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Starsector 0.95a is out! (03/26/21)

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Author Topic: [0.95a] Diable Avionics 2.62 (2021/03/27)  (Read 675679 times)

Grizzlyadamz

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1275 on: February 12, 2021, 12:34:34 PM »

I just assumed Front Mission wasn't the only franchise that called them 'Wanzers'  ;D
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1276 on: February 17, 2021, 01:08:20 PM »

There now are two new skin packs available from our fellow modders in China:

The Diable Rim Alliance pack, made by [Awesome] and inspired by my Outer Rim Alliance mod.



The Foreign Legion pack, made by Circumsoldier/Peplat, [Mole], and inspired by Circumsolder/Peplat's Xhan Empire mod.



Big thanks to [Awesome], [Mole] and Circumsoldier/Peplat for creating them and allowing me to host them on this side of the Great Firewall. (apologies for translating your Chinese names, the forum wouldn't accept the original characters)

Both of them are downloadable at the usual place.
« Last Edit: February 20, 2021, 12:34:26 AM by Tartiflette »
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Null Ganymede

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1277 on: February 17, 2021, 04:19:32 PM »

Lore tie-in skins! That's really cool.

Edit: I also dig how the ORA paintjobs highlight the technically-separate hull plating sections. Really shows off the solid 3D idea the art behind the art.
« Last Edit: February 17, 2021, 04:22:23 PM by Null Ganymede »
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Jackundor

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1278 on: March 02, 2021, 09:15:55 AM »

Anyone got a good Pandemonium build for the current Version? I tried some things, but the results seem rather underwhelming and i don't want to excavate my build from the 2.04 version of this mod... it probably wouldn't work as good anymore anyway.
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Chairman Suryasari

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1279 on: March 02, 2021, 11:30:50 AM »

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.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1280 on: March 02, 2021, 12:38:03 PM »

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.
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Jackundor

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1281 on: March 02, 2021, 12:48:52 PM »

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...
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Jackundor

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1282 on: March 02, 2021, 01:02:52 PM »

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.
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.
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Kaitol

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1283 on: March 02, 2021, 01:20:16 PM »

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.

Which I imagine is 100% working as intended from the description.
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Jackundor

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1284 on: March 02, 2021, 01:28:01 PM »

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.

Which I imagine is 100% working as intended from the description.
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...
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lili

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1285 on: March 02, 2021, 06:17:05 PM »

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.
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.

hello guy :)
Here are some my builds.
4 Grave HMCs + 2 Raptor Defense Systems + 2 Mostros
4 Recson Vs + 2 Raptor Defense Systems + 2 Uhlans
4 Artdeux Twin Cannons + 2 Raptor Defense System + 2 Opfers

4 Heavy Autocannons + 2 Nocturnes + 2 Uhlans
4 Hypervelocity Drivers + 2 Heavy Maulers + 2 Uhlans(High Intensity Lasers or Tachyon Lances)

ITU + auto repairs are essential.
The recommended Wanzers: strifes/hoars/avalanches/ravens/blizzaias
Raptor Defense System can be replaced by other weapons(laser,cannon,flak) or missiles(sabot).
Pandemoniu's op are not rich, small arms installed in moderation.
Pandemoniu's system is capable of massive dissipation and should be prioritized for flux dissipation.
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Aronai

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1286 on: March 02, 2021, 06:25:13 PM »

Quote
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 might be missing it, but I don't see any license included in the mod download. I just downloaded the one from the current link, which goes to your patreon.

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.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1287 on: March 02, 2021, 11:13:49 PM »

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.
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Aronai

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1288 on: March 03, 2021, 06:54:50 AM »

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.

Alrighty, thank you for clarifying! \o/
Great work on the mod (all of yours, really). They're some of my favorite Starsector mods.

EDIT: Also noticed your nice skin pack templates on imgur: https://imgur.com/a/JIYc9nQ with the license text:
Quote
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.

Tis verboten to add additional restrictions onto CC licenses and still call it a CC license, they forbid the use of their names and trademarks if you add supplemental licenses to a CC license that restrict any of the rights:

https://creativecommons.org/faq/#can-i-change-the-license-terms-or-conditions
https://creativecommons.org/faq/#can-i-enter-into-separate-or-supplemental-agreements-with-users-of-my-work

Namely:
Quote
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.

They publish the text of the licenses in the public domain, though, and say that you can use them as your own custom licenses if you modify them to remove their trademarks etc, and add your own restrictions... basically using their licenses as a starting point. They recommend against it though, since then it gets complicated.
« Last Edit: March 03, 2021, 10:10:40 AM by Aronai »
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Aronai

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Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« Reply #1289 on: March 08, 2021, 12:44:30 PM »

I made a little picture showing off all the skins. Don't know if that'd be interesting to anyone:



Attributions are (please correct me if I'm wrong):
Quote
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)
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