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Author Topic: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)  (Read 590394 times)

Tartiflette

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1215 on: August 16, 2020, 03:32:14 AM »

Are you sure you have the latest version of the mod? Because I fixed that bug. Or at least I thought if you indeed are using the latest version.
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Tunashamed

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1216 on: August 16, 2020, 07:48:56 AM »

2.51 RC1 so I guess not. Will uninstalling and reinstalling the mod corrupt the current saved game?
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Kaitol

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1217 on: August 16, 2020, 05:45:18 PM »

Recently tried a Diable playthrough with Nexelrin, great looking mod, but it felt like they might be a little too well-balanced. Their home system immediately got a Persean League grand invasion, and they just could not stop it, the only fights they ever seemed to win were when they had an overwhelming numbers advantage, in anything resembling a straight fight the Diable fleets just got annihilated. The Cronus-class light battlecruisers from Dark.Revenant's ship pack, in particular, were a problem (I realize they're from a mod and quite good, but given their light loadout for a battlecruiser and use of an ability you see on ships from vanilla, they seem in line with vanilla for a high-tech ship at least, and the rest of the Persean fleets seemed to be vanilla, more or less), one of them could engage two of the standard Diable battlecruisers (forget the name at the moment, sorry) and win without a scratch. Diable's strength seems intended to be in their fighter wings, but if they're evenly matched or outnumbered, high-tech ships just rip the wanzer wings to pieces with massed beams before they can accomplish much. This basically means Diable's lost, because their battlecruisers have middling armor, laughable shield arcs, mediocre firepower, and their ship system basically just gets them a brief instant of speed which is not nearly enough to disengage from high or mid-tech opponents to replenish their wings.

I loaded saves many times to see if I could salvage things but no matter what I tried it was just never enough. It could just be that the ai fleets were terrible at picking deployment compositions and playing the faction in general. In which case I suppose there's not much to be done, though I might suggest considering changing the battlecruisers ability to something to support their wanzer wings, like maybe a temporary shield or damage mitigation. Something to help the ai keep their fighters alive even if they're using them poorly. Also maybe upping the armor or hull a bit more if they're going to be that slow and poorly shielded.

Either way, great mod, I really liked what I got to see of the smaller ships before we got pounded into the dirt, it's always nice to see a faction which isn't just super fine-tuned and upscaled vanilla concepts with a fresh coat of paint. ( To be clear, not badmouthing mods like that, vanilla concepts with a fresh take and coat of paint can also be nice and good.)
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DeTess

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1218 on: August 17, 2020, 04:41:10 AM »

2.51 RC1 so I guess not. Will uninstalling and reinstalling the mod corrupt the current saved game?

The front page says that the earliest save compatible version is 2.50 BETA 8, so anything beyond that, such as the version you mention, should be fine.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1219 on: August 18, 2020, 12:34:53 AM »

From my own testing I think it's the Chronus that is too strong. It scales way too much with officer skills, with its excelent shield and ability to double its dissipation at the right time. We just had a tournament where the Maelstrom performed extremely well so I don't think it is an issue at its current cost.

As for invasions, that's an issue with Nexerelin that maybe solved in the future. I'll keep an eye out for auto-resolve oddities though.
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Modo44

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1220 on: August 18, 2020, 01:28:30 AM »

If you use random starting faction relationships in Nexerelin, that generally disables the "default" ROFLstomps of your faction mix. With this option, I've seen Diable do well depending on how things started.
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Templar828

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1221 on: August 18, 2020, 02:22:54 PM »

Hello there, just started playing recently and love all of your faction mods!

I was wondering if this was intentional or if I am missing something, but I cannot find any weapon blueprints for DA (did not have at start either). I did have an older version of Nexerellian when I started my current game, but have updated to current. I then started a new run after updating but was still missing the weapon blueprints.

Sorry if this has already been brought up, scanned quite a few pages and could not find an answer in this thread.
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AHandyDandyHotDog

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1222 on: August 30, 2020, 12:01:15 PM »

For the carriers like the Gust with the active system where you take control of the fighters, is it supposed to turn off the auto fire of some weapons? Is there any way to stop it from happening? Sorry if this has already been asked.
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Dreyer

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1223 on: September 23, 2020, 07:01:35 AM »

Starsector makes quarentine bareble. Love this game and I literaly can't go back to Vanilla after playing you'r mods Tarti Steller work! Anny news you can share about the lore update or potential other addons? Realy exited to se whats next for DA.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1224 on: September 23, 2020, 10:18:57 AM »

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.
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Dreyer

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1225 on: September 23, 2020, 12:32:09 PM »

Nice :D Going to be a nice early/delayed Christmas present them ;)
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SukmaZaki

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1226 on: September 23, 2020, 12:35:05 PM »

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.

Is this going to include narrative update for the Diable Avionics factions? Thanks in advance.
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sawert42

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1227 on: October 07, 2020, 02:01:06 PM »

Me reads patch notes:
"- Pandemonium dreadnought:
   . Ship system switched to Phase Grazer Core from Heavy Flicker Core.
   . Large hybrid mounts reduced to 2 from 4, but gained 2 built in Micro-missile Arrays, 2 medium universal turrets and 2 small hybrid turrets.
   . Armor increased to 1300 from 1200.
   . OP amount reduced to 360 from 435."

Large hybrid mounts reduced to 2 from 4 o.O

Also Me: Farewell old friend
Time to find new favorite capital ship
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1228 on: October 07, 2020, 09:51:45 PM »

Everyone says that first, then they try the new ship system...
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Modo44

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1229 on: October 07, 2020, 10:56:16 PM »

Time to find new favorite capital ship
Oh come on. It was the Maelstrom anyway. The Panda is a meme, always has been.
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