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Author Topic: [0.8a] Diable Avionics 1.82 (08/05/2017)  (Read 109427 times)
Tartiflette
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« on: November 30, 2015, 02:39:10 PM »





Require LazyWizard's LazyLib
Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin.
Integrated to Dark.Revenant's DynaSector.



Having problems?  Visit the Mod Troubleshooting Guide!


Recommended non-faction mods list

LazyWizzard's Version Checker
    To make sure all your mods are up-to-date.

LazyWizzard's Autosave
    To remind you to save from time to time.
    (check the settings to force it to save)

LazyWizzard's Common Radar
    To improve your situational awareness in combat.

Dark.Revenant's GraphicLib
    To make the game shinier. (check the settings to tweak the effects)

Dark.Revenant's AudioPlus
    To tweak some vanilla weapons sounds and compile music from many faction mods.

Dark.Revenant's Leading Pip
    To get a leading indicator when targeting an enemy.

Histidine's Combat Chatter
    To give your captains some personality, and get some ships status info during battles.

Helmut's Portrait Pack
    To get a sector with less officer clones.

My Unknown Skies
    To add more variety in the procgen systems.

My Lightshow
    To make vanilla beams more identifiable.

My Upgraded Rotary Weapons
    To make vanilla rotary weapons spin smoothly.

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

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

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

Feature advanced transforming ships:

 

 

Take a peek thanks to the ever awesome NemoNaemo



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

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


(Click to enlarge)


Versant Teaser:


Old Valiant showcase:

RECENT CHANGELOGS

1.82

BALANCING:
 - Valiant:
   . Lost Resilient Frame hullmod.

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

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

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

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

1.81

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

 - Raven
   . Removed chest Glaux Lances.

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

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

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

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

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

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


BUGFIXES/IMPROVEMENTS:

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

1.8

Starsector 0.8a compatibility

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

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

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

1.71

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

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

1.7

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

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

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

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

1.66

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

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


1.65

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

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

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

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

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

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

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

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

1.63

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

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

1.62

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

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

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

1.61

 STARSECTOR 0.7.2 compatibility.

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

1.6

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

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

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



Please ask for permission before using any asset from this mod in your's.
« Last Edit: May 08, 2017, 11:10:06 AM by Tartiflette » Logged

 
Toxcity
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« Reply #1 on: November 30, 2015, 02:51:40 PM »

You're like extreme makeover for mods.
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RyMarq
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« Reply #2 on: November 30, 2015, 02:54:43 PM »

Not going to lie.

Those fighters are cool as hell.
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speeder
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« Reply #3 on: November 30, 2015, 08:41:26 PM »

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

I want Macross-style stuff everywhere!!!
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Tartiflette
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Kickstarter is NOT a magic spring of free money!


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« Reply #4 on: December 01, 2015, 12:45:18 AM »

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

I want Macross-style stuff everywhere!!!
While I LOVED making that ship, it has more work in it than a significant portion of the other ships combined. Also, I kinda dig the fact that it's unique (and super strong!): having a whole swarm of different models would be hard to follow.
Although I could maybe think about something... Bigger. But that certainly isn't any time soon, and I'll have to talk to FlashFrozen before.
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Creepin
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« Reply #5 on: December 01, 2015, 01:27:02 AM »

Tartiflette, thanks a lot for updating this mod!

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

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

« Last Edit: December 01, 2015, 01:28:46 AM by Creepin » Logged
SeinTa
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« Reply #6 on: December 01, 2015, 02:05:11 AM »

Thank you for the mod!
I love the looks of these ships, too bad they hate me(and I can't figure out how to get on good terms).

Interesting thing is that once you put on Safety Overrides on my Hayle, I got about 16 seconds of peak time and after that (suprisingly) my CR starts to go UP.
Needless to say very OP and fun.
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Tartiflette
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« Reply #7 on: December 01, 2015, 02:51:22 AM »

Thank you for the mod!
I love the looks of these ships, too bad they hate me(and I can't figure out how to get on good terms).

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

Now that being said, we intend to change that mechanic. The ships will still get stronger over time but it will be done in an independent script rather than with CR. That will create some interesting situations in long fights where your weapons will be most effective when they are about to malfunction.
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Originem
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« Reply #8 on: December 01, 2015, 06:10:58 AM »

An awesome mod i'd waited for long time
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Troika
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« Reply #9 on: December 01, 2015, 09:03:14 AM »

This is very cool. I see you are a Front Mission fan as well, judging by those 'fighters'. Though if it's in space, can it really be called a wanzer? Wink
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Ghoti
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« Reply #10 on: December 01, 2015, 12:03:26 PM »

I'm really really liking this set so far, this mod seems vanilla balanced, brings in some interesting weapons, I haven't hit anything yet that made me say "Damn, I see no reason to ever use anything else."

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

This is damn good work.
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Troika
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« Reply #11 on: December 01, 2015, 04:04:43 PM »

Hm, I noticed a possible bug: Storm-class barely fires it's micro missile launchers a lot of the time when controlled by the AI. Considering the huge amount of ammo it has, shouldn't it be liberally spamming them?
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Toxcity
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« Reply #12 on: December 01, 2015, 04:23:44 PM »

Played around with the mod a bit. Don't really have a lot of things to say atm, but there are a few weird things:
  • The Grave HMG is way too similar to the Assault Chaingun. Maybe it could have its DPS/Flux decreased a bit and have its range raised to 700-800.
  • The Thunderbolt SRMs onHitEffect could be a bit more noticeable, both in battle and in the description.
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Ghoti
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« Reply #13 on: December 01, 2015, 05:25:10 PM »

Recson S has 850 range but stats otherwise comparable to a light autocannon. For one more ordnance point you get 250 range. Weapon is best in class by a large margin.
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Tartiflette
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« Reply #14 on: December 02, 2015, 12:12:54 AM »

Hm, I noticed a possible bug: Storm-class barely fires it's micro missile launchers a lot of the time when controlled by the AI. Considering the huge amount of ammo it has, shouldn't it be liberally spamming them?
Small issue that will be corrected in the hotfix (today?). Thanks.

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

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

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