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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)  (Read 581948 times)

Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1125 on: May 02, 2020, 04:10:27 AM »

The full name is "Diable Avionics Corporation".
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xucthclu

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1126 on: May 03, 2020, 04:51:18 AM »

I see. Another thing. Diable seems to never be prone to colonization in Nex. Is this intended?
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Unnamed_Shadow

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1127 on: May 06, 2020, 03:45:01 PM »

Is it just me or you don't get the Standard Diable Avionics Blueprints Package when you start a Nex playthrough with them?

2 times i have started a playthrough with them and unlike the other Faction Mods i don't see their standard blueprints.

Do i need to improve my relationship with them to get the blueprints? Is there a hidden mission to get them?
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shoi

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1128 on: May 08, 2020, 06:49:55 AM »

I get there blueprints on lates tupdate
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Kotigod

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1129 on: May 11, 2020, 06:09:46 PM »

Mod is crashing on launch,
The error message is:
Fatal:null
Cause: faction diable avionics has invalid trait lowprofile

Any ideas as to what this is/how to fix it?
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1130 on: May 11, 2020, 10:31:50 PM »

Update Nexerelin.
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Terviren

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1131 on: May 17, 2020, 06:17:02 AM »

AI-controlled Derecho armed with Banish torpedo launchers launch a few dozen torpedos at once in my game. I can replicate it indefinitely, they can do it multiple times per fight. Sorry if that has been posted already: couldn't find anything on this.
Spoiler
[close]

My modlist is:
Autosave v1.1
Combat Chatter v1.9.3
Common Radar v2.5
Diable Avionics v2.51 RC4
ED Shipyard v1.9.9a
GraphicsLib v1.4.1
LazyLib v2.4f
Leading Pip v1.8.3
MagicLib v0.2.9
Neutrino Corporation v1.86 RC3
Nexerelin v0.9.6d
Ship/Weapon Pack v1.10.5
SkilledUp v1.1
SpeedUp v0.6
Starship Legends v1.4.1
Terraforming and Station Construction v5.1.4
Adjusted Sector v0.2.2

I can test something/provide a save file with a fight with Derecho if needed.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1132 on: May 17, 2020, 01:13:09 PM »

That's one hell of a bug. I'll investigate.
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Terviren

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1133 on: May 17, 2020, 06:33:41 PM »

AI-controlled Derecho armed with Banish torpedo launchers

It seems to be not Derechos specifically: just anything armed with Banish. It is limited to the AI why can't I go brrrrrt too, game?, haven't been able to replicate it on a player-controlled (or autopiloted) ship so far.

Also got a CTD with the following in the log - not sure if it's on my side:
1484199 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.Diableavionics_frostEffect.advance(Diableavionics_frostEffect.java:98)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
« Last Edit: May 17, 2020, 06:47:25 PM by Terviren »
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nan0bytez

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1134 on: May 17, 2020, 10:37:01 PM »

Is there any chance we'll get a dedicated capital class wanzer carrier in the future? It's weird that a faction that focuses so heavily on "fighters" doesn't actually have a proper fleet carrier as flagship for larger fleets in place of the Pandemonium which, frankly, doesn't really fit into any Diable fleet. The lack of specialized survey ships and larger fleet salvage rigs also means that you'll end up scouring the core worlds for such ships. As a rather isolated and aggressive faction often at war with the core factions you'd think they would prefer to have their own designs of fleet support ships.

So, unless you want a fleet entirely focused on combat it's impossible to stick with faction ships only and even then there's a rather massive doctrinal gap in the capital department which means you'll lack a proper flagship in the late-game if you wanna focus on carrier play. Would be nice to have a 5 or 6 slot carrier fast enough to keep up with the cruisers in hyperspace, speedy in combat but barely manoeuvrable with lots of long-range missile support and point defence but fragile with bad shield coverage, large profile and no heavy ballistic / energy mounts. Basically a supersized Storm, designed as a flagship for carrier groups. If possible it should have an active ability that boosts point defence effectiveness in a large radius around it for both ships and wanzers for a short time with long cooldown - a sort of linked targeting feed to emphasize its role and reliability on escort ships. So, basically just as much, if not more, of an unwieldy and expensive space brick as the Pandemonium but focused on wanzers and fleet support.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1135 on: May 17, 2020, 10:44:39 PM »

No, for the simple reason that it would be overpowered. That's why I carefully only allow small numbers of wanzers on any given ship. Even the Storm is arguably overpowered already. And while you can use Astrals and other supercarriers, the Wanzer Gantry hullmod already gives diminishing returns to those at an attempt to curb the power curve.

I have a few more ships planned, but nothing that will change the fleet combat deployment in any significant way.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1136 on: May 17, 2020, 11:30:21 PM »

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.
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Terviren

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1137 on: May 18, 2020, 02:20:49 AM »

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.

Nope, I didn't. The only mod file I've ever modified is a settings file for Adjusted Sector, but I don't think that could be the reason.

I haven't encountered the issue with Frost again - think a hardware hiccup might be to blame.

Not all Banish-wielding ships seem to behave this way: the issue is with two specific fleets so far (that could also be one fleet I've enountered twice, but one was a task force and the other an invasion fleet, so unless a fleet can be renamed and sent to invade, I doubt it). Could be a weird interaction with Starship Legends? There's nothing about missiles in fleet traits, though.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1138 on: May 18, 2020, 02:29:48 AM »

I implemented a failsafe to the Banish that should work, but the Frost one is a mystery to me. Unless it's another case of same frame conflict such as the system triggers, but the fighter dies the same frame.
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HeartofDiscord

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1139 on: May 20, 2020, 03:40:16 PM »

Whats the point of making wanzer servicing gantry only work with full wanzer loadouts? Is it just trying to further enforce the long refit time on wanzers by preventing cheaper fighters screening them on the same carrier? You've already made it all but 100% mandatory to use, it seems strange to put even more restrictions on using wanzers. I guess its more that they aren't supposed to be something you can "splash." But even then, that seems more like a game limitation than a hard limitation on the hullmod, because if you had finer control of carriers it would be easy to send in screening fighters first or combine fleets of different carriers.

I guess the consensus is wanzers perform really well and needed toning down but it seems to me like once the initial wave of them is dead (which also tends to be when they are most vulnerable, as they often get hit by "real" weapons when moving to engage) wanzer fleets falter hard due to the extreme refit times. I'm not saying they're bad, I love using heavy fighters in general, its just my observations.

Another probably unwanted opinion of mine is the new Zephyr doesn't feel very good. I do think the old one was too good, but the current nerf is pretty extreme. In a meta sense, having only 1 just increases the chance of something unlucky happening to it, catching a big hit or missile, getting focused, etc. I think I would prefer having two fighters in a wing even if they cost more OP or were nerfed just for consistency. Do you think it performs so well it really warrants a single fighter?

Sorry for all the negativity, but I don't feel like I'm familiar enough with Diable right now to do an actual in-depth write up on the new stuff. This is just what really stood out to me. I REALLY like pretty much all of the weapon and ship changes except for possibly the gantry removal on the Fractus. The weapons especially all really feel like they perfectly fit and suit a role now. The Warlust change I think works exceptionally well too. I'm loving the palate swaps as well, Diable is still one of the most polished mods we have.
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