the only DA PD weapon without limited ammo. I haven't had the chance to test out the changes so its only theory crafting, but wouldn't this make DA uniquely weaker against sustained missile spam? It seems counter intuitive that the faction specialized in missile spam and fighters would be weak against constant missiles.
I'm assuming that the Opfer was given limited ammo to help balance its overpowering Storm Needler++ capabilities? This takes it away from being the weapon role of "more dakka" that it was envisioned to be it seems and make it more like the actual large version of the needler series.
So in itself the change was required due to the fact that you can learn the hullmod indeed, and the reason I kept it built in in the caps is that, well they kind of needed a nerf. Maelstrom in particular were always _really_ good already, and with the changes to the IBIS they got even better. And with the lower flux coming from the reduction in firerate, it also fixes their tendency to run too hot, so you can compensate the lower firerate with more weapons if you so desire. It is a trade-off.
You should test it. They now are similar to the ex-Scy autonailers combined with the IBIS very efficient spray pattern. Overall VERY good pd and finally unique enough compared to the Vulcan.
Without limited ammo, the weapon made shields irrelevant even at long range. Fights where just about "who has the largest flux capacity". This impose some much needed time to vent, retaliate or disengage.
the debuff of similar unit for enegy weapon is just 15% track speedAdvanced Optics is beam weapons only, not all energy weapons, which makes it much, much weaker than Dampened Mount. Dampened Mount (...for some reason the mod name is singular?) is much more situational now - but at least for me, it's the increased OP cost that makes it so more than the reduced fire rate. And 'situational' is about where a good hull mod should be - sometimes it's worth using; sometimes it's not.
just one problem as a new player---------------is the nerf too much for dampened mounts?
it increase 200 range to projectle weapon but reduce 20% fire rate and 50% weapon HP.
the debuff of similar unit for enegy weapon is just 15% track speed
I just think it's unfair, maybe 50% reduce weapon HP should be removed.
- Daze-class Cruiser:
. Speed reduced to 50 from 55,
. Shield efficiency reduced to 0.9 from 0.8,
. Shield upkeep raised to 0.4 from 0.35,
. Flux dissipation reduced to 650 from 825,
. Flux capacity raised to 13000 from 12000,
. Hull reduced to 10000 from 12000
Boring to fly because the transformation will take ages without the magic of cut editing? It sure will.Or rip off the Nemean Lion, the transformation isn't too drastic shape-wise (ie not full SDF-01/Quarter).
Is it just me or both the Maelstrom and Pandemonium doesn't have blueprints? I've already searched 3/4 of the map, Stuck in a stalemate war with DA for 4 cycles and in the process, got into a tug-of-war with some planets and stations and still no Blueprints of the two. I already got the base and advance packages and I know that they aren't included in those.Both are part the rare_bp group which is the single ship blueprint drop groups. You might try raiding a heavy industry of DA's to see if you can steal one from them
Oddly enough, I tried spawning them via console commands and for some reason I receive the blueprint packages instead of the individual blueprints.
Both are part the rare_bp group which is the single ship blueprint drop groups. You might try raiding a heavy industry of DA's to see if you can steal one from themIs it possible to obtain one from DA commission? Seems to be more convenient. I mean i never seen Pandemonium ingame...
Both are part the rare_bp group which is the single ship blueprint drop groups. You might try raiding a heavy industry of DA's to see if you can steal one from them
You'd need to use something like "addspecial bp_ship id_of_ship". Or maybe that's ship_bp? Eh. Run "list specials" and use whatever the generic ship blueprint entry is from that.
Also, I have (admittedly in different games), gotten both the Maelstrom and Pandemonium blueprints, so they do exist.
Both are part the rare_bp group which is the single ship blueprint drop groups. You might try raiding a heavy industry of DA's to see if you can steal one from them
Well I've raided their bases a couple of times but no luck so far. Still, it strikes me odd since the addspecial command gives you the Diable avionics tech/advance package instead of the single blueprint version.
The command for blueprints looks like this:
addspecial ship_bp <ship's ID here>
So for example:
addspecial ship_bp diableavionics_maelstrom - this is going to add Maelstrom's blueprint to your inventory
for guns:
addspecial weapon_bp diableavionics_glowtusk - this is going to add Glowtusk (the medium HE Diable weapon) to your inventory
for fighters:
addspecial wing_bp diableavionics_zephyr_wing - this is going to add Zephyr wing blueprint to your inventory
for industries (many industries are built-in on the markets and can't be built by the player):
addspecial industry_bp lionsguard - adds Lion's Guard industry blueprint to your inventory (but you can't build it on your markets as far as I know)
Sorry for the late reply, found out the cause of the blue prints not spawning individually if I'm using the console commands. The command itself is case sensitive so putting "Diableavionics_Maelstrom" instead of "diableavionics_maelstrom" will tell you that it doesn't exist.
Still damn, 7 years in game and lots of raids and still no Blue prints of the two. Did see one from Prism. Not sure if my luck is bad or not ;D
1. I adore the Uhlan siege laser and want to try to build a ship around several of them (I hope there is a ship design with several large frontal emplacements out there...I have five faction mods active in this campaign (Diable, Dassault-Mikoyan, Shadowyards, Scy, Mayasuran, so here's hoping). One thing I see is that the AI auto-fire doesn't seem to like to use them at all against frigate targets (I take over and spam the four salvo to get some hits, and boy to they hurt frigates).
144450 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.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 mod hasn't been updated yet for 9.1
This is a CTD error that occurs consistently and repeatably in a fight with a diable avionics fleet in 0.9.1
I am not sure if this information is helpful, but I figure it's better to post it than not to.
I encountered a problem
Use Versant's speed skill, move to the end of the battlefield, and press ENTER.
Your ship does not retreat from battle and it is not possible to disable the ability.
Are you using the latest version of the game? There was a vanilla bug relating to ships with toggle-based engine-boost systems, which was supposed to have been fixed in the most recent hotfix.
Version Checker is your friend! And it covers even vanilla SS version updates too!Are you using the latest version of the game? There was a vanilla bug relating to ships with toggle-based engine-boost systems, which was supposed to have been fixed in the most recent hotfix.
It was in RC6 version, maybe that was it. I'll update, if it happens again I'll let you know.
What happened to the Gust? Didn't it use to be a sort of spinal-offset Thermal Pulse Cannon cruiser? Or was that some unlisted variant that isn't in the codex? It's been a while since I've played so maybe I'm remembering wrong, but I'm pretty sad if I'm remembering right and it's no longer in the mod.
So I saw the “special” ship, the white one with a tiny bit of red on the codex. Where do I get that thing? Does is spawn randomly, or do you have to do something specific? I NEED it.I'm 90% sure that said ship only appears as an International Bounty Board spawn, which requires the Ship/Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0) mod.
So I saw the “special” ship, the white one with a tiny bit of red on the codex. Where do I get that thing? Does is spawn randomly, or do you have to do something specific? I NEED it.I'm 90% sure that said ship only appears as an International Bounty Board spawn, which requires the Ship/Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0) mod.
Otherwise? You could just get the latest dev release (https://bitbucket.org/LazyWizard/console-commands/downloads/Console%20Commands%20dev%20(build%20659).zip) of the Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0) mod and spawn it manually.
it's literally just typing a one line command :)
spawnship diableavionics_gustibb 1 or something like that
it's literally just typing a one line command :)
spawnship diableavionics_gustibb 1 or something like that
It's more like addhull diableavionics_ibbgust i believe. but yeah.
Currently there is one type of Wanzer that is admittedly overpowered: the Zephyr. And those will be nerfed pretty hard soon. Other than that there shouldn't be anything that is really out of line, or at least not more than vanilla fighter spam.
So people really don’t think these guys are overpowered? I know the creator has said no multiple times and while his numbers seem balanced in theory, I wipe the floor with these guys. Pretty much nothing has Ben a challenge since I got a full fleet.
Don’t get me wrong this faction is amazing, looks, feel, waners. But man, even the remnant gets spanked. I think it’s the wanzers? Should a single wing of fighters be able to just mow down frigates? The ships seem fine, they aren’t particularly fast or tanky, and firepower isn’t over the top either. Again on paper it seems fine. Maybe it’s that the AI doesn't know how to handle the wanzers?
Do the Wanzers benefit from the Leadership skills "Fighter Doctrine", "Carrier Command", "Wing Commander", and "Strike Commander"? I'm probably overthinking this...
Is it possible to find the pandemonium on the market or do I need to salvage it?
It's not stupid at all, don't worry about it. Not a lot in Starsector is really available at an easily player facing manner, for example how armor works.Do the Wanzers benefit from the Leadership skills "Fighter Doctrine", "Carrier Command", "Wing Commander", and "Strike Commander"? I'm probably overthinking this...
Yes, Wanzers are fighter wings and so will benefit from those abilities. They just also use a "WANZER" tag that DAs special "Wanzer Servicing Gantry" hullmod works with. I hope you have fun with DA!Is it possible to find the pandemonium on the market or do I need to salvage it?
It is possible to find Pandemoniums on the market, but ultimately very rare. If you're using Nex/SCY you can also try looking at the Prism Freeport station for it too (though at a massively inflated price).
Can i somehow make blueprints of these ships available to find without adding the faction? All red speed racer fleets of perfect hi-tech ships with a purpose of "Claiming ownership over millions of people's possessions" sound silly, i can't believe in a world with a faction like this. But as an ultra-rare and expensive ship designs from domain era, it could work.I wouldn't recommend it, but you could in theory, make a new game without Diable Avionics enabled, save, exit, enable Diable, boom, you should have world where none of the faction/world gen stuff from Diable is present, but you might still be able to find their ships and weapons in markets. In theory.
If this is one of those anti-link forums I didn’t look hard enough for the rules.
Currently there is one type of Wanzer that is admittedly overpowered: the Zephyr. And those will be nerfed pretty hard soon. Other than that there shouldn't be anything that is really out of line, or at least not more than vanilla fighter spam.
Not doing a lot against what opposition?
I just outfitted a Daze this morning and was very pleased with it. It's great at controlling space with it's wide turret arcs and missile spam, and anyone coming close gets one hell of a pounding with the ship system. Just give it the usual two HVD and two Maulers and your favourite pd in the small slots. For missiles I just gave it 4xSalamanders it can spam forever - adds even more disruption and occasionally will catch someone in your frontal arc in which case you can pound it to paste. Alternatively you can invest in expanded missile racks and whatever your favourite missiles are - will also increase the capacity of the builtin micromissiles.
Alternatively you can make it into a hilarious SO cruiser. Heavy machine guns, assault chainguns, torpedos. Works basically like an SO hammerhead - you drive up, activate the ship system and apply directly to forehead.
hey, I saw a screenshot of a "champion class dreadnought" in the discord, and since it is apparently a custom ship, i was wondering where i could find a download link for it. I am asking here because the ship is made in the style of diable avionics. thanks in advance, sorry if this is off topic.this is custom mod only you find on 4chan and on unofcial starsector discord type Diable Fortres.
i have attached a screenshot, though it is apparently outdated.Spoiler(https://cdn.discordapp.com/attachments/187635036525166592/615844989657808926/unknown.png)[close]
Working on stuff...
https://imgur.com/UaIHXbk
I probably missed it somewhere but is the Gulf supposed to have Advanced Avionics or was it left off to balance for it's arguably insane ability?
How do you buy/build/start with the gulf ?
Could someone explain to me how to use DA ships and equipment? Wanzers when used right are deadly, but I am awful at flying and using their ships. It may also be that I try to use DA weapons as well, which I unfamiliar with using in terms of gauging flux consumption and weapon performance.
How should I use them? Aggressively, or kite and avoid enemy engagement?
How should I compose my fleets if I plan on incorporating different DA ships?
How should I use each ship? What kind of tactics should i perform in an engagement for maximum ship performance? (are they good at attrition or good at fast attacks?)
What engagements do DA excel at, or suffer against?
The DA aesthetic is very pleasing, and I want to learn how to master their strengths.
As far as "bigger tanker/freighter" goes, the Rime does both freight and tankage- not as well as a dedicated civilian ship, perhaps, but it does both, can be tuned for one or the other with hullmods, and comes with the added benefit of being a potential combat-deployable at 15DP (pads your DP score a bit). If you want dedicated freight, I think the existing civilian options are better- because DA has no civilian ships. Everything they have is built not only for war, but for combat.
Hi there! Please don't use special characters to get around the word filter.
Gulf isn't sold, you have to defeat it in the bounty or spawn it with console commands iirc
Hello everyone :) I'm a recent starsector fan, been playing it non stop after work the past few weeks. got into adding mods to the game to extend my enjoyment, and decided that my first run would be exclusively Diable Avionics. I created an account today so I could ask anyone going through the same kind of challenge a question.
I'm currently doing IBB missions just for the heck of it. checking out the various ships you get from these engagements is fun and rewarding, but the big fun of it all is the combat itself. I was having a great time stomping most encounters with a missile specc'd Maelstrom complemented by most of the other common ship types in DA's arsenal, when I hit a wall. there's a bounty mission where you have to fight an entire fleet of phase ships, and I just got wrecked. Most of DA's fleet have all their focus on the front of the ship itself, so they are super vulnerable to attacks on the engines. those phase frigates do nothing but attack my ships at the rear, and I'm having a hard time finding a counter. the engine gets blasted, then you start spinning through space, then you don't have the ability to counterattack anymore due to all your guns facing whichever direction your ship is. then you just get tore up 3 vs 1.
What sort of recommendations would you give on how to handle this engagement? I was thinking it might be possible to outlast the fleet since they don't retreat, and the phase ships are pretty well known for losing their combat readiness pretty quickly. Should I just field a dozen vapors with maxed out defenses and try to outlive them?
Hello everyone :) I'm a recent starsector fan, been playing it non stop after work the past few weeks. got into adding mods to the game to extend my enjoyment, and decided that my first run would be exclusively Diable Avionics. I created an account today so I could ask anyone going through the same kind of challenge a question.
I'm currently doing IBB missions just for the heck of it. checking out the various ships you get from these engagements is fun and rewarding, but the big fun of it all is the combat itself. I was having a great time stomping most encounters with a missile specc'd Maelstrom complemented by most of the other common ship types in DA's arsenal, when I hit a wall. there's a bounty mission where you have to fight an entire fleet of phase ships, and I just got wrecked. Most of DA's fleet have all their focus on the front of the ship itself, so they are super vulnerable to attacks on the engines. those phase frigates do nothing but attack my ships at the rear, and I'm having a hard time finding a counter. the engine gets blasted, then you start spinning through space, then you don't have the ability to counterattack anymore due to all your guns facing whichever direction your ship is. then you just get tore up 3 vs 1.
What sort of recommendations would you give on how to handle this engagement? I was thinking it might be possible to outlast the fleet since they don't retreat, and the phase ships are pretty well known for losing their combat readiness pretty quickly. Should I just field a dozen vapors with maxed out defenses and try to outlive them?
Hi folks, I just created my profile not 5 minutes ago. Been playing this game for a couple of weeks now, and I just saw the art style and design in this mod and I fell in love.
Would someone be able to provide a list of what software I would need to get in order to attempt creating custom ships? I would also love to know what was used to create the transformation animations. I don't need a walkthrough, as that would be asking too much, just a pointer in the right direction and I'll try and figure it out from there.
Thank you,
Hi folks, I just created my profile not 5 minutes ago. Been playing this game for a couple of weeks now, and I just saw the art style and design in this mod and I fell in love.
Would someone be able to provide a list of what software I would need to get in order to attempt creating custom ships? I would also love to know what was used to create the transformation animations. I don't need a walkthrough, as that would be asking too much, just a pointer in the right direction and I'll try and figure it out from there.
Thank you,
For a start, you might want to head into the "Modding" forum category for information rather than occupying a released mod's thread. Regardless, modding Starsector is really easy - at least the basics of "adding a ship".Spoiler
There are a couple of tutorials around for this sort of thing btw, but not a huge amount. Vayra's tutorial (https://starsector.fandom.com/wiki/Intro_to_Modding) is fairly well-regarded (if still a WIP last time I checked), but your biggest and most interesting resource for modding advice - beyond the stock game files - is the Starsector Unofficial Discord (http://fractalsoftworks.com/forum/index.php?topic=11488.0), where you can find lots of established modders talking about content design and creation.
If you want to make your own sprites through whatever means, the usual recommendations are Photoshop (if you want to pay for things) or Krita and Gimp (if you want free stuff). The latter two are recommended in combination as they each have features the other lacks - I use Krita for most things and Gimp for checking pixel mass.
When it comes to "coding", to just get a ship in game you need to start with the Ship&Weapon Editor (http://fractalsoftworks.com/forum/index.php?topic=11491.0). It's pretty self-explanatory to use, and with it you can create ship hulls, variants, weapons, fighters, etc. without needing to do finnicky stuff by raw text.
Even so, it's helpful to edit game files in raw text, so having Notepad (ideally Notepad++) or an equivalent editor is a must. You'll also want a spreadsheet editor - Excel or LibreOffice are recommended - for editing those "CSV" files, which are basically spreadsheets of data and can be edited as such.
All of your files will need to be in a mod environment, ie. folder structure, and you can reference any old mod for an example of how to arrange this. Alternatively, I've got a Mod Template (https://bitbucket.org/AxleMC131/starsector_modding/downloads/AxLab_SimpleModTemplate.zip) lying around for just such an occaision - it doesn't have everything, but it has the major folders already in place as well as the "mod_info" file.
From there, your first reference should ALWAYS be the vanilla game files. Want to know how to make a ship variant? Look in the core game files. Want to know how to make a hullmod? Core game files. And so on. This applies to many features and covers a large amount of the basics - ships, variants, weapons, fighters, factions, missions and basic hullmods and ship systems.
Once you get into actual coding of scripts, you'll want an IDE - a programming environment application. I use NetBeans, but other people use things like IntelliJ and O... There's one that starts with O but I've forgotten the name, dangit. And there's others, look around and see what works for you. (Starsector's coded in Java btw.) For complicated things like transforming ships, you'll have to look at other mods that do that (like this one) for reference, but those aren't particularly difficult to execute. Once you've mastered that, the only limit is your imagination!
No matter how crazy you want to get with modding however, the first step is almost always "Make a ship and put it in the game". Doesn't have to be fancy, doesn't need a clever ship system or crazy built-in weapon. Just make a basic ship and get it in the game through a mission or in the campaign through a faction. Once you can prove you're capable of that much, it's all yours.[close]
I tried to give this faction as shot as a true themed playthrough sticking to faction weapons and fighters, but I just can't do it, as much as I would like to.
3 Maelstroms, 3 Daze, 3 Storm, 2 Fractus(most had high level officers) can't even take on a Solar, 2 Brilliants, 2 Fulgents and 4 frigates of various types.
The fragility really doesn't help when the shield size of the ships is really small, and this is compounded by the fact the ships that have it built in are VERY long. Even getting hit in the side by an average destroyer and you're going to lose several emplacements for a bit.
Built in Dampened mount is a mistake on maelstrom, she's very powerful facing forward but quite vulnerable to flanking, and slow traversing/firing weapons that take 100% more dmg is not cool. If you want the extra 200 range and its dangers, spend OP to do it.You do realize that the maelstrom got a 360 degree insta turn ability thanks to its flicker core? It is like, super duper hard to flank with anything other than frigates. On top of that ithas the micromissile array, an infinite support weapon that can annoy anything around you.
Built in Wanzer Servicing Gantry is a mistake almost everywhere. I'd prefer 25 extra OP on a storm to spend on something else or use WSG if I really want to invest in wanzers.As far as OP are concerned, Wanzer Servicing gantry was pretty much just given for free. I will agree that storm are not the most Dp point efficient DA ship
Grave HMC and Glowtusk, are basically SO only guns. Vanilla autocannons have, overall, better stats. And also, why would you use grave HMC while you can use Recsons? Oh, maybe because you have a built it dampened mount, granting your recsons 0.5°/hour of traverse speed.DA is not very good at SO, thats true. They're made to saturate the airspace and shoot from range, diving in to finish vulnerable targets. Recsons are quite good weapons, combined with dampened mount they can make it almost impossible for enemy ship to get in range head on.
https://fractalsoftworks.com/forum/index.php?topic=8147.0 (https://fractalsoftworks.com/forum/index.php?topic=8147.0)
Maybe you find things here ?
Is there any way to disable the annoying yellow glow on Diable weapons?
Built in Dampened mount is a mistake on maelstrom, she's very powerful facing forward but quite vulnerable to flanking, and slow traversing/firing weapons that take 100% more dmg is not cool. If you want the extra 200 range and its dangers, spend OP to do it.You do realize that the maelstrom got a 360 degree insta turn ability thanks to its flicker core? It is like, super duper hard to flank with anything other than frigates. On top of that ithas the micromissile array, an infinite support weapon that can annoy anything around you.
To be honest I am not sure. I assume its a subsystem that kicks in after a certain amount of time has passed in combat. I'll take a screenshot later. It could also be a hull mod, but I doubt it.
102031 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Texture [muzzleUhlan] from category [fx] not found
java.lang.RuntimeException: Texture [muzzleUhlan] from category [fx] not found
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.class(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
at data.scripts.weapons.Diableavionics_UhlanEffect.onHit(Diableavionics_UhlanEffect.java:20)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.A.super(Unknown Source)
at com.fs.starfarer.combat.E.A.super(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)
102306 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [battle_ambience_01.ogg]
102306 [Thread-10] INFO sound.null - Playing music with id [battle_ambience_01.ogg]
Download available in the first postNOT SAVE COMPATIBLE (obviously)
Is new update savegame compatible?
Earliest save-compatible version: 2.50 BETA 8
SpoilerI will stick with the 2.04 for now[close]
Well, I have no intention to buff them, they are deceptively strong already if differently from before. And the new system is clearly a huge buff for both of them, especially in player hands since you can precisely turn around now, and much more reliable.
After 11 months of wait, it is finally here, and it is a big one!
After I experimented with the new system more I kind of liked it, the animation is sick and I really love it. But I still prefer the old teleportation tho.Vanilla has clearly established that no capital ship should be able to phase skim, let alone teleport. That was the main reason for the change. But it let me make an arguable better system.
If I may ask, is there only 2 hull mods for the faction? I haven't used any of them before so I am kind of confusedThey have been in the mod since forever, they are the same as the built-in hullmods from some of the ships. There are a bunch of other built-ins too, and they use vanilla hullmods like everyone.
What was changed about the valiant? it feels a lot more useful now but I don't know if im just imagining. do their weapon not build soft flux anymore?Stronger omni shield instead of a weak front one, mostly.
For whatever reason the new one seem.. chunkyer?It is, significantly. As a lot of the newer ships, DA old hulls always were on the small side.
The new frigate is a much welcome addition, looking forward to try it and the new wanzers. The new military Rime is beautiful. I have not done a side by side comparison, the IBB ship looks beefier, which makes sense.I won't publish the side-by-side picture because it's just an open door for all the "I liked the old one more, why did you have to change them?" and the "Can't we have both? With the old ones as special/rare ships! That's a great idea!"
I'm curious how the Fractus versus Storm situation will feel in-game. Also, I'm a bit concerned about the changes to the Grave HMC (325 dps, 0.8 efficiency) and maybe Glowtusk (700!) guns - IMO those were close to vanilla before, and on paper those new stats puts them quite above vanilla (+25% dps with not penalty on the Grave HMC) - I'll give them a fair try nonetheless.Fractus VS Storm, well one is a small dedicated carrier without the Wanzer Gantry hullmod so they tend to field Arbitrators, the second is a carrier that also has almost as much firepower as an Eagle (but not the flux to sustain it), and can field Wanzers out of the box!
Looks like my next run has a new mod in it! Thanks as always Tartiflette for the great work.Thanks, enjoy!
I like the faction and always have, but in nex with just a few more factions added, DA never survives past the first year. I believe they need less starting enemies and a rework of there diplo weightings.That wholly depends on your mod list. Whith my fairly extensive one, they tend to stomp Blackrock first and then unrelentingly expand. But in any case, their campaign layer will be entirely redone in part two of the big update so I won't spend time on it now.
I wanna talking about V 2.51, the Wanzer Servicing Gantry seems not work as the describtion says. Is there anything wrong? The debuff seems only be affected by the number of fighter deck, no matter how less the wanzer it fitted ???
java.lang.NullPointerException
at data.scripts.weapons.Diableavionics_transform2Effect.advance(Diableavionics_transform2Effect.java:196)
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.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.int.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.oo0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Ôo0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.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 is only the first half of a big rework for Diable Avionics. For now I haven't really touched the campaign but it will get the same level of makeover. Things will be different.
Earliest save-compatible version: 2.50 BETA 8
Sigh...Earliest save-compatible version: 2.50 BETA 8
Some of the strings mention Diable as "Diable Corporation" instead of Diable Avionics
AI-controlled Derecho armed with Banish torpedo launchers
Terviren, did you modify your mod files in any way? Because those are some odd bugs. You'd have to have changed the weapon loadout of the Frost to get that crash.
The Wanzer gantry only working on pure wanzer complement is a technical limitation: I cannot reduce the rebuild time on a wing per wing basis, and I don't think it woul be a smart move to allow say, Talons to respawn in 5s flat.*whistles while deploying Imperium Matriarch with Wanzer Gantry bay full of Valiants*
As to why it exist, basically it is a tax on 3rd party carriers, as well as a clamp on super carrier spam. If you believe it was unnecessary to have it, you can fiddle with the files and try this: halve the rebuild time in wing_data. csv and bring in a pair of astrals or legions full of wanzers without the hullmod.
As for the Zephyr, it's posible they have been a tad overnerfed and I'll keep an eye out since there is a tournament coming.
.....
494604 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [battle_ambience_01.ogg]
494605 [Thread-10] INFO sound.null - Playing music with id [battle_ambience_01.ogg]
499606 [Thread-4] INFO sound.oo0O - Cleaning up music with id [RunningDark.ogg]
499622 [Thread-8] INFO sound.oo0O - Cleaning up music with id [battle_ambience_01.ogg]
499900 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException <--- Crash stacktrace
java.lang.NullPointerException
at data.scripts.WeaponArcsPlugin.advance(WeaponArcsPlugin.java:89)
at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.B.super(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)
500109 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [battle_ambience_01.ogg]
500110 [Thread-10] INFO sound.null - Playing music with id [battle_ambience_01.ogg]
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.9.1a-RC8 launcher <-- New game starting
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in D:\Games\Starsector\starsector-core
1 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 8.1 6.3
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.7.0_79 (64-bit)
19 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Adjusted Sector [D:\Games\Starsector\starsector-core\..\mods\Adjusted Sector v0.2.2]
21 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_autosave [D:\Games\Starsector\starsector-core\..\mods\Autosave]
22 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_admins [D:\Games\Starsector\starsector-core\..\mods\Better Colonies]
.....
35322 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:313)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Faction diableavionics has invalid trait lowprofile
at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:290)
at exerelin.utilities.ExerelinFactionConfig.<init>(ExerelinFactionConfig.java:173)
at exerelin.utilities.ExerelinConfig.loadSettings(ExerelinConfig.java:272)
at exerelin.utilities.ExerelinConfig.<clinit>(ExerelinConfig.java:277)
... 6 more
The only way this could happen is if another mod modifies weapon groups, which would be weird. I don't know if any in your mod list can do that, but in any case that would break the Frost and that's not something I can fix on my end.
Okay I just recently got this mod because the whole design is cool asf in my opinion, and from what I've read and seen the ships are quite powerful, yet I cant seem to do *** with them? Have the ships been nerfed hard over the months or am I just plainly braindead?
I've only seen the player side, and yes, some kind of effort is required from the player to, well, learn the new stuff.
Ok, I understand what you think and accept it.That's the "leading accuracy" it improved and not something like "reduced recoil". It reduced the time AI weapons spend aiming center of mass before starting to properly leading the shots. (The fact that you can't pinpoint the effect just shows how insignificant it is) Btw, changing the "recoil" has been proven to break a lot of weapons balanced around inaccuracy.
But I don't think this hullmod is barely noticeable that it could give up to increase 100% accuracy and speed, even in short time it could also give around 35% buff.
this buff could make heavy autocannon similar accurate as heavy needler, so I think it's useful enough.
Well I personally found the visual representation of the effect of the Avionics hullmod terrible.So a challenge? ;)
Wait a minute. Nobody told me the Haze and Daze were supposed to be weak.
Great patch! Even storm buff :3That's not something I have any control over. They should still be called back to rearm once the carrier's target is gone though.
Btw problem with wanzers what have ammo, but don't go back automatically to replenish when it was depleted, it was fixed?
Finally some buffs! Kinda sad that Maelstrom and Pandemonium didn't got any buffs :(Mael is already insanely good and Panda is slightly inefficient by design.
Any idea when the Campaign/Diplomacy Changes update will come? I feel that is their main weakness. (I still believe Sivie needs Planetary Shield)
Adding large slots would force significant changes to the way those ships play, and it would feel forced. Also, good bye Gust when it's not the only large hardpoint cruiser any more. Bad idea is bad.
Adding large slots would force significant changes to the way those ships play, and it would feel forced. Also, good bye Gust when it's not the only large hardpoint cruiser any more. Bad idea is bad.
Then just make the Gust be the one with the Large Universal Mount. So that it can mount a Large Missile Weapon.
Like i also stated in the post, Weapon Mounts could remain unchanged without any issue on Daze and Haze, just changed the type of Mount to Universal, so they could throw in some Medium Missiles if the player wants.
At most the Missile Mounts on Maelstrom and Pandemonium could be changed to Large so they can field Large Missile Weapons.
Pretty sure you haven't deleted the old mod before extracting the new version.
2.51 RC1 so I guess not. Will uninstalling and reinstalling the mod corrupt the current saved game?
Right, I have a few things to do before going back to work on Diable, but then it's not a small update either. I wouldn't expect any major update before say, December? Maybe? It will come with a lot of goodies though! Including three, maybe four, (maaaaaaaybe five?) new ships.
Time to find new favorite capital shipOh come on. It was the Maelstrom anyway. The Panda is a meme, always has been.
Couple of things, I noticed that in one of my fights I lost a versant (spelling?) and after combat it had dropped both of its built in weapons as loot, not that they are crazy powerful or anything but they were 0 op cost weapons and I can’t imagine that being desired thing that happens.
And also, is it possible to acquire a gulf in game now without having to use a console command? If so how?
Thanks.
I am not sure why, but the link to the patreon download won't load for me, I have to use the Nexus mirrorAnd I can no longer upload any large files to bitbucket... It seems there isn't any good solution left that work for everyone.
EDIT: Nevermind, for some stupid reason, patreon is region locked for me so I have to use a VPN to access it. Good grief, can't have anything nice in this darn country.
question about SRAB Heavy Emitter--------------would it be effect by missile buff just like ECCM Package and skill "Missile Specialization" to increase speed/HP/damage?I never saw it as a projectile, it behaves exactly like a missile. Disintegrates at the same range regardless of hull mods, doesn't work well with autofire. Had to add the "DO_NOT_AIM" tag to it to make it more useful.
it seems to be both missile and projectle that I don't know what buff it could get.
Koalabog, the Cursed ForumiteToday at 3:06 PM
im not sure this is supposed to be salvageable :thinking:Spoiler(https://cdn.discordapp.com/attachments/187635036525166592/798659237005492234/unknown.png)[close]
Found an error on discord:This is... a rather unhelpful post? If you're reporting an error with discord, this isn't the place. If you're reporting an error with Diable Avionics (that someone posted on discord), then it might be nice to, y'know, actually include information about what said error is rather than just posting a link I'm not going to click on?
https://discord.com/channels/187635036525166592/187635036525166592/798659237424529439
The game launches okay with a clean reinstall of 2.54, but when I attempt to load my save, it throws me this error message:Spoiler(https://i.gyazo.com/d53a1ac76775ec0c55ed30d835cf1821.png)[close]
If possible, do you still have a download for version 2.0.4 of the mod available? It seems that 2.0.4 and 2.54 are far enough apart that it causes errors when I tried to update it for my pre-existing save. Thanks for the help so far :)
Wait, that name..Spoiler(https://i.imgur.com/TDirKnV.jpg)[close]
Anyone got a good Pandemonium build for the current Version?6 Thrushes + 2 Opfers + ITU + Expanded Magazines
Pandemonium now acts more as a propaganda machine than practical battleship which actually fit the lore, it still can be deadly but will fall short without proper escort. If you want proper battleship try Maelstrom instead.And i went through the effort to wait until a rather small DA patrol spawned, making sure i can fight them alone, fighting them while i have no capitals and less of all other sizes, and then reload and retry several dozen times so i can actually salvage the thing... tbh i actually gave up after the fourth time i had won and spawned in a derelict of it...
thanks, i'll keep it in mind but i think for now i'll sell it or just put it in storage... it might be good in a big capital brawl, but as a lone capital it's low speed and maneuverability that make it hard to engage large numbers of low-grade cruisers and destroyers and it's bad CR recovery are just not suited for me atm.Anyone got a good Pandemonium build for the current Version?6 Thrushes + 2 Opfers + ITU + Expanded Magazines
6 Recson Vs + 2 Mostros + ITU
6 Nocturnes + 2 Hexafires + ITU + Advanced Optics
6 Banish Launchers + 2 Uhlans + Expanded Missile Racks
As for Wanzers, Hoars and Strifes are the cost effective options.
I'd say definitely stick it in storage until you want to conquer some planets. I imagine it'd come in handy for cracking star fortresses and supporting ground invasions, maybe some of the big unique bounties from some mods. Probably not something to drag around for exploration or regular bounty hunting though unless you really want to.the problem is that i don't intend to raid planets (no nexerlin or other mods to enable invasions) and i also have no mod with unique bounties enabled...
Which I imagine is 100% working as intended from the description.
thanks, i'll keep it in mind but i think for now i'll sell it or just put it in storage... it might be good in a big capital brawl, but as a lone capital it's low speed and maneuverability that make it hard to engage large numbers of low-grade cruisers and destroyers and it's bad CR recovery are just not suited for me atm.Anyone got a good Pandemonium build for the current Version?6 Thrushes + 2 Opfers + ITU + Expanded Magazines
6 Recson Vs + 2 Mostros + ITU
6 Nocturnes + 2 Hexafires + ITU + Advanced Optics
6 Banish Launchers + 2 Uhlans + Expanded Missile Racks
As for Wanzers, Hoars and Strifes are the cost effective options.
Please ask for permission before using any asset from this mod in projects that do not fall squarely within the scope of the included license.
I'm wondering about the licensing for the graphics assets specifically, like if I wanted to use them in a tabletop RPG game or something. I mean, one that I'm a participant in online, not like creating a new one using the assets.I'm a bit iffy on using a broad license on that mod since it is still in part someone else's work too.
I'm wondering about the licensing for the graphics assets specifically, like if I wanted to use them in a tabletop RPG game or something. I mean, one that I'm a participant in online, not like creating a new one using the assets.I'm a bit iffy on using a broad license on that mod since it is still in part someone else's work too.
If you just want to play using DA's ships as a skins of sorts, go ahead, no problem (a shout-out would be nice but not mandatory). If you want to then share those files, then I'll allow it under a CC-A-NC license. You need to give proper credits (that includes me and FlashFrozen), a link to this thread, and it cannot be pay-walled in any way.
All the graphic material therein is graciously provided under a Creative Common - Non Commercial - Share Alike license within the Starsector license. In layman terms: all derivative works must be modding projects for Starsector.
Except in the limited situation where more permissions are being granted or license conditions are waived, if the additional arrangement modifies or conflicts with the CC license terms, then the resulting licensing arrangement is no longer a CC licensing arrangement. To avoid confusing those who may mistakenly believe the work is licensed under standard CC terms, we must insist that in these instances licensors not use our trademarks, names, and logos in connection with their custom licensing arrangement.
Skins obtained from: https://www.patreon.com/posts/diable-avionics-44573931
Mod thread: https://fractalsoftworks.com/forum/index.php?topic=10046.0
Mod created by: Tartiflette, FlashFrozen
Mod license: CC BY-NC-SA 4.0
Font used: Ebrima Bold (Copyright 2018 Microsoft, https://docs.microsoft.com/en-us/typography/fonts/font-faq)
Background starfield: NASA Public Domain
-- Skin Name: Author --
Original: Tartiflette, FlashFrozen
Battle-hardened: Tartiflette
Battle-worn: Tartiflette
Stripeless: Tartiflette
Navy Blue: Tartiflette
Black: Tartiflette
White: Tartiflette
Yellow: Tartiflette
Ornate: Sozzer (https://bitbucket.org/Sozzer/diableskinpacks/downloads/DiableAvionics_ornate.zip)
Royal Blue: Nia Tahl (https://bitbucket.org/niatahl/tahlan-plus/downloads/DiableAvionics_royalblue.zip)
Snowblast: Tartiflette
Sunrise: Tartiflette
Rosenritter: Nia Tahl (https://bitbucket.org/niatahl/tahlan-plus/downloads/DiableAvionics_rosenritter.zip)
D.R.A.: <Awesome>
Foreign Legion: Circumsoldier/Peplat
Lilium: Nia Tahl (https://bitbucket.org/niatahl/tahlan-plus/downloads/DiableAvionics_lilium.zip)
The game crashes when I open the info page for the Diable Avionics starfortress.Works on my machineTM. Are you sure you are running the latest version of the game (0.9.1 rc8), the latest MagicLib (0.30 rc7) and the latest LazyLib (2.5 c)?
The game crashes when I open the info page for the Diable Avionics starfortress.Works on my machineTM. Are you sure you are running the latest version of the game (0.9.1 rc8), the latest MagicLib (0.30 rc7) and the latest LazyLib (2.5 c)?
That sounds like you overwrote the previous of MagicLib with the new one. Don't do that. Infact if you did that for MagicLib you probably did so for the rest of your modlist, which is a big no no.The game crashes when I open the info page for the Diable Avionics starfortress.Works on my machineTM. Are you sure you are running the latest version of the game (0.9.1 rc8), the latest MagicLib (0.30 rc7) and the latest LazyLib (2.5 c)?
Yes, but.. when I check the version file for magiclib, it says 0rc6 even though I'm downloading rc7.
The game crashes when I open the info page for the Diable Avionics starfortress.
Alright, that's a bit more specific. I'll take a look after work. (so much for 2 weeks of "beta" with a few select people)
Alright, found the issue and fixed it! Download available here (https://www.patreon.com/posts/48896217)
And remember:
ALWAYS DELETE THE PREVIOUS VERSIONS OF A MOD BEFORE EXTRACTING A NEW ONE.
Alright, found the issue and fixed it! Download available here (https://www.patreon.com/posts/48896217)
And remember:
ALWAYS DELETE THE PREVIOUS VERSIONS OF A MOD BEFORE EXTRACTING A NEW ONE.
Quick update for Starsector 0.95a. It doesn't leverage any of the new features yet, but should work fine nonetheless.[/center]
Hey, Is it possible to have 2 of the skinpacks active at once? like each diable ship can roll either A or B skin? I assume not, but not sure if there is a workaround to have the same effect. Also, very nice work, I really love this mod, very fun visuals, and even when not piloting diable ships, I really enjoy seeing them in my games.
I had a blast with a starting fleet that was freighters, tankers, a "mini gust" and my flagship. (for my flagship I picked an Arma Armature destroyer though...)
the "mini gust" is very capable on the start.
Only issue is... it is stupidly rare! an npc on a bar sold me one, after that I never saw another being sold in public again!!! not even after I got all the way up to cooperative, they don't sell it on their markets! all my mini-gusts" I found elsewhere.
also I was curious about how a "normal" gust looked like and had to give myself one with cheats, because I never saw on in-game.
Crash when using auto-assign weapon groups on pandemonium ship.Sounds like a vanilla bug to me, I know the autofit can crash if you have more than 23 different types of weapons on a given ship.
What would you consider some fair starting fleets for DA, that match the basic starts for base game?
the game crashes when i press the diable orbital station from the colony menuWait, that bug was fixed! Just to be sure, you have deleted the old version before installing the new one for 0.95a?
Dude's running Starsector 0.9.1 (see screenshot) and who knows what version of Diable.the game crashes when i press the diable orbital station from the colony menuWait, that bug was fixed! Just to be sure, you have deleted the old version before installing the new one for 0.95a?
god *** dammitthe game crashes when i press the diable orbital station from the colony menuWait, that bug was fixed! Just to be sure, you have deleted the old version before installing the new one for 0.95a?
The bug was fixed in 0.9.1a though, you just have to get the latest version before the 0.95a patch.
Got this error when trying to auto-arrange weapon groups on the Dreadnought-class. Using 2.61. Had a bunch of wonky errors with weapon groups/shift-adding stuff since 0.95 came out, entirely focused on the Dreadnought-class, every other Diable ship I tried never bugged out
2594560 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.coreui.refit.wgd2.ooOO.updateCheckboxes(Unknown Source)
at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is there any idea when the Ornate skin will be available for 0.95a?I'm pretty sure the skin packs are compatible with the update, you just have to change the version number
If you want a very small but fun starting fleet that you will build upon for a while, I'd say you can't go wrong with a Versant and some support: either a pair of Drafts or a Fractus carrier. Plus whatever logistical train you feel appropriate.
Pocket Gust plus a pair of Sleets is also a fun start, provided you take the time to find the Wanzer you have the most fun to pilot yourself.
If you want a very small but fun starting fleet that you will build upon for a while, I'd say you can't go wrong with a Versant and some support: either a pair of Drafts or a Fractus carrier. Plus whatever logistical train you feel appropriate.
Pocket Gust plus a pair of Sleets is also a fun start, provided you take the time to find the Wanzer you have the most fun to pilot yourself.
I went with the small fleet and I've had possibly my most fun game of SS ever and still going to be playing for some time yet.
Is the Calm the one with the shields in front? I really dig that one lol.
Thoughts on a few of the ships:
Calm.
Massively underrated ship. Had one as my personal ship for a long long time. Became the work horse of the fleet.
Mini Gust.
Really really fun.
Daze.
When you build these things right, they are excellent. I just wish they had a higher top speed. I typically outfit mine with thunderbolts + burchels and they do really well, tanking their way through fights with a solid anti fighter and missile screen.
...
Actually overall, I feel like D.A ships could/should be a little faster. But I don't know if that is my mind telling me pointy red ships should go faster. Whatever you choose, thanks for the great work you did in maintaining, or rather growing this mod after you took over administration!
hey not sure if this is nex problem or diable but when i disable diable avonics in nex for “random sector generation disable core worlds” it still spawns them in the special constellations such as belt operations or 99
hey not sure if this is nex problem or diable but when i disable diable avonics in nex for “random sector generation disable core worlds” it still spawns them in the special constellations such as belt operations or 99
Good, I like knowing where my mod factions are lol. I wish they all did that so it wouldnt disrupt the quests as well.
I have yet to update Diable since Nexerelin was ported to 0.95 but I am swamped with work and am also working on polishing the Scy update first. Sadly so it will be a little while before I can get around fixing that issue (I also have half implemented content I'd like to finish too).
I've yet to find any better weapon for it than a pair of those medium gauss guns. Hypervelocity drivers or something. Good damage soak and provides a lot of long range anti-shield for other ships to exploit.
I have yet to update Diable since Nexerelin was ported to 0.95 but I am swamped with work and am also working on polishing the Scy update first. Sadly so it will be a little while before I can get around fixing that issue (I also have half implemented content I'd like to finish too).btw if this helps i found out why it isn't disabled when people select that option it is because there is no procgen folder (I copied a folder from another mod and it seemed to work) ^0^
Well, Diable never seems to create a consensus in term of balance. It is at the same time ludicrously overpowered and hopelessly weak.
no, diable is my fav faction but it is flawed. its fighters are unreal AND look amazing but dont make up for the light weight fleet, very flimsy. nearly all the diable fleet will underperform for their 'weightclass' and REQUIRE fighter support. i think the 'wanzers' need to be buffed in attack range to compete at a frigate level and have some others that replace the role of heavy weapon with the same cost and OP increased. maybe even some rare ships with unique super wanzers so you need to get a sub par ship with an OP fighter?Well, Diable never seems to create a consensus in term of balance. It is at the same time ludicrously overpowered and hopelessly weak.
I am finding this. I have never really gotten into Diablo. The graphics were always kickass however, the 60 CR capital can't stand up to a onslaught. That always turned me off. it is not a dedicated carrier, it is not a dedicated brawler.
Clearly, I am doing something wrong and need to play it as a fleet.
i keep a vanilla and self modded version of diableavionics to make it run the way i like but im not a verry good modder. ballance is a *** =P
i keep a vanilla and self modded version of diableavionics to make it run the way i like but im not a verry good modder. ballance is a *** =P
Same.
At least I used to, just getting back into SS after a long break.
As far as I remember that has always been both the strength and weakness of all of Tartiflette's factions. He designs them around a specific strategy or philosophy and then sticks closely to those mechanics, with few if any jack-of-all-trades builds.
If you're able to fully make use of their advantages you'll do okay, but if you deviate too much or try to play them like a vanilla fleet you're gonna get rolled.
Pandemonium just needs advanced ground support package.For its size it probably need something even bigger than "advanced".
well,good to see that changes are being made based on what seem to be collectiveship bullyingfeedback
from what i guess,if you say "different",i suppose you will just remove some of the weaponry pile it has to have the intended role of battle cv?(and not confuse people who tries to fully outfit it and runs in to issues)as i havent seen anyone point at it yet,but this also might be wrong on this
some of the smaller ships feel kinda killer machines(maybe i am wrong on this one as i usually manual them early,so it could be just that)
I shouldn't have said anything. I'm making small adjustments and now everyone will expect 6 large turrets and the 0.91 Hyperion teleporter system...
I shouldn't have said anything. I'm making small adjustments and now everyone will expect 6 large turrets and the 0.91 Hyperion teleporter system...
To be fair you mentioned changes that are "different", so I doubt anyone is expecting more large slots. I'd sure take that teleporter though...
By the way, is the Blizzaia Wanzer supposed to only defend? I've never seen it attack, but its two drones do sometimes charge ahead by themselves.Blizzaia is a bomber. The wanzer with drones is the Warlust, which is a support fighter like the Xyphos. It stays behind its carrier shooting at whatever gets in its 900 range. Unlike the Xyphos, it actually has a non 0 support range so they can be ordered to escort an allied ship.
I have some small changes coming for the Pandemonium that are... different.
Maybe he decided to make it modular this time?I have some small changes coming for the Pandemonium that are... different.I am interested. What is this?
[Desiretoknowmoreintensifies.jpeg.imgur]
Don't get your hopes too high, it's mostly tweaks to the built-in hullmods, in conjunction with the previous buff to the system.
6x missiles Pandas are always a solid build, especially for the AI. 6x Banish is a terrifying variant that is not one of the default loadouts because it felt too unfair to fight against.
All of mine have been updated for months. The other only need to change the version of the game in the mod_info file.Oh, I mean for the stations.
The stations will take a while. They are at the end of a long "To-Do" list.
Im using the latest version of SS and i get crash to desktop when opening the game. Only mods I have are this, and magic/lazy libThat looks like a bad download because it cannot find the .jar file. Try re-downloading it and install it cleanly (remove first).
I'm not the author of that skin pack, you'd have to get the avail from the original authors for me to link it from the global list.
Would you want me to add your download link in the the main skinpack post? With proper credits obviously.
So a skin question, actually: it applies to every instance of that ship in the game, right? There's no way to just apply a skin to player-owned ships, for example?
So a skin question, actually: it applies to every instance of that ship in the game, right? There's no way to just apply a skin to player-owned ships, for example?Nope, I thought about it too but unless you're seriously skilled at Java or know a really good hack it's impossible.
the nerf to the Pandemonium "is" harsh, yes it was Overpowered but now with 2 less heavy slots and around ~60 less OP the ship should not be called a dreadnought anymore, i believe it should retain it's original OP value since it was never tanky in the first place.
i hope you consider a buff in the near future.
+keep up the good work! Luv the skins :)
Lastly... Saw somewhere a diable supercapital, apparently existing as an expansion... Where can it be found, if its still somewhere? (think it was the ironstorm juggernaut)Ive seen it here: https://youtu.be/blVe1HNwQW4?t=556
Chiming in with my agreement that the Pandemonium overall just sucks now.1. Basically the only thing that is wrong with the ship(combat wise anyway), its terrible shield. Bad arc, huge upkeep. Luckily, the thing has a mobility system that lets it turn like 45 degrees nearly instantly and also shunts a good chunk of flux at the same time and also cools down your weapons. However, its shield is not that bad if you leverage it's main strength, range. The further back you are shooting from, the harder it is for enemies to get around the shield.
Please note that I never played with its old version. I just started trying it out for the first time and was baffled about how it was so garbage compared to other capital ships. Here are some things I've noticed.
1. The shield is front-facing. If a missile explodes against where it meets the ship's bow, the ship TAKES DAMAGE. The shield doe not protect the ship for explosive hull/armor breaking impacts. Yikes!
2. I need way more OP to make this thing functional. I saw someone mention it got a 60 OP nerf, and trust me, I can feel it. This ship feels like a half-capitol ship, and a really bad one. It loses to every other capitol ship in the game.
3. It only has two large mounts, and they are on the rear of the ship. Do you know what that means? On a ship this long, you lose 200-300 units of firing distance because the shots have to clear the ship's bow. An 1100 range weapon fires as if it were only 800-900 range. That is really bad, since it effectively makes anything below 600 range unusable unless you literally battering-ram the enemy.
There are several Diable addon mods and sub mods on the Discord.Where i can find it?
...There are several Diable addon mods and sub mods on the Discord.Where i can find it?
- Pandemonium-class:Perfection
. Now has the Advanced Ground Support hullmod instead of the regular Ground Support one.
[RECENT CHANGELOGS]
2.63
- The IBB Gulf now spawns in a patrol fleet if Ship and Weapon Pack is not enabled.
(Man, though, feels like everyone's been struggling this year. Not that I really blame them...)In this instance it's a good thing because I'm submerged with work, but it leaves me little time or energy to mod.
the new wunder wanzers so coooooooooooooool;)
Noticed a bug where if you scuttle the Virtuous for some godforsaken reason, its arm mounts end up in your inventory.
[RECENT CHANGELOGS]
2.63
- The IBB Gulf now spawns in a patrol fleet if Ship and Weapon Pack is not enabled.
Amazing!
Changes are awesome in general but thoughtful little stuff like this is very appreciated.
Last but not least your mod's quality is incredible!
ps. What is Starbase Deep Strike capability by the way?
The issue is that the AI will try to lead the target with a grenade that technically has a very small final speed (since it slows down), but I'm testing the behavior if I tell the weapon to not lead the target at all.
The issue is that the AI will try to lead the target with a grenade that technically has a very small final speed (since it slows down), but I'm testing the behavior if I tell the weapon to not lead the target at all.I ran into this problem with some of my decelerating weapons, and the closest thing to a fix I found was using the 'BOMB' AI hint on the weapons - didn't fix the leading issue completely, but helped a lot.
I ran into this problem with some of my decelerating weapons, and the closest thing to a fix I found was using the 'BOMB' AI hint on the weapons - didn't fix the leading issue completely, but helped a lot.There is a "autofireAccBonus" field in weapon_data.csv that seems to handle negative values on some weapons, but I'm not sure it works on missile-type ones.
This is the kind of stuff that pops up when you don't delete the mod folder before extracting a newer version.Nope, still there.
I cant seem to enable this skin, says its for a different version of the game.
YOU helped me big time with thatI cant seem to enable this skin, says its for a different version of the game.
Open the skin folder, then open mod_info, and then change "gameversion" to the current one, and it should work fine. That's what I ended up doing with mine.
Post this to Tartiflette's forum thread and tell him his diableavionics_draftarmormodule has a FIGHTER hull size for some weird reason.
What I did is set the projectile speed to 33% of the launch speed, and set the trackingStr to "Poor" and speedStr to "Slow", and I added "DIRECT_AIM" to the hints(this hint doesn't seem to do a whole lot to help, but it did seem to help it a little bit. Could just be random luck though.), and now it's being used damn near exactly like it should be."
Which ships are those in the gifs on the front page? The transformable ones? Also how do I get a Virtuous class ship? Also does that one have a sword?You get the Virtuous ship iirc from a powerful fleet near Sivie called "The Last Line". The pilot of the Virtuous is level 10 and almost impossible to catch. LUCKILY, I was able to get mine by blowing up the entire rest of the fleet, and "Ordering my second in command to pursue" allowed me to defeat the Virtuous in Auto-calc and salvage it.
You can only get one by making enemies of Diable Avionics? Hmmm... Is there a way to get a blueprint?I mean, in theory, you could show up with transponder off. You'd still take multiple reputation hits from refusing to turn it on, then again from actually fighting them, but there's a nice asteroid field to hide in so you might be able to avoid most of their fleets...
In the Diable Avionics markets?
Got a few of the cruiser( the three Rimes) and destroyer(stratus and stratus P) and I have a hard time to wrap my head around the Rime P usability... maybe its because i dont have a lot of Diable avionic weapons right now... but for a cruiser its quite weak... Its almost got destroyer OP and fire power yet suffer the DP and maintenance and mod prices of being a cruiser...and bad shield damage flux ratio
For a comparison I would say its a mule+falcon fused together... and if compared to other Rime it doesnt have a fighter bay which can cost a lot of OP indeed...
Since its not a pure transport like Rime F nor a true warship like standard Rime.
Wouldn't it be normal to give him a little stats buff or a dp price reduction. Since its not a carrier and it look more like a raiding cruiser maybe a little speed buff?
I mean even vanilla Falcon P and standard Falcon outgun outrun and outtank him and cost only 1 supply more...Its a pirate ship, usually they kind of suck but they have a reddeeming quality like ridiculous speed or very low DP for a kind of slots Buffalo mk2 and Atlas mk2, or very slots type modification that allow different builds like shrike P and falcon P
Any good way to make this model work?
By the way I am really impressed by this mod, the ships are quite nice to the eyes and quite enjoyable to use.
Got a few of the cruiser( the three Rimes) and destroyer(stratus and stratus P) and I have a hard time to wrap my head around the Rime P usability... maybe its because i dont have a lot of Diable avionic weapons right now... but for a cruiser its quite weak... Its almost got destroyer OP and fire power yet suffer the DP and maintenance and mod prices of being a cruiser...and bad shield damage flux ratio
For a comparison I would say its a mule+falcon fused together... and if compared to other Rime it doesnt have a fighter bay which can cost a lot of OP indeed...
Since its not a pure transport like Rime F nor a true warship like standard Rime.
Wouldn't it be normal to give him a little stats buff or a dp price reduction. Since its not a carrier and it look more like a raiding cruiser maybe a little speed buff?
I mean even vanilla Falcon P and standard Falcon outgun outrun and outtank him and cost only 1 supply more...Its a pirate ship, usually they kind of suck but they have a reddeeming quality like ridiculous speed or very low DP for a kind of slots Buffalo mk2 and Atlas mk2, or very slots type modification that allow different builds like shrike P and falcon P
Any good way to make this model work?
By the way I am really impressed by this mod, the ships are quite nice to the eyes and quite enjoyable to use.
Rime P is a fantastic ship. Not for combat, it's extremely crappy for that (it gets way too close to action it can't run away from and just dies uselessly), but for a raiding fleet it's fantastic! Don't be fooled by it pretending to be a warship. If possible, never let it fight at all. Even without fighting, it is immensely useful in a raid-oriented fleet for most of the game.
- Slightly smaller cargo cap than the Rime (F) (450 vs 600) but same crew cap (150 for both).
- It also comes with the Ground Support Package mod like the default Rime (doubles the combat power of up to 100 marines per ship), but with the benefit of cargo space + decent amount of room for humans so it doesn't have to pretend to be a warship at the same time.
- This makes it an amazingly convenient marine boat, giving you the critical advantage you need to blitz the sector with only dozens of casualties per raid instead of hundreds. And that means higher profit margins!
- Affordable and easily obtainable in Black Markets across the Sector.
- Enough OP to easily slap on your ideal combination (you can only pick 2) of Insulated Engine Assembly, Expanded Cargo Bays and Solar Shielding.
- Very slot efficient cargo ship, allowing you to carry lots of loot and bring more warships.
- Burn 9! It's fast on the map.
That means it's an absolutely perfect longboat to carry marines and stolen goods. An astonishingly good support ship for someone who always prefers getting the Five Finger Discount wherever they go.
The downside is the high sensor profile (90) which sort of mandates that you use Insulated Engine Assembly if you like not being seen.
Which I do.
Raiding and smuggling - it's actually what Diable excels at as a faction. The Sleet is a similar example - if you look at its statline as a fighting ship, pissweak for a frigate. But it has 100 cargo space - a very generous cargo cap for a frigate. You could make an entire super cheap and fast Wolfpack Tactics pirate fleet out of Versants, Vapors and Sleets for hauling stolen cargo and smuggling goods.
Trying to fight [REDACTED], now that's more of a challenge. Only Maelstroms, officered Versants and the Virtuous are up to the challenge. Everything else fares woefully against Ordos.
Hmm, downloaded this for a new playthrough today. seems the custom skin mods (specifically Rosenritter in this case) are not compatible with current version for some reason ? thought the main faction mod seems fine.
Err, thanks , suspect thats a bit beyond me..... do I need to go into the JSON or something ?unless the skin mods are for a version with significan differences, the process is literally just go into mod_info.json and edit the line where it says for what version of Starsector the mod is.
I see , If iread this right , to get it will screw my relationship with Diable ?Its not a bad reputation hit if you fight them while they don't know who you are (with your transponder off and your last position is unknown)
I see , If iread this right , to get it will screw my relationship with Diable ?Its not a bad reputation hit if you fight them while they don't know who you are (with your transponder off and your last position is unknown)
I see , If iread this right , to get it will screw my relationship with Diable ?Its not a bad reputation hit if you fight them while they don't know who you are (with your transponder off and your last position is unknown)
so if im transponder off I will have th echoice to simply attack the Diable fleet with only small reputation penalty? I wont be condemned to put transponder on?
On another note will the balance of weapons be updated for the new game release? Or will we keep the actual stats of Diable weapons?
I don't see how it would make sense for Diable Avionics to hand out their most prized and valuable, unique and irreplaceable, most advanced and still in development ship to a random captain.
If I were to make such quest chain to obtain it, it would end up with you betraying Diable to steal the ship anyway.
I don't see how it would make sense for Diable Avionics to hand out their most prized and valuable, unique and irreplaceable, most advanced and still in development ship to a random captain.
If I were to make such quest chain to obtain it, it would end up with you betraying Diable to steal the ship anyway.
But surely you might well have a decent narrative 'In' as a high level comissioned Diable Avionics officer that they pay a big chunk of change to each month with a very high cred (so not a Random captain) and a hypothetical load of 'sensitive'/narrative missions under your belt for one of the coporate bigwigs / scientists ?
I have done heaps of stuff for DA in my playthrough, must have earned a million in eliminating Pirates from their systems alone , not to mention the bounties and explorations. its a wee bit RPG'ish but I have been doing only DA missions mostly and I'm only using DA ships and weapons. my fleet is probaly their biggest most experienced fleet. From that standpoint it doesn't feel right to steal it and I felt there should be a way to legitimately earn it.
Sure I could just go into the system and stomp the fleet right now and take it, but thats too easy and ruins the flavour of a 'pure' DA playthrough (for me)
Howabout somebody goes rogue with it Firefox stylee and/or steals it and you are tasked to recapture it (probably from a gnarly merc/corporate black ops fleet) after which it gets attached to your fleet to complete its testing/R&D) assuming it is indeed a one off prototypewith no blueprint for manufacturing ... (possible mission tree unlock..?)
This niggle aside, really do love the mod, its all the things I love in scifi/anime/rpg in one faction and they are really fun and strategically rewarding to tune, build up and play with, the synergy of the fleets is a real 'more than a sum of it's parts' thing, it's beautifully balanced IMO
If you read closely everything related to the Virtuous (including the codex entries of the other related ships, wanzers, if you looked at its campaign encounter closely, and maybe looked closely at the trailer opening), you'll know that it is impossible that the Diable Corporation would give that ship to anyone or just let it leave their home system, ever.
If you read closely everything related to the Virtuous (including the codex entries of the other related ships, wanzers, if you looked at its campaign encounter closely, and maybe looked closely at the trailer opening), you'll know that it is impossible that the Diable Corporation would give that ship to anyone or just let it leave their home system, ever.
Interesting.... I must confess ignorance of the full facts in that case.
Trailer opening ?
I see , If iread this right , to get it will screw my relationship with Diable ?Its not a bad reputation hit if you fight them while they don't know who you are (with your transponder off and your last position is unknown)
so if im transponder off I will have th echoice to simply attack the Diable fleet with only small reputation penalty? I wont be condemned to put transponder on?
On another note will the balance of weapons be updated for the new game release? Or will we keep the actual stats of Diable weapons?
Any attacks against fleets in a system where none witnessed you with transponder on will have less negative effects on your reputation (around -3). You should get a message saying something around the likes of 'the fleet does not know your identity and any aggressive actions will have less reputational consequences'
I would suggest entering via the farthest jump point with transponder off, stealthing your way to the fleet, and then engaging it when it's a bit of distance from the starfortress. After doing the deed, avoid any further fights (while still keeping your transponder off) and get out of the system.
New here and have been trying to follow the conversation, are you guys talking about the ship pandemonium or (I think it is a station?) Wanzer or Virtuous, (the Virtuous seemed like a small ship to me in the trailer). Regardless how are you supposed to get your hands on them, find them or blueprints and make your own or turn on the faction (if you belong to them) and hope to receive it as beat up after battle loot?
.... the virtuous is a unique, very strong destroyer-sized mecha which you can find only in a special fleet inside diable's home system, patrolling around their capital. the only way to get it is by defeating this fleet, which will spawn a virtuous 100% of the times, either through post-battle salvage or floating around in space afterwardsDoes it do that if someone else destroys the fleet?
Three times now I have done it , three times it has not been avaialble to salvage and then crashes immediately after closing out.Update MagicLib.
Does it do that if someone else destroys the fleet?Yes, that's the only way to get it without fighting the fleet yourself.
Like say... another faction attacks and you hang around to pick up the pieces after the battle?
Is there still a salvageable pandemonium in the core systems?
This mod is great, I like the design. Tho I didn't expect all the ships and most of the weapons in this mods to be so underwhelming. I felt like I been doing a challenge run with pirate ships. Nevertheless, I had fun.
This mod is great, I like the design. Tho I didn't expect all the ships and most of the weapons in this mods to be so underwhelming. I felt like I been doing a challenge run with pirate ships. Nevertheless, I had fun.
The Pandemonium cost 3 story points to actually 'feel' like a 60 cp capital ship.
The wanzer is just straight up bad. They sell themselves for having better firepower, armor and hp than average fighter, but their speed offset all their advantage as they eat all the pd coming at them and just disappear, and then they are offline for 20-40 seconds. Their high downtime means after the 1st wanzer wave, they can't form another wave and just fly out and get rekt as soon as they respawn.
You are definitely building things wrong then, you should only be spending 3 story points on it to get a free one, build in augmented drive field, and then an extra nice mod of your choice ;DThat's literally my first attempt to build the Pandemonium. Full pd on small slot with some missile with wanzer in fighter slot. For the mid slot I tried to fit the hmc glave, it's armor equivalent and that one gun that shoot shells that can be shot down by pd. So I ditch that build, throw story mod in and get the big guns, only then that the money I spent upkeeping the 60 dp ship actually start paying off.
The thing about the pandemonium is that its phase grazer ability lets you dump lots of flux (remember you can drop your shields to dump hardflux too) and speed up weapon cooldowns. its large mounts are not necessarily its primary damage source either, remember it has 6 medium universals up the front, all of which do have overlap directly forwards along side the larges. Oh and dont waste too much OP on fighters or trying to fill every weapon mount.
are you using stock carriers or DA carriers? there's a specialized hullmod that decreases wanzer replacement significantly that is innate to all DA carriers, and is available as a hullmod otherwise, with a reduction in sustainability.Yes I notice the wanzer servicing hullmod. It's there on all of their carrier, except the fractals for some odd reason. Even witht that hull mod, only the Frost (the cheapest wanzer in the roster) has low enough cd to justified using them. So naturally, I opt for spamming fractals since they are the most economic to carry the arbitrator, and they work like charm. The arbitrator is everything the wanzer should be, reasonable speed, low cd, do huge damage.
DA has quite the history with people finding it utterly *** broken, good or bad, frequently because they arent using the faction correctly.
That's literally my first attempt to build the Pandemonium. Full pd on small slot with some missile with wanzer in fighter slot. For the mid slot I tried to fit the hmc glave, it's armor equivalent and that one gun that shoot shells that can be shot down by pd. So I ditch that build, throw story mod in and get the big guns, only then that the money I spent upkeeping the 60 dp ship actually start paying off.i'm not sure whats wrong there, but my current loadout is 2 mjolnir's, 2 thunderbolt pods, 2 hvel drivers, 2 artduex twin cannons, 4 frost wings, 2 raptor defense systems on the back mediums, 1 lazyhorn warp projector in the 360, and then only the front 6 and 3 of each side small batterys filled with PD, (8 ibis and 4 teltrite from tahlan, but you could swap these with more ibis)
Yes I notice the wanzer servicing hullmod. It's there on all of their carrier, except the fractals for some odd reason. Even witht that hull mod, only the Frost (the cheapest wanzer in the roster) has low enough cd to justified using them. So naturally, I opt for spamming fractals since they are the most economic to carry the arbitrator, and they work like charm. The arbitrator is everything the wanzer should be, reasonable speed, low cd, do huge damage.
Although to be fair, i think wanzers did get a bit of a nerf some time ago, many of wings that currently have 1 wanzer used to be 2That's not really a valid comparison since most wanzers have been redone from scratch and only kept the name.
i'm not sure whats wrong there, but my current loadout is 2 mjolnir's, 2 thunderbolt pods, 2 hvel drivers, 2 artduex twin cannons, 4 frost wings, 2 raptor defense systems on the back mediums, 1 lazyhorn warp projector in the 360, and then only the front 6 and 3 of each side small batterys filled with PD, (8 ibis and 4 teltrite from tahlan, but you could swap these with more ibis)There is only 10 officers, so I have to take into account that some ships will not have officer at all. Officers are supposed to make ships stronger, not barely viable.
As for hullmods, i've got augmented drive field built in, and in my current run i experimented with the shield, so i built in extended shields to go alongside stabilized and omni. oh and of course, integrated targeting unit to top it all off.
in the end its 55 vents and 29 capacitors thanks to the skills i've got, along side a nice heft overall flux bonus from elite ordnance expertise. but what really makes the pandemonium work is system expertise so you can actually use the ship skill A LOT.
With this loadout and me commanding it i can handily defeat both simulation paragon and legion. hell, it can defeat the legion on autopilot and somehow only take minimal damage
so you didnt try DA carriers at all??? try some storms with thrush systems for long range support and mess around with some of the other wanzers.I wouldn't be here complaining if I hadn't exhaust all my options to build a half decent fleet. Even with wanzer servicing gantry, only the frost has reasonable replacement time to performance ratio, which makes it mediocre as a fighter at best. I already ignoring the fact all fighters in this mod take more crew with them per units. The main stat for any fighters that isn't the safe bomber like vanilla dagger and longbow, is their replacement cost. If a fighter is going to take 3 times as long to recover from lost, then they ought to do their job thrice as good. Most of wanzer in this mod boast higher hp, but that stat already offset by their subpar in-combat speed. They don't offer that much better firepower compared to vanilla fighters to excuse their horrible replacement cost. I actual battle, way too many time deploying these Wanzer my entire interceptor formation just vanish during combat completely without doing much, while their replacement taking ages to appear just to get wiped again. This never happens to me in vanilla. With a broadsword fleet, there are always fighter swarms supporting my fleet all the time. Thunders with broadswords hunting down frigates with longbow and daggers firing support has been the bread and butter to all my vanilla fleet. Yet it's not the case with any of the wanzers I am using in this mod, especially when almost all ships in this mod are technically carriers. Note that I never put wanzer in any ship that doesn't have wanzer servicing gantry, in case it wasn't clear enough.
Although to be fair, i think wanzers did get a bit of a nerf some time ago, many of wings that currently have 1 wanzer used to be 2
May I remind everyone that the Pandemonium is explicitly described as inefficient. Unless using a very optimized missile build, you are better off using two Maelstroms than a Panda.
May I remind everyone that the Pandemonium is explicitly described as inefficient. Unless using a very optimized missile build, you are better off using two Maelstroms than a Panda.
yep, and since your primary source of actually obtaining one is fairly easy since its just floating around a star asking to be salvaged, its probably a fair balance
(please dont change this)
Don't get me wrong, in competent hands it's a terrifying monster of a ship. Just not the "haha, I flip a switch and now I won" kind. I only said it's inefficient for its cost due to the heightened monthly maintenance.oh ok then. I guess I can't complain since I got that ship for free. What about the storm carrier? It's skill doesn't match the ship description. Is there no dedicated carrier for wanzer in this mod?
-Dampened mount work on every slot and weapons? balistic energy missiles, small medium and large?Everything but beams and missiles.
-was the point of the ship to be some kind of all rounder or more as a very modular ship that can be played as a Super Heavy Battleship(boosted Onslaught/Parangon) or a Super battleCarrier(Super Legion/Astral)Until you built-in several hullmods, it lacks the OP to be a true all rounder.
-How long is the Pademonium? In ingame units.1 game unit = 1pixel at 100% zoom = 1 sprite pixel.
-Its Large weapon slot have a very limited gun arc and so much in the back they struggle to reach the same target as the small one in the front, I have a hard time knowing which of those two problem annoy me the most...Small weapon arcs is a strength: it prevents the ship from presenting its wide side to the enemy and catch every hit from the whole fleet. If your large mounts can't hit the same target as the front smalls you are using impressively long ranged small weapons and woefully short ranged larges.
-Its system is super insteresting but doesn't seem to help nor its battleship nor carrier play style because it seem to help against being flanked and next stuff make it quite weakMaybe you didn't noticed just how much flux you can instantly remove using the system, particularly by toggling off the shield when using it.
-Super unimpresiv shield... Small arc high flux exchange high flux maintenance and fixed arc
-Mostly frontaly loaded thus cannot exploit it form nor armor as much as other capitals for extra damage dealing or tanking so its lower overall armor does hurt him a bit.It has an armor rating just between the Conquest and the Paragon. And a smaller silhouette.
-no extra micro missiles compared to the Maelstorm.What? Are you saying it doesn't have built-in micro-missiles (it very much has), or you mean it cannot mount more small slot MM launchers (it can mount 6 Thrushes in the universal slots, which are unlimited MM carriers missile and a straight upgrade)
I enjoyed pretty much every ship of this mod except capitals, Maerlstrom and Pandemonium are pretty much sufering from the same design flaws(which is normal they are build upon the same design)Pandemonium having even more accute ones, they look like braodside ship but they cannot broadside, they have a lot of unusable gun arc except if they get surrounded which they must avoid at all cost.The Maelstrom under AI control will win 1v1 against all vanilla capitals except the Paragon. The Pandemonium even more so. But if you are trying to shoehorn these ships into roles they are unsuited for, such as brawlers, then you will have a bad time indeed. Diable shines once you have superior numbers. It doesn't need to be heavier ships, just "more is better".
The last ship that I found was lack luster is the "Draft", it wasnt very good before last few update but now it suffer even more vs ship with shields and balistic integration...Maybe if its missiles slot were already filled with micro missiles (can only used guides missiles since they are broadside) then having less OP and stats than a Lasher or Wolf would not be so bad. Even Vapor and Versant seem to be way superior to it. Or make its system more powerfull. dont repair ahlf HP lost but always 33% of its value... also maybe give it un reductible armor so it doesn't get instantly destroyed by a harpon/breacher salvo)The good old Draft, the sleeper among the frigates. Granted it is only good early on, but it is great then. A frigate that can ignore sabots, never overload, free damage repairs, and can kite other frigates and destroyer until more dangerous ships can take care of them. Nifty cheap distraction they are.
Diable's logistical ships need a numbers rework, in light of vanilla changes.
The Chinook...
The Stratus...
Finally, the Cirrus ...
The Chinook is a combat tanker it can fight back compared to a Phateon It have better combats stats (Hull, armor, speed, Flux and Vent), Its gun arc and system allow to support the front line and fight other small ships, It is closer to a cheapper Mule, 6 OP instead of 7 but made for Fuel. For me the ship is okay but suffer of a smaller OP pool than most 6OP destroyer, a Buffalo mk2 has 70 and cost 4 OP. 40 OP is a bit too shoprt for a semi fighting ship...( lets say we put 2 LAC and one LAG one vulcan in the back , that already 17OP half of the ship OP pool, you will have a hard time maxing its vent/capcitors or put any hullmod on it!The Mule is genuinely strong ship. It has 650 armor, 5500 hull, 1.0 shield and 3000 flux capacity, 60 speed and Maneuvering Jets, and a medium composite turret on top of the small ballistics and missiles. It is leagues above the Chinook, which in-combat is basically a slightly more durable Phaeton. 400 armor, 3000 hull, a 1.1 shield with 2750 flux capacity, 50 speed with no mobility system, and worse armament than a frigate does not a combat ship make. It is genuinely an awful idea to deploy the Chinook as a support ship just because it has Active Flares.
Once again if we compare it to the Mule its smaller and cost less OP 5 against 7. Its size+system+gun placement mean it can hold the line with the boys while spamming flares. Once again for me its problem is OP pool for a combat freighter. 40 is very small for a ship that will need guns and capacitor and vents... with so little except if you build in mods it won't survive above the early game...on the other side very few cargo ship come without the civilian hullmod and not at this price range.The Stratus's stats are even worse than the Chinook's. Less armor, less flux, fewer slots, slightly higher hull and speed. It's just not a combat ship. I don't know why you think it is. It can't stand up to any combat frigate that isn't d-modded pirate trash.
For the Cyrus its problem is it ridiculously small OP pool the rest of the ship seing its size, shield and gun placement that is easier to exploit than the Valkirie(almost fully pointed forward on a very long ship), but I understand why its this way , Its a Condor and Valkirie in one ship for 6 OP hard to get this kind of stuff any cheaper. its very cheap battle carrier for ground support and raids. Hard to find reason to ever make it better if its DP price doestn go up to 10 Supply or more.The Cirrus can point a whole two small hybrid slots forward. It does only have 3 small weapon slots, so I suppose saying that it can almost fully point its whole armament forward is technically correct, but I think that's a bit misleading. The Condor is the most efficient fighter bay per DP carrier in the vanilla game, at 1 bay per 5 OP, and brings a medium missile with fast missile racks on top of that. The Cirrus has 1 fighter bay for 6 DP, efficient but not amazing considering the ship system is Active Flares, has a forward armament of 2 small hybrid slots, and is generally not good.
Conclusion, I would not change the Cyrus or he would make stuff like Condor pointless. As I said it is a ship that fill multiple role in the fleet, if he was anyn stonger it would invalidate both the Valkirie and the Condor, no possible change here except if the ship get costlier to use...
But the Stratus and Chinook a pure shooty boat, personally 50-55 OP would be a bit better of a deal. They have good stats , form and gun arcs but they cant exploit them because they are so OP starved, but they should not end up superior to a Mule or Mule (P) that are costlier to use.As you have said, the Stratus and Chinook are OP starved. They're also undergunned, underarmored, underfluxed, and not good combat ships. The Mule is a solid combatant with heavy armor, high missile strike potential, and plenty of OP. It is in no danger of being worse than any of Diable's logistical ships.
Any way to know what the diable station has for segments?
The Gust and Storm are used completely differently. Consider their ship systems.
diable version of the caliope saturation missile, ( anti shield saturation )If something already exists in another mod, why would I add it to Diable?
diable railguns, but really this is just for fluff....volkov railguns work really well on diable ships.
diable version of a disabler, cc beam or debuffer.
a LRM emp missile saturation versionI played with a mod that had that, it was infuriating and completely ruined the fun when facing it. I could see myself adding some sort of EMP-based missile but it would not be a "saturation" one.
expanded ecm warfare options, because alot of factions guns outrange even high end diable weapons.You have the Dampened Mount hullmod for that. Besides in vanilla only the Gauss Cannon out-ranges all Diable weapons in the same mount type.
a way to deal with phase cloak effectively using only diable tech.State Beams, LazyHorns and Wanzers?
a cruiser that transforms or rather opens to reveal a really giant laser canon or railgun...op but will be really fun to use in game.It's still not going to happen, for the same reason as the last 30 times it was suggested: The issue with transforming ships is that there are few gameplay options that really work: speed/firepower, speed/defenses, firepower/defense. But while it is quite fun to toggle between such modes on a small ship with fast gameplay, on a cruiser you would end up with either a barely used system (move fast to the battle-line, press F to unfold into fighting mode and that's it) or one mechanically equivalent to various existing ship systems (fortress shield, burn drive, damper field, that kind of thing) with pretty visual fluff. The problem with the later is that transforming a cruiser would take time compared to the couple seconds for a frigate, and I don't know for you, but I'd hate it if my ships took a 5 or 10 seconds pause to transform before starting to fire or move again (noticed how big transforming ships in games are usually NPC bosses?). Not even mentioning that small ships can get away with murder when it comes to imprecise collision bounds and decorative weapons shenanigans, a cruiser could not.
a capitol fuel hauler, in diable colors and style.I won't comment on the ships that may or may not be planned in the future.
a unique dedicated capitol hauler... see no man's sky for reference. There is some pretty mecha looking freighter ideas there that would fit the diable motif.
A Diable style Fleet Carrier, that could also be the ship with the giant laser......carrying at least 7 bays...id put it in the same category as the pandemonium in power level and would act as its partner. suggested loadout would be 2 heavy missile slots 2 medium universal 4 small hybrid 4 small universal, built in laser/railgun 7 wanzer bays built in mods: improved wanzer gantry, upgraded version of the regular, some kind of cnc mod, an ecm mod and targeting core.
Edited the Pandemonium to remove that ridiculous fuel and supply drain it has to bring it in line with other dreadnoughts...its the only ship in the diable fleet that can go toe to toe with some of the crazier exotics floating around in modland...and not for nothing makes a hell of a centrepiece for the fleet, and allows aggressive expansion. Really should take a look at it and balance wise it's fine it does what a dreadnought should do, id go as far as adding a way to upgrade it outside of op to carry frigates or do in battle repairs to smaller ships not just wanzers. Or upgrade it as a mobile base...complete with storage ect...its that big of a ship to warrant a base level infrastructure including fuel and supply generation. not sure how hard that would be to code in, but ill take a look myself ^_^I'm not going to balance a mod against other mods, that only leads to undesirable arms-races. The Panda is able to take on all the vanilla capitals, I think the price is appropriate for that kind of performance. If I were to change it into such "centerpiece", I would have to restrict dramatically its availability, maybe even make it unique. If I did that, I suspect I would get screamed at even more than I already am for "ruining the Pandemonium".
Are stratus fractus and Rimes models considered Logistics ships?
Are stratus fractus and Rimes models considered Logistics ships?
They are indeed tagged CIVILIAN in the files, so they do (or should) get the buff from the Bulk Transport skill.
Note that the normal Rime and pirate Rime remain warships, even though with the P-Rime the line gets blurry.
edit: also, you mean the Chinook. The Fractus is a combat carrier, remember.
2. The Daze, which has two major problems as I see it: A) it's a huge target and doesn't do anything to counter/utilize it. It isn't super tanky to eat those hits, and it isn't super offensive to make taking those hits worth it. B) It doesn't really fill a role. It's kind of just...a ship. Especially with Cruisers, competition for a slot is fierce and in all cases I'd take a Haze instead since it has pretty much the same loadout, a thinner profile, and a flicker drive. Updating its system sounds like a solid idea, and another option that might be interesting for it would be to utilize it's small slots more heavily for fleet PD duty. Maybe set it with Integrated PD AI? The player could either up-gun it with damaging smalls and be aggressive, possibly utilizing an updated system to take advantage, or just keep them as PD turrets that simply work better than average and keep it in the fleet line to protect against missile/fight spam.
i'm not sure what you mean by it not being tanky enough to eat those hits, used the daze with 2 hvel and 2 maulers and it was the fleet anchor when i used it, while the rest of my fleet was popping one by one my daze was sitting there with its shields still up popping the opposing one by one, it was like a blockhead that kept dealing damage.
Since there has been a lot of talk about Diable's balance in the last few week, here are my personal thoughts:
Concerning the combat ships, I think almost all of them are in a good place except the Storm (that still has a split personality) and to some lesser extend the Daze (that is quite boring all things considered). I'm still considering my options for the former, but the later might simply get a new more impactful system, either firepower+armor-related or missile-related.
Concerning the weapons, same thing. Maybe the small Banish will become 2-shots like Vanilla, maybe there will be minor tweaks to the Hexafire, but overall I feel confident they all have a niche they are good at without being "the best ever".
Concerning the Wanzers, now this is where I feel more work is needed. The Strife is still far and away the most useful wing of them all, while some of the bigger models overlap too much to have distinct personalities. Too many of them are really good against frigates while only one is worthwhile against large ships. At the same time, it may only require a couple of simple changes to vastly improve the situation, like a clear anti-shield Wanzer, and moving the Thunderbolt launcher from the Strife to another model.
Concerning the logistic ships, those are relics at this point. I do plan to put some work into them at some point but I've been caught working on so many flashier things I never had the courage to deal with this more tedious task.
ironically tho, the thing i like the least in this mod are the wanzers (versant doesnt count), they just dont click with me, and ironically imo dont really fit the faction at all
Kinda funny that one of the core aspects of the mod is something u have a problem/find out of place with lol
Here's an interesting curiosity I've run into:pirate bounties are more "whoever is our enemy" bounties usually my Diable is at war with Hegemony, so its a good late game bounty to say the least
Diable posts a System Bounty due to Pirate activity... said bounty doesn't pay you for the the Pirates roaming the system, as Diable isn't hostile to them. In fact, if you fight them near a Diable space station you might end up fighting both. :o
that's up to the authors of the skin mods (not tart for most of them), though the luxurious bronze pack does have a nice green skin for it
The skin mod overwrites the sprites of the mod. It changes everything.
Well, if you implement them into the game, feel free to release them as a addon mod. As long as you give proper credits I would even encourage you to do so.
The what????
No, no, and not really no. Unlike ship packs, faction mods require a new game.
No, no, and not really no. Unlike ship packs, faction mods require a new game.
Why is that ???
No, no, and not really no. Unlike ship packs, faction mods require a new game.
Why is that ???
Faction mods usually add the bulk if not all of their content solely to the faction they add.
Which means if that faction doesn’t have any planets or bases in your save there’s no where that the ships from the mod can spawn. And in the base game faction spawning can only happen when making a new game.
I think that if you have Nex though and your save has faction respawn on there’s a chance newly added factions might ‘respawn’ and try to claim a new system. But I’m not entirely clear on the exact details of that interaction.
If you don’t care about them spawning naturally though the ships and items and so on are all in the game you’ll just have to add them to your fleet using the console command mod to cheat them in.
Another option that might work if you have nex and respawn off is giving a planet you control to the faction your adding. I’m not sure if that will work or if that’ll work for all faction mods but you can try it by going to one of your colonies and contacting the admin person in the contact list and tell him to give the colony to that faction. This or course has the additional effect of the newly respawned faction really liking you for obvious reasons. :P
Well yes in a jury rigged type of way. If they have any special star systems they of course won’t have them. And there might be other issues as well I don’t know about.
But the methods I mentioned should let you jury rig in at least a good few factions.
Again doing this sort of voids your warranty as your very much jury rigging things and I’m no expert on this myself.
But for getting the ships weapons and so on console commanding them in works just fine.
I have no idea at all if you’ll be able to find their blue print packs out in the wilds like you usually can and I don’t think any factions exploration stuff will spawn at all like derelicts or fancy encounters out in space as those require specific star systems and you basically can’t generate systems after game start.
So if you want the full experience for sure start a new game as what I’m suggesting is very much a jury rigged type of ‘fix’
Diable is way out in the boonies, I'm not writing an unreliable piece of code to try and squeeze their systems between existing ones, trying to avoid overlaps. It's just not worth the effort either given the extremely narrow use case.
Don't bother using Nex. Apparently Nex rebalanced vanilla ships to be on par with other mods. This mod is already underpowered in vanilla standard. Yeah, it's best just start a new vanilla game.
I think that if you have Nex though and your save has faction respawn on there’s a chance newly added factions might ‘respawn’ and try to claim a new system. But I’m not entirely clear on the exact details of that interaction.
Where the hell did you get that? I really don’t remember nexelerin changing vanilla ship stats.Don't bother using Nex. Apparently Nex rebalanced vanilla ships to be on par with other mods. This mod is already underpowered in vanilla standard. Yeah, it's best just start a new vanilla game.
I think that if you have Nex though and your save has faction respawn on there’s a chance newly added factions might ‘respawn’ and try to claim a new system. But I’m not entirely clear on the exact details of that interaction.
Don't bother using Nex. Apparently Nex rebalanced vanilla ships to be on par with other mods. This mod is already underpowered in vanilla standard. Yeah, it's best just start a new vanilla game.
I think that if you have Nex though and your save has faction respawn on there’s a chance newly added factions might ‘respawn’ and try to claim a new system. But I’m not entirely clear on the exact details of that interaction.
Don't bother using Nex. Apparently Nex rebalanced vanilla ships to be on par with other mods. This mod is already underpowered in vanilla standard. Yeah, it's best just start a new vanilla game.
Query - Do Wanzer LPCs benefit from character skill training for Carrier and Fighter Uplink?Yes they do.
If it's missing limbs and has 0 OP, sounds like you have the destroyed version. You need to restore it.
Use Nexerelin in random mode?
Created an account just to say this is my favourite faction mod.Thanks!
What's the third transforming ship? I found the other two, but can't find that one.You can find the last one in Outer Terminus, guarding the planet.
Created an account just to say this is my favourite faction mod.Thanks!What's the third transforming ship? I found the other two, but can't find that one.You can find the last one in Outer Terminus, guarding the planet.
Created an account just to say this is my favourite faction mod.Thanks!What's the third transforming ship? I found the other two, but can't find that one.You can find the last one in Outer Terminus, guarding the planet.
Thanks! Do you have any plans to make fighter Wanzers able to be flown on their own, like Arma Armatura?
Sure, I have no issue with that!
Thanks so much
For the other 2 interested, all the wanzers are added and playable already,,, however they are mostly faithful conversions with the esception of having wingcom on them all..I need to get some help from shoi to see if I can make them a little more customable but I’ll post a link here when it’s ready!
I'm sitting on a half finished update that will change Wanzers in major ways. Unfortunately I had to move away from modding Starsector for a while because I was pretty close to a burnout. I'm making a mod for Nebulous now, once that is done I'll certainly come back around.
Hello ive once again wanted to ask if this mod works on the current version of starsector RC6
this one says its for RC3 and i just dunno if it will work, and i know i alredy made a similar comment on a difrent mod of yours but i am starting a new game and i really don't want to start playing just so i delete a bunch of mods after i realize they don't work.
oh thank you for saying that now ill know. but what about when for example the mod is for 0.95.1a and i have that RC6 version? will that still work?Hello ive once again wanted to ask if this mod works on the current version of starsector RC6
this one says its for RC3 and i just dunno if it will work, and i know i alredy made a similar comment on a difrent mod of yours but i am starting a new game and i really don't want to start playing just so i delete a bunch of mods after i realize they don't work.
It works just fine. Generally, mods only stop working between major core game version steps (e.g., mods designed for the 0.9.1 version of the game need/needed some amount of maintenance and work done before being compatible with 0.95/.95.1.); the differences between release candidates (RCs) of the same version are so minor that it'll never break a mod. The warning is just being heavily cautious.
Sure, I have no issue with that!
Thanks so much
For the other 2 interested, all the wanzers are added and playable already,,, however they are mostly faithful conversions with the esception of having wingcom on them all..I need to get some help from shoi to see if I can make them a little more customable but I’ll post a link here when it’s ready!
I've tried the virtuous fight a couple times, and whenever I recover the wanzer from a derelict, it doesn't have its arms and no OP to add new weapons to existing mounts. And when I try to use the ship in simulation, it crashes the game.
Here's the log :Spoiler93339 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.Diableavionics_virtuous_pauldronsEffect.advance(Diableavionics_virtuous_pauldronsEffect.java:134)
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.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
this is a bit of a known bug, you need to cycle its weapon-hullmods and or restore the ship
Someone told me on Discord this faction is underpowered now (it was OP when I last played it), so I'm wondering, how viable is it in Destroyers and Frigates only playthrough.
The Diable Avionics corporation is a fairly recent entrant to the political theatre of the Persean sector. Direct contact with their forces is officially discouraged by the Hegemony and most other post-Collapse governments; the sparse public statements DAC CENTCOM has issued declare their purpose to be quelling unrest and enforcing a total restoration of the human Domain, and they have taken to executing this mandate with a ruthless, indiscriminate zeal that has rarely been accompanied by any attempts at negotiation or diplomacy. The DAC's rigorous counterintelligence apparatus appears to be strong enough that the true extent of their resources and capabilities has thus far remained concealed from the sector's major players. As a result, much of what is understood about the Corporation's internal dynamics has been gleaned from (primarily hostile) contact with the corporation's "security forces": a well motivated and extremely well armed paramilitary organization capable of competing with the best that the sector has to offer.
First of all, one of my favorite mods. Its the one that always gets added first. Both the ships are great and it doesn't intrude too much if you're not playing as them. Great!I also tried late game Frigates, but it did not work for me. Well, not any better than vanilla, at least.
I've been playing a Diable Fleet, and while I love the cruisers and destroyers, I never feel like I can figure out the right frigates for my Wolfpack. The Sleet shield power seems to be very inconsistent but it doesn't have the quality slots to effectively be a ship with no ability. The little Vapor seems solid but maybe a bit fragile. The Draft is maybe the best Luddic Path style fire and forget suicide frigates. Its weapon layout really is monstrous.
Does anyone have any late game success with Frigate Spam with Diable? Suggestions?
I have a bug? where the market only sells guns and ships and nothing else? is this intended?
Edit. After fiddling woth the settings a bit i somehow fixed it? Or rather it fixed itself after i set the vmparams to 4096
Or if you use console commands type forcemarketupdate apperently
So I recently started a modded playthrough with this mod and a few others, and almost every ship and weapon seems weaker than most B+ tier vanilla ships which I was disappointed with since I heard this mod is 'balanced'. Does balanced mean something else than what I think it means or am I building these ships wrong?
With a lot of Diable you shouldn't really build it like a 'standard' ship, you really have to lean in to their strengths, which are their wanzers and fighters, large missile salvos, strike ships with a lot of forward facing damage but not much staying power, and agile capital ships. Missiles that spam lots of small projectiles to pressure and distract PD are key to their doctrine and why a lot of them have built in micro missiles.
is it intended that the virtuous wanzer's snowblast shotgun has a higher reload count (3 each 2.5 sec) than magazine size (2)?
oh so thats what those "+ values" things were on the loadouts, i was wondering about that
Pocket Gust. In Nex starting options as "Super Ship."
Hi, I recently returned to SS and I ran into a DA fleet with a ! quest marker and I have no clue what its for. Talking to the fleet tells me nothing. Does anyone here know what this is?
Image https://imgur.com/a/0fhZi4e (https://imgur.com/a/0fhZi4e)
Hello!
First let me start out by saying I love the ship designs of this mod, the Pandemonium in particular.
Now, I don't actually play Starsector, I just stumbled upon an image of the ships a while back. Only learned what and where they were from at a later date. The reason for writhing this comment, is that I play another game, called Avorion, where you can build your own space ships and fly around in them. Sorta like minecraft in space in the editor regard. Anyhow, I know I never asked for permission (I didn't know where the ships were from at the time) but I did sorta build a, not 100% true, replica of the Pandemonium in that game. Link to it below.
https://steamcommunity.com/sharedfiles/filedetails/?id=2870797761
Now with that out of the way, I'd much like to apologize for taking one of your designs and running with it. It has a different name on the workshop entry, as I only learnt of the name Pandemonium from a comment to the piece later. If you so want, I can change it or take the ship down entirely.
Again, apologize for any inconveniences
Drazhill
Draft is ok so long as it never gets hit from the side
I've tried a lot of range mods, high range weapons, missileboating etc. to make it work at long range so things stay in front of it, and the simple fact is that it just won't. You'll always get more mileage and better returns from a ship that has shields.
The problem is that missiles and fighters are too commonplace, and in any fight beyond maybe 5 ships it is inevitable that something will take a shot at the side of the draft while it's engaging something else and it just doesn't take much to kill it this way.
It's a neat concept but without being able to block some side hits and kill fighters/missiles better it simply can't cut it, not even for its low deployment cost.
If I were to try improving the design, I would add smaller, thinner, and weaker side armor blocks that work like the front armor block, and buff the Drafts' point defense capability probably with a built-in IBIS with a 240 degree arc facing the rear. This shores up its biggest problems by providing a little better PD for killing missiles and fighters, and provides some side armor so those stray hits don't blap it instantly.
java.lang.NullPointerException
at data.scripts.weapons.Diableavionics_virtuous_pauldronsEffect.advance(Diableavionics_virtuous_pauldronsEffect.java:134)
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.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Hey! The past couple of days I have been working on a skin pack for this mod, what is the best way to send it to you?howdy! I hope it's not too much to ask for a preview of your skins, 'cause I'd love to see them!
Hmm... got a CTD on trying to start a new game with the most recent version (2.70rc1):So, if I'm reading that right, there's a 'diableavionics_universaldecks' missing? ???Crash Log2109613 [Thread-3] INFO exerelin.campaign.MarketDescChanger - Adding captured planet desc row epiphany_neutral
2109617 [Thread-3] INFO data.scripts.XhanEmpireModPlugin - new game started, adding scripts
2110052 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Hullmod with id [diableavionics_universaldecks] not found for faction [diableavionics]
java.lang.RuntimeException: Hullmod with id [diableavionics_universaldecks] not found for faction [diableavionics]
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:452)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:440)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:425)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
THIS UPDATE WILL BREAK SAVES AND DA-DEPENDENT MODS UNTIL THEY GET UPDATEDAlways DELETE the old version before extracting the new oneRequires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
... If you're using any Diable dependent mods the update broke them until they're updated. Similarly make sure you deleted the old mod folder before you install the new one.Thought I had.
Fix!
THIS UPDATE WILL BREAK SAVES AND DA-DEPENDENT MODS UNTIL THEY GET UPDATED
Fix!corrected! The additional mod required 2 hullmods. I just deleted themTHIS UPDATE WILL BREAK SAVES AND DA-DEPENDENT MODS UNTIL THEY GET UPDATED
disable ARC or dabbled avionics
Fix!THIS UPDATE WILL BREAK SAVES AND DA-DEPENDENT MODS UNTIL THEY GET UPDATED
disable ARC or dabbled avionics
Any plan for 0.96? ;)
To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Diable Avionics and/or change it however they want.
Any plan for 0.96? ;)QuoteTo whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Diable Avionics and/or change it however they want.
sadly it seems to be no
Been playing this mod for years and lurking in the background. Just signed up to say thanks and really sad to see you go. Hopefully someone picks it (and your other mods) up. Best luck buddy.
true, and soon it'll join the graveyard of dead mods.
Well, up to now, it seems that everything works fine with the newest libraries. By modifying the version limit, it is working. At least we can enjoy the mod for a while now.
Well, up to now, it seems that everything works fine with the newest libraries. By modifying the version limit, it is working. At least we can enjoy the mod for a while now.
is that also true for his other mods ?
Been playing this mod for years and lurking in the background. Just signed up to say thanks and really sad to see you go. Hopefully someone picks it (and your other mods) up. Best luck buddy.
Same! Been here for a good while and I've loved using Diable. Building in the right half of the sector without it will feel a little more lonely.
Thank you so much for your work! You inspired me to make my own content and yours has given me countless hours of fun!
When ever it is its time would love to see this faction back again in the Sector once more!
When ever it is its time would love to see this faction back again in the Sector once more!
I mean, it works just fine. Humbug was probably using some of the third-party mods that try to add more Diable content. Baseline Diable works perfectly fine so long as you have MagicLib 1.1.x installed.
Your Diable is still here, just waiting to be installed.
Aaah i see so are faction mods in general safe to use with 0.96a with just the version number change?
Ok, I need some help.
Diable Avionics is a fantastic mod. It is beautifully crafted and a lot of love was put into it.
But I'm getting demolished in early and midgame. Well, not demolished, but many fights are a very real struggle.
Idk, I feel like most of my ships are either flux-starved and can't reliably attack or the weapons themselves are somewhat very limited with a couple of exceptions. I have tried so many loadouts none of them feel satisfying or good to use. For example, on the Vapour-class, I've reached the point where I just put 1 HVD and 1 Heavy Mauler on it : it now has the range to actually harass and use its superior mobility but it doesn't need to vent every 3 seconds or expose itself because of the Diable's weapons shorter range. Overall, I tend to disregard most of the Diable weapons now ...
I know the Diable are supposed to rely on their wings and their ships' mobility but man every fight is stressful.
Ok, I need some help.
Diable Avionics is a fantastic mod. It is beautifully crafted and a lot of love was put into it.
But I'm getting demolished in early and midgame. Well, not demolished, but many fights are a very real struggle.
Idk, I feel like most of my ships are either flux-starved and can't reliably attack or the weapons themselves are somewhat very limited with a couple of exceptions. I have tried so many loadouts none of them feel satisfying or good to use. For example, on the Vapour-class, I've reached the point where I just put 1 HVD and 1 Heavy Mauler on it : it now has the range to actually harass and use its superior mobility but it doesn't need to vent every 3 seconds or expose itself because of the Diable's weapons shorter range. Overall, I tend to disregard most of the Diable weapons now ...
I know the Diable are supposed to rely on their wings and their ships' mobility but man every fight is stressful.
Know what you're going through mate - I did a full Diable playthrough in 0.95, and the early game was definitely the worst part. My advice - for the most part, ignore most Diable frigates if they're not Versants. The Versant - if you're willing and able to get good at using it - is an absolute monster VS frigates. It's a transforming 8 DP elite "frigate" that turns into a fighter craft for a speed and armour bonus (but disables the built-in Energy guns when you do) that requires you to master switching between both forms to chase, escape, and kite a variety of targets. It's a wonderfully fun little ship that deeply rewards the investment you put into mastering it while you save up for something a bit meatier.
The destroyers are decent - the Hayle class destroyers are quick, pack good firepower, and are hard to pin down. The Pocket Gust's special ability lets you commandeer one of your Wanzers and personally pilot it - which can be quite a lot of fun with one of the high level Wanzers. They've all got Burn 9, Sensor Profile 60, and can bully core trading fleets and kill pirates while staying out of the way of things you can't actually beat. You aren't going to take on cruiser-heavy fleets or fleets with capitals using just a Versant and some destroyers, but you can dance around and kill everything else. The Fractus class destroyer carriers only cost 11 DP (compare to the Drover's 14 DP or the Condor's 10 DP) allowing you to swarm the enemy with cheap Wanzers on a budget while still having better weapons and flux stats than either (though it is a bit slower than the Drover).
Cruisers are where Diable really starts to shine somewhat. The Daze is an absolute brick - with the amount of long range kinetic it can pack, flux stats, and with its ship system, it excels at "tank and spank" gameplay and is good for holding the line at a respectable 22 DP. It does tend to get run down by supership capitals like Radiants though. The Haze is 25 DP... expensive for what it does. Yes a cruiser with a flicker core is scary, but it's not worth the cost imo. The Rime (P) is an outstanding raider's marine boat, coming with an in-built Ground Support Package and 400 cargo. Diable's logistics ships really support raider/pirate/smuggler gameplay in the core worlds very well. Finally, the Gust is an outstanding stand-off cruiser with 1 Wanzer slot and a Large Mount, that excels at line-battle shootouts where it can personally support its launched Wanzer with pressure from an Uhlan Siege Laser (or a Mostro if you're on a tight OP budget?) and classic Diable mini-missile spam.
Probably the greatest ship Diable has - and generally considered one of the most ruthlessly efficient mainline ships in any Starsector mod, period - is the Maelstrom. Seemingly weak at first glance, it's a very strong performer for its 45 DP pricetag. Has a high skill floor, and an even higher skill ceiling.
The "wanna-be Radiant", the Maelstrom is incredibly hard to master for many reasons, not least of which is its weak-ish armour and flux stats, only one large mount, and long cross section which makes it hilariously vulnerable to flankers and enemy fighters. Despite its weaknesses, the ship is a monster in the right hands - meaning a captain with Helmsmanship Elite and Systems Expertise. The "Phase Grazer Core" system is the key to success - the in-built "Dampened Mounts" mod gives your ballistics extra range, allowing you to pressure from long range, giving you an opening to then flicker in and punish any weak targets. The movement speed of your ship also translates to how far you flicker - learn how to switch off your point-defense and get Helmsmanship Elite (for the zero-flux speed boost) to rapidly jump on and kill vulnerable targets. The Phase Grazer Core also allows the ship to rapidly flick around to face and kill flanking targets who think they have a drop on you, and it can also be used to get out of dangerous situations - flicker back 3 times, vent your flux, then continue to keep up the pressure on an enemy who is now high on flux and out of torpedoes! If the Phase Grazer Core wasn't scary enough, it also allows the Maelstrom to vent a large fraction of its flux - a skilled captain can dodge a Reaper salvo, drain their flux and still stay in weapons range keeping up lethal pressure. This makes Systems Expertise a mandatory skill for any captain using it. I recommend m
The Pandemonium is like the same thing, but bigger and costs a laughably expensive 75 DP. Is it stronger than a Maelstrom? Marginally, but its best use case is taking on Star Fortresses and as a slot-efficient raiding ship when looting Chico's Pristine Nanoforge. No - wherever a Pandemonium might be tempting, just use two Maelstroms. Three Maelstroms are cheaper and much more powerful than two Pandemoniums. The only reasonable use-case outside of that is a combat focused player character using it to hunt down and kill Radiants (with help), but you can just use your Calm for that without it costing 75 DP lmao.
The wanzers are... polarising. The cheap ones like the Frost pack a surprising punch, and the Avalanche and Blizzaia hit like trucks, while the most expensive ones (when not personally piloted) leave me shaking my head. No matter how tanky they might seem, they're all still very vulnerable to uninterrupted point defense. Tartiflette clearly worked very hard to keep Diable balanced and possibly overdid it, whereas Alex himself has introduced crazy new stuff like Champions, Executors, the Invictus, doritos etc, let alone all the mods that add slightly overpowered ships. Luckily, you have two one-of-a-kind hero ships you can pick up - there's a Diable deserter using a battlecruiser that is best built as Lasher-on-steroids, potentially so lethal it can even survive a 1v1 with a Radiant, and one of the home-defense fleets of Diable's home system includes an immensely powerful and hard-to-catch destroyer with switchable abilities and switchable built-in weapons.
Some good weapons... you can't really go past Uhlan Siege Lasers (30 DP) in the late game for long range bombardment, while the Nocturne EMP Array is an outstanding Medium kinetic EMP beam that can quickly overload shields and quickly overload enemy targets, ideal for mounting on Versants and Maelstroms alike - providing critical EMP burst that can nearly one-shot frigates and wipe out PD on capitals allowing your Avalanches, Blizzaias and Frosts to get to killing. The Lazyhorn Warp Projector is very good Medium PD and pressure weapon - it has high DPS and fires flux-efficient gravity bubbles that chew up enemy fighters and missiles while also severely annoying enemy frigates. The Artassault Revolver cannon (Medium) is really good mounted on a Versant, effortlessly chewing up enemy frigates. As for small weapons... the Recson S is an 800 range kinetic weapon (nice!), but otherwise all they have going for them is point defense.
A solid faction, but one that relies heavily on both your character's combat skills in addition to good positioning. Make sure to keep testing your loadouts in the simulator - especially the Wanzers. Sometimes, a fancy looking Wanzer with a high OP cost and excessive replacement time isn't even as effective per-slot as the cheaper one with higher unit count and faster replacement time. The simulator is a good start - make sure every loadout you build can beat a vanilla ship of roughly the same DP cost. That's just the starting point - use the Combat Results mod to see which loadouts are lethal for your enemies, or your own fleet.
Ok, I need some help.
Diable Avionics is a fantastic mod. It is beautifully crafted and a lot of love was put into it.
But I'm getting demolished in early and midgame. Well, not demolished, but many fights are a very real struggle.
Idk, I feel like most of my ships are either flux-starved and can't reliably attack or the weapons themselves are somewhat very limited with a couple of exceptions. I have tried so many loadouts none of them feel satisfying or good to use. For example, on the Vapour-class, I've reached the point where I just put 1 HVD and 1 Heavy Mauler on it : it now has the range to actually harass and use its superior mobility but it doesn't need to vent every 3 seconds or expose itself because of the Diable's weapons shorter range. Overall, I tend to disregard most of the Diable weapons now ...
I know the Diable are supposed to rely on their wings and their ships' mobility but man every fight is stressful.
Know what you're going through mate - I did a full Diable playthrough in 0.95, and the early game was definitely the worst part. My advice - for the most part, ignore most Diable frigates if they're not Versants. The Versant - if you're willing and able to get good at using it - is an absolute monster VS frigates. It's a transforming 8 DP elite "frigate" that turns into a fighter craft for a speed and armour bonus (but disables the built-in Energy guns when you do) that requires you to master switching between both forms to chase, escape, and kite a variety of targets. It's a wonderfully fun little ship that deeply rewards the investment you put into mastering it while you save up for something a bit meatier.
The destroyers are decent - the Hayle class destroyers are quick, pack good firepower, and are hard to pin down. The Pocket Gust's special ability lets you commandeer one of your Wanzers and personally pilot it - which can be quite a lot of fun with one of the high level Wanzers. They've all got Burn 9, Sensor Profile 60, and can bully core trading fleets and kill pirates while staying out of the way of things you can't actually beat. You aren't going to take on cruiser-heavy fleets or fleets with capitals using just a Versant and some destroyers, but you can dance around and kill everything else. The Fractus class destroyer carriers only cost 11 DP (compare to the Drover's 14 DP or the Condor's 10 DP) allowing you to swarm the enemy with cheap Wanzers on a budget while still having better weapons and flux stats than either (though it is a bit slower than the Drover).
Cruisers are where Diable really starts to shine somewhat. The Daze is an absolute brick - with the amount of long range kinetic it can pack, flux stats, and with its ship system, it excels at "tank and spank" gameplay and is good for holding the line at a respectable 22 DP. It does tend to get run down by supership capitals like Radiants though. The Haze is 25 DP... expensive for what it does. Yes a cruiser with a flicker core is scary, but it's not worth the cost imo. The Rime (P) is an outstanding raider's marine boat, coming with an in-built Ground Support Package and 400 cargo. Diable's logistics ships really support raider/pirate/smuggler gameplay in the core worlds very well. Finally, the Gust is an outstanding stand-off cruiser with 1 Wanzer slot and a Large Mount, that excels at line-battle shootouts where it can personally support its launched Wanzer with pressure from an Uhlan Siege Laser (or a Mostro if you're on a tight OP budget?) and classic Diable mini-missile spam.
Probably the greatest ship Diable has - and generally considered one of the most ruthlessly efficient mainline ships in any Starsector mod, period - is the Maelstrom. Seemingly weak at first glance, it's a very strong performer for its 45 DP pricetag. Has a high skill floor, and an even higher skill ceiling.
The "wanna-be Radiant", the Maelstrom is incredibly hard to master for many reasons, not least of which is its weak-ish armour and flux stats, only one large mount, and long cross section which makes it hilariously vulnerable to flankers and enemy fighters. Despite its weaknesses, the ship is a monster in the right hands - meaning a captain with Helmsmanship Elite and Systems Expertise. The "Phase Grazer Core" system is the key to success - the in-built "Dampened Mounts" mod gives your ballistics extra range, allowing you to pressure from long range, giving you an opening to then flicker in and punish any weak targets. The movement speed of your ship also translates to how far you flicker - learn how to switch off your point-defense and get Helmsmanship Elite (for the zero-flux speed boost) to rapidly jump on and kill vulnerable targets. The Phase Grazer Core also allows the ship to rapidly flick around to face and kill flanking targets who think they have a drop on you, and it can also be used to get out of dangerous situations - flicker back 3 times, vent your flux, then continue to keep up the pressure on an enemy who is now high on flux and out of torpedoes! If the Phase Grazer Core wasn't scary enough, it also allows the Maelstrom to vent a large fraction of its flux - a skilled captain can dodge a Reaper salvo, drain their flux and still stay in weapons range keeping up lethal pressure. This makes Systems Expertise a mandatory skill for any captain using it. I recommend m
The Pandemonium is like the same thing, but bigger and costs a laughably expensive 75 DP. Is it stronger than a Maelstrom? Marginally, but its best use case is taking on Star Fortresses and as a slot-efficient raiding ship when looting Chico's Pristine Nanoforge. No - wherever a Pandemonium might be tempting, just use two Maelstroms. Three Maelstroms are cheaper and much more powerful than two Pandemoniums. The only reasonable use-case outside of that is a combat focused player character using it to hunt down and kill Radiants (with help), but you can just use your Gulf [edit: said 'Calm' earlier, get this one from an IBB bounty or a special Tri-Tach fleet] for that without it costing 75 DP lmao.
The wanzers are... polarising. The cheap ones like the Frost pack a surprising punch, and the Avalanche and Blizzaia hit like trucks, while the most expensive ones (when not personally piloted) leave me shaking my head. No matter how tanky they might seem, they're all still very vulnerable to uninterrupted point defense. Tartiflette clearly worked very hard to keep Diable balanced and possibly overdid it, whereas Alex himself has introduced crazy new stuff like Champions, Executors, the Invictus, doritos etc, let alone all the mods that add slightly overpowered ships. Luckily, you have two one-of-a-kind hero ships you can pick up - there's a Diable deserter using a battlecruiser that is best built as Lasher-on-steroids, potentially so lethal it can even survive a 1v1 with a Radiant, and one of the home-defense fleets of Diable's home system includes an immensely powerful and hard-to-catch destroyer with switchable abilities and switchable built-in weapons.
Some good weapons... you can't really go past Uhlan Siege Lasers (30 DP) in the late game for long range bombardment, while the Nocturne EMP Array is an outstanding Medium kinetic EMP beam that can quickly overload shields and quickly overload enemy targets, ideal for mounting on Versants and Maelstroms alike - providing critical EMP burst that can nearly one-shot frigates and wipe out PD on capitals allowing your Avalanches, Blizzaias and Frosts to get to killing. The Lazyhorn Warp Projector is very good Medium PD and pressure weapon - it has high DPS and fires flux-efficient gravity bubbles that chew up enemy fighters and missiles while also severely annoying enemy frigates. The Artassault Revolver cannon (Medium) is really good mounted on a Versant, effortlessly chewing up enemy frigates. As for small weapons... the Recson S is an 800 range kinetic weapon (nice!), but otherwise all they have going for them is point defense.
A solid faction, but one that relies heavily on both your character's combat skills in addition to good positioning. Make sure to keep testing your loadouts in the simulator - especially the Wanzers. Sometimes, a fancy looking Wanzer with a high OP cost and excessive replacement time isn't even as effective per-slot as the cheaper one with higher unit count and faster replacement time. The simulator is a good start - make sure every loadout you build can beat a vanilla ship of roughly the same DP cost. That's just the starting point - use the Combat Results mod to see which loadouts are lethal for your enemies, or your own fleet.
To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Diable Avionics and/or change it however they want.
In the meantime, Diable Avionics's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and both Flash-Frozen and myself are credited.
Bottom of the OP:To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Diable Avionics and/or change it however they want.
In the meantime, Diable Avionics's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and both Flash-Frozen and myself are credited.
So... 0.96 launched the first days of May if I am not mistaken...
Ok, I need some help.
Diable Avionics is a fantastic mod. It is beautifully crafted and a lot of love was put into it.
But I'm getting demolished in early and midgame. Well, not demolished, but many fights are a very real struggle.
Idk, I feel like most of my ships are either flux-starved and can't reliably attack or the weapons themselves are somewhat very limited with a couple of exceptions. I have tried so many loadouts none of them feel satisfying or good to use. For example, on the Vapour-class, I've reached the point where I just put 1 HVD and 1 Heavy Mauler on it : it now has the range to actually harass and use its superior mobility but it doesn't need to vent every 3 seconds or expose itself because of the Diable's weapons shorter range. Overall, I tend to disregard most of the Diable weapons now ...
I know the Diable are supposed to rely on their wings and their ships' mobility but man every fight is stressful.
So the mod is super and all (even if it haven't been updated for a while), but I have I a complaint the cold revenge never spawn (even when I got all the requirement for it), is it because of the other mods I have or because the mod wasn't updated to 0.96 yet ?
thank to mod boss for the update. This is my go to faction for Nexx. I do have one issue tho, i cannot seem to get Blueprints for the capital Diable ships . Checking thru console there is no set available. Can you please tell me how to add it manually in my games?
I've found Virtuous. Move over Pharrek, move over Skirt, there is new favorite in the fleet! Though I've already seen unique ships thanks to IBB, this is the first one I've decided to recover since it just looks so cool.
What are your loadouts for this beast?
Ludd bless DA's obsessive aggression and determination to constantly raid my colonies that forced me to come to Outer Terminus to kick their asses personally. Because I've found Virtuous. Move over Pharrek, move over Skirt, there is new favorite in the fleet! Though I've already seen unique ships thanks to IBB, this is the first one I've decided to recover since it just looks so cool.
What are your loadouts for this beast?
https://drive.google.com/file/d/1l6N4rkqt0UGqaWqvUj1y-2AD_xJAHIy6/view?usp=sharing
Updated for 0.96a.
Mostly just updating MagicLib import calls. Had to redo a few Captain Fleet creations cause the methods had changed.
To that matter, if you find the Virtuous is suddenly lacking in escorts when it previously didn't, please tell me what kind of ships it had with it before. The old fleet creation method allowed simply defining a number of ships in the support fleet apparently, new one doesn't.
Updated(version 5m), fixed Virtuous and IBB Bounty Gulf missing their escort fleets. Also fixed up Strings.json so it matches latest API expectations.https://drive.google.com/file/d/1l6N4rkqt0UGqaWqvUj1y-2AD_xJAHIy6/view?usp=sharing
Updated for 0.96a.
Mostly just updating MagicLib import calls. Had to redo a few Captain Fleet creations cause the methods had changed.
To that matter, if you find the Virtuous is suddenly lacking in escorts when it previously didn't, please tell me what kind of ships it had with it before. The old fleet creation method allowed simply defining a number of ships in the support fleet apparently, new one doesn't.
I tried to make a new playthrough to quickly test your update. Since your update I no longer see the Virtuous' fleet patrolling Outer Terminus.
Updated(version 5m), fixed Virtuous and IBB Bounty Gulf missing their escort fleets. Also fixed up Strings.json so it matches latest API expectations.https://drive.google.com/file/d/1l6N4rkqt0UGqaWqvUj1y-2AD_xJAHIy6/view?usp=sharing
Updated for 0.96a.
Mostly just updating MagicLib import calls. Had to redo a few Captain Fleet creations cause the methods had changed.
To that matter, if you find the Virtuous is suddenly lacking in escorts when it previously didn't, please tell me what kind of ships it had with it before. The old fleet creation method allowed simply defining a number of ships in the support fleet apparently, new one doesn't.
I tried to make a new playthrough to quickly test your update. Since your update I no longer see the Virtuous' fleet patrolling Outer Terminus.
Alright, fixed it. The original fleet builder methods lacked spawn location setting, fixed it for both. Same link, same version number.Updated(version 5m), fixed Virtuous and IBB Bounty Gulf missing their escort fleets. Also fixed up Strings.json so it matches latest API expectations.https://drive.google.com/file/d/1l6N4rkqt0UGqaWqvUj1y-2AD_xJAHIy6/view?usp=sharingThanks for the testing, now I definitely fixed it not spawning. Same link, same version number. The original fleet builder methods lacked setting for spawn location. Can't confirm if I fixed the Gulf, but I did the same for it, I set the spawn location.
Updated for 0.96a.
Mostly just updating MagicLib import calls. Had to redo a few Captain Fleet creations cause the methods had changed.
To that matter, if you find the Virtuous is suddenly lacking in escorts when it previously didn't, please tell me what kind of ships it had with it before. The old fleet creation method allowed simply defining a number of ships in the support fleet apparently, new one doesn't.
I tried to make a new playthrough to quickly test your update. Since your update I no longer see the Virtuous' fleet patrolling Outer Terminus.
Updated the mod and I still cannot find the Virtuous in game (the Gulf IBB bounty works fine tho).
EDIT: I tried doing a new playthrough and yes, I can confirm that The Last Line (Virtuous fleet) still don't spawn and it's also impossible to find the bounty.
New bug :Check tritachyon markets or factions that have high relation with them. Your fleet needs to be at least 200 fp. Also I think it wants you to destroy the virtuous without recovering so it's probably not worth waiting for it to appear.
I was able to loot the Versant-class built-in weapons (Harvest - Burst) after defeating a DA fleet.
EDIT : what are the conditions to get the unsanctioned bounty for the Virtuous ? The Virtuous Fleet is in Outer Terminus, but I don't seem to be able to trigger the bounty.
https://drive.google.com/file/d/1l6N4rkqt0UGqaWqvUj1y-2AD_xJAHIy6/view?usp=sharing
Updated for 0.96a.
Mostly just updating MagicLib import calls. Had to redo a few Captain Fleet creations cause the methods had changed.
To that matter, if you find the Virtuous is suddenly lacking in escorts when it previously didn't, please tell me what kind of ships it had with it before. The old fleet creation method allowed simply defining a number of ships in the support fleet apparently, new one doesn't.
Wonder if anyone will update this for the latest version
i tried that, had a crash. is the version fix working for you?
Using 2.8.3; there's an occasional crash where I can't load into a save because some hullmod has become void and then the savegame becomes corrupted. Can't get the old starsector log, will try to reproduce....Same here, second save goes to the bin. DialbeAvionics upgrade something something.
Find out it involves the java 23 seems it cant load or find the hullmods upgrades.Using 2.8.3; there's an occasional crash where I can't load into a save because some hullmod has become void and then the savegame becomes corrupted. Can't get the old starsector log, will try to reproduce....Same here, second save goes to the bin. DialbeAvionics upgrade something something.
I'm using the Mikohime package (re: Java 23) and Diable Avionics v2.8.3 and am not getting said crashes attempting to load my saves; no one else has the relevant ERROR entries from starsector.log?Find out it involves the java 23 seems it cant load or find the hullmods upgrades.Using 2.8.3; there's an occasional crash where I can't load into a save because some hullmod has become void and then the savegame becomes corrupted. Can't get the old starsector log, will try to reproduce....Same here, second save goes to the bin. DialbeAvionics upgrade something something.
so i think this mod is not compatible with the java 23
Saves got broken after Starsector relaunch, inside one session load worked fine. (I use Miko's java too)I'm using the Mikohime package (re: Java 23) and Diable Avionics v2.8.3 and am not getting said crashes attempting to load my saves; no one else has the relevant ERROR entries from starsector.log?Find out it involves the java 23 seems it cant load or find the hullmods upgrades.Using 2.8.3; there's an occasional crash where I can't load into a save because some hullmod has become void and then the savegame becomes corrupted. Can't get the old starsector log, will try to reproduce....Same here, second save goes to the bin. DialbeAvionics upgrade something something.
so i think this mod is not compatible with the java 23
EDIT: Also, this is the wrong thread to post these reports to; either do so in 'Bug Reports & Support (modded) (https://fractalsoftworks.com/forum/index.php?board=14.0)', or in presidentmattdamon's newer mod discussion thread (https://fractalsoftworks.com/forum/index.php?topic=29302).
A word of warning: it seems that president matt damon has inserted malicious code into Diable Avionics. The purpose of the code is to ruin your save file if you have a certain other mod installed.
See here for more details:
https://www.reddit.com/r/starsector/comments/1b9coro/diable_avionics_has_malware_in_its_code/
The author has even admitted doing so on discord: https://imgur.com/a/rlvHZmx
Supposedly, the malicious code has been removed as of version 2.8.4
Can it be downloaded without the Malware ? Or is it a bust ?
Can it be downloaded without the Malware ? Or is it a bust ?
https://fractalsoftworks.com/forum/index.php?topic=29432.0
The new (potential) caretaker of the mod posted a version without the Malware
Can it be downloaded without the Malware ? Or is it a bust ?
https://fractalsoftworks.com/forum/index.php?topic=29432.0
The new (potential) caretaker of the mod posted a version without the Malware
Nice ! Thanks.