Fractal Softworks Forum

Starsector => Mods => Topic started by: FlashFrozen on August 03, 2014, 11:25:46 PM

Title: Diable Avionics (v.1.05)[0.65.1a]
Post by: FlashFrozen on August 03, 2014, 11:25:46 PM


Newer version available here by Tartiflette:
>> http://fractalsoftworks.com/forum/index.php?topic=10046.0 <<





(http://i.imgur.com/sYS3oSa.png)

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


Lore
TO: CITIZENS OF SECTOR 7
(And to whom else it may concern)


PURSUANT TO CLAUSE 9.1.1 of agreement dated 83.06.01 made between yourself (as contractee) and DOMAIN OF MAN (as registered owner of SECTOR 7) and these habited systems including but not limited to: Corvus, Askonia, Arcadia, Eos, Magec, Gneiss, and Valhalla have been repossessed and any interest therein is determined absolutely.

All enquiries relating to property should be addressed to: Junior Treasury Accountant Cristo

Any persons entering these systems, attempting to enter or assisting others to enter without the registered owner's permission will be
TERMINATED with prejudice.


Dated 233.06.01

 >Download>>>    http://www.mediafire.com/download/689jq1dndcdx5r1/Diable+Avionics+1.05.zip (http://www.mediafire.com/download/689jq1dndcdx5r1/Diable+Avionics+1.05.zip)    <<<Download<

Newer version available here by Tartiflette:
>> http://fractalsoftworks.com/forum/index.php?topic=10046.0 <<




Fightercraft
Spoiler
- Warlust - - Strife - - Frost -
(http://i.imgur.com/0qI3m15.png) (http://i.imgur.com/qR93IfR.png) (http://i.imgur.com/U6rKa4T.png)

[close]

Frigates
Spoiler
- Draft - - Vapor - - Shear _
(http://i.imgur.com/e5OakyB.png) (http://i.imgur.com/eBva5hr.png) (http://i.imgur.com/627ptDz.png)

[close]

Destroyers
Spoiler
- Calm - - Hayle -
(http://i.imgur.com/IC7g8WL.png) (http://i.imgur.com/2HE5azh.png)

[close]

Cruisers
Spoiler
- Gust - - Haze -
(http://i.imgur.com/jfNIuoc.png) (http://i.imgur.com/JW60Uhr.png)

[close]

Capitals
Spoiler
- Storm - - Maelstrom -
(http://i.imgur.com/ASoPrOS.png) (http://i.imgur.com/omLStan.png)

[close]

Arsenal


- Small Missiles -
- Thunderbolt SRM - - Micro Missile Launcher
(http://i.imgur.com/UfQ5hnM.png) (http://i.imgur.com/BKmMxSz.png)

- Medium Missiles -
- Thunderbolt SRM Pod - - Plover -
(http://i.imgur.com/ZM3R8iN.png) (http://i.imgur.com/7QZrrQ7.png)


- Small Ballistic -
- IBIS - - Recson S -
(http://i.imgur.com/IixAre1.png) (http://i.imgur.com/yqHdMRh.png)

- Medium Ballistic -
- Recson V - - Grave HMG -
(http://i.imgur.com/C2J7ms3.png) (http://i.imgur.com/Te5TYKn.png)

- Medium Energy -
- State -
(http://i.imgur.com/yaEm2xH.png)

- Large Energy -
- Heavy Thermal Pulse Cannon - - Uhlan Siege Laser -
(http://i.imgur.com/MFe0mPP.png) (http://i.imgur.com/wRxNx74.png)

Credit to team

-Tartiflette for taking up the update for 0.7
-Debido for general expertise and for his modification of Xangle13's OnHit Script
-Cycerin for still helpful scripts
-Mesotronik for help here and there and his custom missile ai
-And to whoever else that might of 'contributed' I thank you too :D

Standalone Download here - http://www.mediafire.com/download/689jq1dndcdx5r1/Diable+Avionics+1.05.zip (http://www.mediafire.com/download/689jq1dndcdx5r1/Diable+Avionics+1.05.zip)

Code
Version 1.05
-Added Maelstrom
-Added Uhlan Siege Laser

Version 1.0
-Campaign support

Version 0.75
-Added Vapor Frigate
-Added Hayle Destroyer
-Added Haze Cruiser
-Added Frost Wanzer
-Added State, Plover
-Updated Strife Sprite,
-Updated Grave HMG sprite
-Reduced Calm speed, durability,
-Lowered number of fleets spawned
-Activated hostilities
Title: Re: Diable Avionics (v. 0.5)
Post by: Okim on August 04, 2014, 02:30:05 AM
These two wide flat-looking panels in front of Calm are drones, aren't they? Nice idea.

Overall your ships look cool. I especially like how HTPC is placed on the port of the Gust. I wonder how it looks in action.

Speaking of other guns I must confess that they look a bit low-quality compared to the ships. Probably it is just my current laptop to be blamed for visuals.

I`d like to play test it a bit, but without all the other mods. Is it possible?
Title: Re: Diable Avionics (v. 0.5)
Post by: Gotcha! on August 04, 2014, 04:08:16 AM
Nice work. :) I really like the Storm. It is magnificent!
Title: Re: Diable Avionics (v. 0.5)
Post by: CrazyDave on August 04, 2014, 05:03:08 AM
brilliant work; easily some of the best i have seen on the forums!
Title: Re: Diable Avionics (v. 0.5)
Post by: Zudgemud on August 04, 2014, 07:08:33 AM
Real goddamn pretty, now make me able to play with them!
Title: Re: Diable Avionics (v. 0.5)
Post by: Cycerin on August 04, 2014, 08:16:40 AM
Cool, like a natural evolution of Neutrino style sprites. What's the gameplay concept? Fighters and missiles? Those triangular details look like they are supposed to open up and spew missiles.
Title: Re: Diable Avionics (v. 0.5)
Post by: MShadowy on August 04, 2014, 08:30:29 AM
Gorgeous ships, yeah.  Definitely looking forward to seeing these (apparently) legalistic jerks roving around the sector doing piracy in high spaceattempting to enforce their contractual ownership of the sector.
Title: Re: Diable Avionics (v. 0.5)
Post by: FlashFrozen on August 07, 2014, 07:30:43 AM
-snipsnip-
I`d like to play test it a bit, but without all the other mods. Is it possible?

http://www.mediafire.com/download/ahg2bcdvg4apm24/Diable+Avionics+0.5f.zip

For a Basic working version, Probably still many things to add before it can be called a full featured mod, but eh.

Feedback on loud sounds preferred. I'd assume the HTPC could use some reducing but at the same time, ooo it's fun to fire.
Title: Re: Diable Avionics (v. 0.5f)
Post by: PCCL on August 07, 2014, 02:26:40 PM
just looking at the sprites, seems as though there's very few weapon mounts there for example a CRUISER only has 4 small slots, and the carrier has no visible mounts at all (that I can find).

Is this balanced in some way?
Title: Re: Diable Avionics (v. 0.5f)
Post by: FlashFrozen on August 07, 2014, 03:17:20 PM
Might just be easier to show you.

https://www.youtube.com/watch?v=we-rtBByDMQ&feature=youtu.be

The aim is vanilla midline.
Most ships prefer hardpoints over turret mounts.
Title: Re: Diable Avionics (v. 0.5f)
Post by: Nanao-kun on August 07, 2014, 03:24:11 PM
These are great.
Title: Re: Diable Avionics (v. 0.5f)
Post by: CrazyDave on August 07, 2014, 08:12:51 PM
just wondering, what kind of ship composition will this faction use? is it a very uniform and standard setup, so each fleet is very similar? or will there be variations in composition, so different kinds of frigates/destroyers etc?
Title: Re: Diable Avionics (v. 0.5f)
Post by: FlashFrozen on August 07, 2014, 08:37:25 PM
At the moment there isn't too much variation, but there are differing loadouts set up so there will be differences in how they are dealt with and how effective they are.
In general the ships will have some form of base armament that will be shared across the hull regardless of variant but may differ in amount between variants.

I've kept the ship selection small as Idk if there's a need for a large selection yet, maybe there'll be more later.
Title: Re: Diable Avionics (v. 0.5f)
Post by: CrazyDave on August 07, 2014, 08:42:16 PM
alrighty then, sounds good to me. :)
Title: Re: Diable Avionics (v. 0.5f)
Post by: kazi on August 07, 2014, 10:11:37 PM
Ooh, looking forward to seeing these guys in action. As usual, I like the art style! My only criticism is that the sprites don't seem very "deep" (the red paneling is the main offender). I might add a little bit of hard shading on the left and right edges of the paneling to make it look like the ships go into the screen a bit more. The fighters seem a little hard to differentiate at a glance.
Title: Re: Diable Avionics (v. 0.5f)
Post by: Sundog on August 07, 2014, 11:42:32 PM
This faction is looking sweet. I love the quickly unfolding shields.
Title: Re: Diable Avionics (v. 0.5f)
Post by: etherealblade on August 15, 2014, 03:23:15 PM
Flash, I love your Neutrino mod. It looks like I'll love this one too! I definitely like the ideas behind how these ships behave. I definitely see some good fleet cohesion.
Title: Re: Diable Avionics (v. 0.5f)
Post by: FlashFrozen on August 15, 2014, 03:48:47 PM
All compliments are appreciated,

I've decided on how to proceed next and have came upon doubling up the current amount of ships.
Stay tuned ish for how it'll come out.
Title: Re: Diable Avionics (v. 0.5f)
Post by: LB on August 15, 2014, 03:51:59 PM
Looking good, I'd be pretty interested in playing some missile-heavy fleets.

But actually, I posted because that avatar is from Hammerfight, isn't it?
Title: Re: Diable Avionics (v. 0.5f)
Post by: FlashFrozen on August 15, 2014, 04:05:08 PM
 ;D T'was a pretty bird when I first saw it, I still wish there was a sequel to that game.
Title: Re: Diable Avionics (v. 0.5f)
Post by: Lcu on August 15, 2014, 06:57:40 PM
What is the playstyle for this mod?
Front? Broadside?
Title: Re: Diable Avionics (v. 0.5f)
Post by: FlashFrozen on August 15, 2014, 07:13:44 PM
Most often it is Point to enemy and Blast away, you can have a modest broadside if you invest into it but most often they will be slotted with missiles.
Title: Re: Diable Avionics (v. 0.5f)
Post by: Soren on August 31, 2014, 03:00:58 PM
I'm really enjoying these ships so far. The missiles feel pleasantly Macrossy, the kinetics have a satisfying whack to them (the Recson's sound is a little high-pitched and glassy, but I can dig it), and it's great to have some mecha wings to sling around.

I did find the mismatch of several projectile and muzzle flash colors a bit distracting, though. I made a few changes for readability that I'm happy to share if you want them.
Title: Re: Diable Avionics (v. 0.5f)
Post by: Bjørn_in_the_Sector on August 31, 2014, 06:21:32 PM
Oh. my. god. For the longest time I thought it was called "Disable Avionics" and I thought it was some mod that changed the basic flight behaviour, rather than a mod containing some of the best looking ships in the forum. :O
I need this in my life.
Title: Re: Diable Avionics (v. 0.5f)
Post by: ORMtnMan on September 01, 2014, 09:47:39 PM
You have outdone yourself. First Neutrino, now this... teach me master
Title: Re: Diable Avionics (v. 0.5f)
Post by: Creepin on September 01, 2014, 11:47:50 PM
Whoa, your bigger ships resemble both Vaygr and Zentraedi. Neat stuff! :)
Title: Re: Diable Avionics (v. 0.5f)
Post by: Lakis on October 04, 2014, 02:03:53 PM
These guys are really scarey to face and very fun to play as. Can't wait for more!
Title: Re: Diable Avionics (v. 0.75a)
Post by: FlashFrozen on October 11, 2014, 05:47:50 PM
Updated to 0.75a


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

3 more ships, 2 weapons, and an extra wanzer wing

tweaks all round, testing as necessary.

- http://www.mediafire.com/download/39537j9v967f89j/Diable+Avionics+0.75.zip -
Title: Re: Diable Avionics (v. 0.75a)
Post by: kazi on October 12, 2014, 12:52:15 AM
Good art, but I can't help but feeling like all of the fighters are visual clones of each other.
Title: Re: Diable Avionics (v. 0.75a)
Post by: CrazyDave on October 12, 2014, 04:09:20 PM
Good art, but I can't help but feeling like all of the fighters are visual clones of each other.

while i suppose that it makes sense both lore wise and faction uniform wise, in terms of gameplay i would have to agree that they are far too similar. with such a small difference between each, being able to identify and counter ships quickly (an important part of starsector) becomes substantially more difficult. And dont get me started on managing them from the command screen, holy cow. i stuggle with distinguishing vanilla fighters so this would be nightmare...

im not sure how you'd fix the problem, and im assuming each is a variant of the same ship (lore wise if not gameplay wise). maybe add graphical vents or such to a more flux heavy fighter, or perhaps stabalisation fins or something to a wing, something to distingish the differences. just a couple quick ideas, im sure you can think of something better :)
Title: Re: Diable Avionics (v. 0.75a)
Post by: HELMUT on October 13, 2014, 03:31:13 PM
I played a bit the campaign with them, they make me think of some kind of hybrid child between Exigency and SCY.

Early game is hard with DA, very hard. Starting with the unshielded Draft frigate is suicidal, everything will hack you to piece quickly. The Vapor is the least dangerous (and only) choice for a starter frigate, it can pack quite a punch but the very weak hull and narrow Neutrino-ish frontal shield make it incredibly vulnerable to heat-seekers that pirates tends to use. The tiny frontal shield is something DA ships suffer a lot throughout the game, getting the extended shield hullmod is vital if you want to survive. Auxiliary thrusters and insulated engines assembly will also increase drastically your ships survivability.

The only worthy flagships are the three newly added Vapor/Hayle and Haze thanks to their good mobility and huge frontal firepower. The other ships are relegated to the role of support (debatable for the Calm destroyer).

If you want Flagships, pick the three on the right, if you want AI ships, pick the four on the left. I have to say however that the support ships are much better for an endgame scenario, the Gust cruiser especially.

The mechs wings are by far the best fighters in the entire game, definitely not the fastest but undoubtedly the most armed and armored. Getting at least one of those plus a Gust carrier is the first priority if you want to build a proper DA fleet. The Gust is good because not only it have a launch bay but it also have a large energy hardpoint, which mean you can mount a long range support weapon like the Tachyon lance (which is one of the variant BTW).

A single launch bay may seem a bit weak for a cruiser but given DA wanzers are incredibly though, you don't have to replace them regularly.

Unfortunately the Gust eclipse every other DA ships in the support category. The Storm capital carrier is definitely a good ship early to mid game but for twice the deployment cost you only get one more launch bay and lack the large energy hardpoint. You got 5 med mounts plus a lot more of small ones but as a DA ship, you really, really don't want to get too close to the enemy because of your paper armor and crap shield. So the Storm ain't as good as the Gust for long range support, unless you forget the DA weapons and go lolpilum spam, then it work great.

The Draft however? No launch bay. The Calm? No launch bay. For a faction that rely very heavily on its fighters, you don't want to take risks by bringing your frail ships to the frontline.

Currently DA lack some ships that could allow another strategy other than wanzer spam. Also to go on the discussion about differentiating the fighters, it is indeed very hard in the heat of battle as they all have a similar shape. Even in the fleet screen i'm not sure what is the role of each mech wing as they have their own custom weapons. The Strife appeared to me as the most bomber-ish one while the Frost with its shotgun seemed more like some kind of interceptor, maybe?

Being able to differentiate each wanzer is going to be tough without changing DA's color scheme but maybe just a color band to show each role? Yellow band interceptor-ish, red as bomber-ish etc... It's not that important in battle but at least it would be good to make it a bit clearer in their description, at least to let the player know which one would be best if you go for Onslaught hunting.

I had some strange behavior from the AI. Like sending its ships in very limited number, as if my fleet was weak even though i had a truckload of stuff. Maybe a problem with the reverse CR degradation? Speaking of CR, they all have disgustingly high CR cost per deployment (the combat regen doesn't seems to do anything after the fight) which lead to very expensive repairs, not sure if intended.

Also some problems with the DA station resupplying, haven't seen any new ships or weapons in a long while. If it wasn't for the Omnifactory, i couldn't have played this campaign.

I don't have much more to say, they didn't appeared as OP in my campaign so it seems okay on the balance. Still, they were pretty fun to play with.
Title: Re: Diable Avionics (v. 0.75a)
Post by: Death_Silence_66 on October 19, 2014, 10:32:45 PM
Can you make the clustered dual auto cannon groups on alternating mode? It seems to be better at suppressing shields and looks way cooler IMO
Title: Re: Diable Avionics (v. 0.75a)
Post by: NightfallGemini on November 03, 2014, 12:07:55 PM
This is a silly question, but is this faction compatible with the newest version? :s
Title: Re: Diable Avionics (v. 0.75a)
Post by: ValkyriaL on November 03, 2014, 12:27:57 PM
It is not a silly question, as mister Frozen has forgotten to include a game version tag in his OP =D
Title: Re: Diable Avionics (v. 0.75a)
Post by: Wriath on November 04, 2014, 06:06:22 AM
Whoah these guys look really sharp!
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: FlashFrozen on January 09, 2015, 07:11:30 PM
I think should be ready -isssh for this thread to be moved to Mods.

Additional freighters, ship breakers , fuel things, and possibly another capital to come. Maybe.
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: Histidine on January 10, 2015, 02:59:15 AM
Whoa, the logistics costs on these things are really punitive. A Storm uses 2.88 times as many supplies per battle as an Astral and 3.84 times as much as an Odyssey (put another way: it uses 72% of its own cargo capacity in supplies for just one battle). A Haze eats 2.34 times as much as an Eagle. Vapor is 2.6 times Tempest. Calm is better off, being only 25% more than Medusa.

And the wanzers are totally broke. Frost wing uses 107 supplies (that's more than aforementioned Astral).

>_<
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: FlashFrozen on January 10, 2015, 11:51:33 AM
Noted, and *gps voice* recalculating.

I probably overestimated how much reverse cr would have an effect, so i'll lower it a bit
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: valefore on January 10, 2015, 12:09:29 PM
Yes! Yes! YES!
Awesome artwork as always. Thanks a bunch for the cool mods!
And right on time for the weekends...
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: angrytigerp on January 10, 2015, 12:44:55 PM
It's funny, Flash, a lot of your stuff reminds me of other universes:

- All of the 'rectangular'/no-bits-sticking-off ships look like Hiigaran ships (must be the stripes)
- The Calm looks like either a Drake from EVE's Caldari faction, or like IFed's Auriga
- The Vapor, Hayle, and Haze similarly remind me of the top-down perspective on Caldari Merlins and/or Caracals.

Not that I am accusing you of 'stealing' design cues (and now, with me saying it out loud, it sounds like I'm doing just that and trying to save face, I assure you, I'm not), but... yeah, when I first saw the Calm, my first thought was "That's an Auriga!" and then "OH MAN SOMEONE'S RESURRECTING IFED AWESOME!" Then I saw that you weren't.

And now that I've read some of the other replies, I can definitely see that, if anything, their biggest resemblance is to the Neutrino Corp... I wonder why...  :P
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: Silver Silence on January 10, 2015, 01:06:32 PM
Personally, what I see is Causality Mk1-3, and Banshee Mk 0.25.
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: Jsay19 on January 10, 2015, 03:57:50 PM
It's funny, Flash, a lot of your stuff reminds me of other universes:

- All of the 'rectangular'/no-bits-sticking-off ships look like Hiigaran ships (must be the stripes)
- The Calm looks like either a Drake from EVE's Caldari faction, or like IFed's Auriga
- The Vapor, Hayle, and Haze similarly remind me of the top-down perspective on Caldari Merlins and/or Caracals.

Not that I am accusing you of 'stealing' design cues (and now, with me saying it out loud, it sounds like I'm doing just that and trying to save face, I assure you, I'm not), but... yeah, when I first saw the Calm, my first thought was "That's an Auriga!" and then "OH MAN SOMEONE'S RESURRECTING IFED AWESOME!" Then I saw that you weren't.

And now that I've read some of the other replies, I can definitely see that, if anything, their biggest resemblance is to the Neutrino Corp... I wonder why...  :P

He Literally took the Design of the Frost Wanzer (Front Mission) and Put it in here. Diable Avionics is even a Company IN the Universe of Front Mission.

(Btw, not complaining)
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: Tommy on January 13, 2015, 01:17:03 PM
How does one get friendly with them ? I have included them in my SS+ campaign, and they are always at 100/100 vengeful.
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: FlashFrozen on January 13, 2015, 01:28:01 PM
argh my bad, I thought I altered the download version with a proper relation one a few days ago, but if you want, just redownload from the same link and it shooould be okay.
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: Tommy on January 13, 2015, 01:49:08 PM
Heh, thanks :) I thought you were going for a "pirate" affiliated faction kind of strategy. But since it was always at vengeful, you can never repair the relationship.

Thanks much.
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: Silver Silence on January 13, 2015, 07:33:39 PM
Judging by their declaration of claiming all systems in the sector as their own, "DA vs the world sector" doesn't seem like a bad idea.
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: connortron7 on January 16, 2015, 05:41:35 PM
It's an awesome mod but no matter how many times I kill there enemy's next to their base my relations don't improve so the only way to get their ships and guns is to fight them and get the like 27% chance to send a boarding team i think it has something to do with the fact that their station is in hyperspace instead of a solar system
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: Cyan Leader on January 17, 2015, 08:38:46 AM
Is Diable Avionics (and Neutrino I might add) compatible with SC+? I just can't go back to vanilla anymore, with some of the mechanics there.
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: Tommy on January 17, 2015, 10:13:18 AM
Both are, yes.
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: Midnight Kitsune on January 17, 2015, 12:17:06 PM
Is Diable Avionics (and Neutrino I might add) compatible with SC+? I just can't go back to vanilla anymore, with some of the mechanics there.
There is a bug that is caused by neutrino that makes some changes revert and Neutrino and DA fleets won't have skills soooo there is that
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: Nanao-kun on January 17, 2015, 12:40:02 PM
Is Diable Avionics (and Neutrino I might add) compatible with SC+? I just can't go back to vanilla anymore, with some of the mechanics there.
There is a bug that is caused by neutrino that makes some changes revert and Neutrino and DA fleets won't have skills soooo there is that
I think he fixed that with a reupload according to the Neutrino thread.

EDIT: Checking the files, the problem appears to be in this mod too.
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: FlashFrozen on January 19, 2015, 04:33:52 PM
Added that on list of things to fix, I'll try to release an update tonight ish.

Edit: Done woo,
http://www.mediafire.com/download/689jq1dndcdx5r1/Diable+Avionics+1.05.zip
Title: Re: Diable Avionics (v.1.0)[0.65.1a]
Post by: tempestora on January 20, 2015, 03:21:56 PM
Created an account just to say thanks for giving us Crimson Permanent Assurance in SPAAACE. Out of curiosity was that the inspiration for the faction?

(For those who have no idea what I'm talking about see >> http://www.dailymotion.com/video/xyqxc_the-crimson-permanent-assurance_fun )

Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: FlashFrozen on January 21, 2015, 03:16:33 PM
Glad you enjoy the mod!

Honestly I just wanted to make more ships and well it turned out as is :)
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: NightfallGemini on January 23, 2015, 08:15:28 AM
The heavy cruiser makes an *insane* missile spammer, even though it's meant to use ballistics. Being able to fit a ton of Pilums (or coasting pods if you're using SCY) is just insane.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Cyan Leader on January 23, 2015, 08:02:26 PM
I agree with NightFallGemini, I don't usually like talking much about mod balance because I enjoy the idea of having some ships just being inherently better than others, but some of the ships here are just crazy good as supports.

For a long time I was looking for a Frigate with 2 Med Universal slots that I could use them as long range supports. The Imperium mod has one and wouldn't you know it is dedicated for that role which makes sense. The ship I'm talking about is the Decurion and it offers 2 Med Slots and 2 Small ballistics for 2.0 supplies per day, which is probably the best one could get for efficiency per med uni slot overall but, you know, it still seems balanced.

After installing this mod though I've found alternatives that are miles better. The Vapor frigate is better in all regards for a support role and is not even made for that. It consumes 0.75 supplies per day, it's peak performance is unlimited as opposed to Decurion's limited rate and it is much more mobile allowing you to quickly relocate or retreat them if needed. Moreover the small ports are also universal which allows for much better PD or even more missiles if I desired to keep them close range.

The Haze cruiser is even more insane with 7 Med Universals and 14 Small Universals for a mere 4.0 supply a day. It outclasses every other option for support ships and again, I doubt you made those ships thinking of having them on support roles.

I see this as a consequence of adding so many Universals. I really recommend cutting that down and better assigning gun ports to one of the 3 categories but keeping the high amount of ports, as that is one of the things that makes this faction unique.


EDIT. Moreover, as pointed out by Tommy, getting rep with this faction is practically impossible. Killing opposing factions nearby their base does nothing since it's located in hyperspace, they never scan your ship and I have yet to see an offered bounty. Unless they have a base in a system I'm missing I don't see how you should get friendly to them outside of straight cheating.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: NightfallGemini on January 24, 2015, 11:29:41 AM
Not sure what happened, but I fired up a new file and trying to access the DA trade screen late game makes Starsector lock up and pins CPU usage to 97% (!!) and memory usage creeps up from 5GB to 6. Buying ships worked fine, on the other hand.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: ahrenjb on January 27, 2015, 12:46:58 PM
I've been playing a new game with your faction included for a couple of days now, and I wanted to chime in on a few points.

First off, phenomenal quality work. This really does seem like the natural progression of your older Neutrino mod, and it shows. Better balancing, better quality artwork, better "feeling" ships as a whole. These have character, and I like it. The weapons are interesting and fit their niches well. It doesn't feel like "bloat". Some mods add too much content and most of it feels the same, I haven't gotten that impression at all with DA. The weapons and ships also seem very well attuned to each other, making for good theme fits.

I haven't had a chance to play with every ship yet, but I will say the Haze has become one of my favorites, right up there with the SCY Sthenos. It feels a little overpowered right now, but I think maybe removing the two medium universal hardpoints on the wingtips would be enough to balance it. Had a great time blasting away around the universe in it until I very reluctantly had to sacrifice it to the Omnifactory. Had a Calm as a support vessel for a while too, excellent fleet ship. Looking forward to getting my hands on one of their capitals, but I never see them for sale.

Campaign-wise, they make a nice, smaller addition. I like the idea of mod-factions adding small presences to the universe, rather than rivaling the vanilla superpowers. Their station always seems a little under stocked, which you may or may not want to work on. As for the difficulty of gaining rep with them, I like it that way. Fits the lore.

Anyway, great stuff. It will definitely become a staple mod for me.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Velox on January 27, 2015, 01:02:00 PM
Not sure what happened, but I fired up a new file and trying to access the DA trade screen late game makes Starsector lock up and pins CPU usage to 97% (!!) and memory usage creeps up from 5GB to 6. Buying ships worked fine, on the other hand.

Same deal - I kicked the memory allocation up to 10-12GB or so but if memory was the problem that still wasn't enough to take care of it.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: FlashFrozen on January 27, 2015, 10:52:56 PM
I tried this and idk if it'll fix the memory issues, but if anyone who had troubles before try this version and see if let's them load up the game.
Sorry for the bugginess

http://www.mediafire.com/download/689jq1dndcdx5r1/Diable+Avionics+1.05.zip

and noted, yeah some of the ships just have a lot of slots for you to customize, that may change later on, but I do wish there was a direct fire (ballistic + energy) weapon mount just to stop missiles :p

As to the faction reputation, I'm working on it, I've tried throwing in bounties, but it hasn't seemed to work at all so I'll just have to set that for later.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Tartiflette on February 02, 2015, 03:12:10 PM
So, I was talking with FlashFrozen about how it would be so awesome if his mechs would transform into jets to move more quickly around the battlefield, Macross style... Next thing you know:
http://www.youtube.com/watch?v=QfwsHQgEC1g

Yep, now you have tough slow shielded mechs that transform into fast unarmed fighters to catch their next target!
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Scuttlebutt on February 02, 2015, 03:19:21 PM
So, I was talking with FlashFrozen about how it would be so awesome if his mechs would transform into jets to move more quickly around the battlefield, Macross style... Next thing you know:
http://www.youtube.com/watch?v=QfwsHQgEC1g

Yep, now you have tough slow shielded mechs that transform into fast unarmed fighters to catch their next target!

Inb4 this whole thing snowballs into pic related lol:
Spoiler
(http://vignette2.wikia.nocookie.net/macross/images/6/61/SDF1_Attack.gif/revision/latest/scale-to-width/300?cb=20130717195252)
[close]
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Nanao-kun on February 02, 2015, 04:00:41 PM
That is amazing. :o
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Cyan Leader on February 02, 2015, 04:25:47 PM
and noted, yeah some of the ships just have a lot of slots for you to customize, that may change later on, but I do wish there was a direct fire (ballistic + energy) weapon mount just to stop missiles :p

How about a onboard hullmod that modifies the missile count negatively? If positive modifiers are a thing maybe it is possible to code a negative modifier that will always zero your missile count no matter what? Not for every ship of course, probably just for the Vapor and Haze. That way the player will be forced to equip them with ballistic and energy weapons.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: SpaceRiceBowl on February 02, 2015, 04:43:36 PM
I need this

now
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Histidine on February 02, 2015, 06:42:11 PM
SORCERY!
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Lcu on February 04, 2015, 01:20:07 AM
I've just realized the reason why this mod has mechs. *facepalm*

EDIT : Can't restrain myself.... must... make... something similar......
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: WKOB on February 04, 2015, 01:37:34 AM
Well, those are now, without a doubt, the coolest fighters in Starsectorfarer ever.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Tartiflette on February 04, 2015, 01:49:57 AM
"Ever"? Try yet...  ;)
Spoiler
Don't underestimate the modder's POWAAAAA!!!! (http://i.imgur.com/dqlKiWf.gif)
[close]
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Creepin on February 04, 2015, 04:49:23 AM
Inb4 this whole thing snowballs into pic related lol:
Spoiler
(http://vignette2.wikia.nocookie.net/macross/images/6/61/SDF1_Attack.gif/revision/latest/scale-to-width/300?cb=20130717195252)
[close]
I'm sure it's just a coincidence but Gust, Storm and Maelstrom always struck me as having a Zentraedi design :)
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: HeartofDiscord on February 14, 2015, 10:31:39 PM
Wow, I just looked at this mod, and I must say it looks very nice. Any idea of an ETA for 65.2a?
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: OOZ662 on February 14, 2015, 11:18:55 PM
As to the faction reputation, I'm working on it, I've tried throwing in bounties, but it hasn't seemed to work at all so I'll just have to set that for later.

I may just be stating the obvious here and since I haven't used this mod yet I don't know how this hyperspace station works, but normal systems update their reputation based on the distance from the system's comm relay. If there isn't a comm relay associated with the station I assume it has nothing with which to notice the player killing opponents.

I didn't realize stations could even exist in hyperspace; hopefully comm relays can too. ;D
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: NightfallGemini on February 17, 2015, 09:13:45 PM
I'd assume that a comm relay in hyperspace would make it so you could gain Diable Avionics reputation anywhere in hyperspace rather than just near Eclipse, as it'd be intended.

The transforming wanzers look incredible, by the way. Looks like things have vastly improved for wanzer technology since Front Mission 3. :v
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: MesoTroniK on February 17, 2015, 09:18:43 PM
Making a hyperstation work 100% as intended is a significant amount of work.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Histidine on February 21, 2015, 06:23:34 AM
Hmm, at least some of the ships seem to have too much rotational inertia. With a Vigilance or Hammerhead, if I hold down D to make the ship spin then let go, it comes to a stop in about 45°. Vapor and Hayle take over 270°.

Does this bother anyone else when flying (particularly given the front shields and front-facing weapons)?
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Sproginator on February 21, 2015, 06:33:45 AM
Transforming jets? HURMMMERGEWD YUS
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Ahne on February 23, 2015, 12:24:34 PM
Is this mod playable with starsector+ (0.65.2a)?

Just curious.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Aklyon on February 23, 2015, 05:08:03 PM
Is this mod playable with starsector+ (0.65.2a)?

Just curious.
Yes. Though I haven't tried gaining rep with them, I can buy from their hyperstation and fight their doods.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Ahne on February 23, 2015, 07:51:28 PM
Can you also tell me if their ships/weapons appear in the market/blackmarket on other planets too?

Would be neat to know.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Voiddweller on February 24, 2015, 05:29:42 AM
Can you also tell me if their ships/weapons appear in the market/blackmarket on other planets too?

Would be neat to know.
Weapons appear on black market, but not sure about ships.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: connortron7 on February 24, 2015, 06:22:51 PM
90% sure they don't
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: NightfallGemini on February 24, 2015, 07:15:09 PM
Weapons do, ships don't. The easiest way to get their stuff is to fight them, capture a ship and use your Omnifactory to crank out tons. Granted, you lose a really great refueling/resupply station in hyperspace by doing that.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Protonus on February 24, 2015, 07:19:02 PM
Weapons do, ships don't. The easiest way to get their stuff is to fight them, capture a ship and use your Omnifactory to crank out tons. Granted, you lose a really great refueling/resupply station in hyperspace by doing that.

Actually, the Red mod's Black Market ships beg to differ.

The chances of military-grade ships to appear in the Black Market is very slim, sometimes you can even see a rare Capital ship from Diable to be sold, although like I said, the chances are very unlikely, but still remains possible.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: EI on February 24, 2015, 07:49:34 PM
Weapons do, ships don't. The easiest way to get their stuff is to fight them, capture a ship and use your Omnifactory to crank out tons. Granted, you lose a really great refueling/resupply station in hyperspace by doing that.

Actually, the Red mod's Black Market ships beg to differ.

My body ships are ready~ @[email protected]
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Flare on February 25, 2015, 11:56:44 PM
Just had a Diable bounty on one of their fleets that deserted, these don't come up very often, but it appears that it does work once in a while.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: tanith on March 17, 2015, 05:23:44 PM
Has anyone else using this that the Calm and Gust never show up fleets?  I really only ever see the Hayle and Haze.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Velox on April 06, 2015, 02:10:22 PM

I can't seem to get past 50/100 with Diable - no bounties and dispatching pirates/enemy factions near the station doesn't seem to yield any reputation benefits.  I've only seen them selling one of the ships above destroyer-size too - is this expected?
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: FlashFrozen on April 06, 2015, 05:22:29 PM
For the moment, trade is the only reliable way to increase reputation with Diable, ships for sale are relatively limited to destroyers and below, cruisers and above are relatively rare.

Things may change eventually but for now if you see something you like you may just have to be their enemies :P
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: LostInTheWired on April 08, 2015, 04:21:32 AM
I really like these.  I love to play with strikecraft heavy fleets (a capital sized carrier, cruiser and frigates for escort, and loads of fightercraft) and these really have that look for it!

/thumbsup, friend!
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: 19_30s on June 09, 2015, 06:20:46 AM
For the moment, trade is the only reliable way to increase reputation with Diable, ships for sale are relatively limited to destroyers and below, cruisers and above are relatively rare.

Things may change eventually but for now if you see something you like you may just have to be their enemies :P
But how about the release date?I am eager to know whether there will be transforming ships instead of jets :D
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Histidine on June 26, 2015, 05:07:50 AM
Should the wanzers have only burn 3? This slows down a fleet in SS+ (even if it has capital ships), often painfully so.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: LB on July 01, 2015, 11:07:18 PM
They've got to have some kind of disadvantage.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Unreal_One on October 23, 2015, 03:12:02 PM
I must say, I thoroughly enjoy this mod. Your asymmetric ship designs are some of the prettiest, and your fast classes, while I want them to look less symmetric, are exactly what I want mechanically. Also: is the Recson S supposed to be an energy mount? It's listed on the front page as ballistic, and is more similar in usage to a ballistic than a small.

I hope you keep working on this and expand DA, I like the reds more than Neutrino.
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: c0nr4d1c4l on December 19, 2015, 06:26:58 PM
Errrrr.....ummmm....yeah, so can this work for 0.65.2a?
Title: Re: Diable Avionics (v.1.05)[0.65.1a]
Post by: Nanao-kun on December 19, 2015, 06:28:51 PM
Errrrr.....ummmm....yeah, so can this work for 0.65.2a?
This is the outdated version.

The new version is now maintained by Tartiflette.

http://fractalsoftworks.com/forum/index.php?topic=10046.0

EDIT: Oh wait, you're asking about 0.65.2a. Nevermind.