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Author Topic: [0.9.1a] Diable Avionics 2.04 (2019/05/14)  (Read 454848 times)

Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #285 on: April 09, 2016, 11:17:42 AM »

I struggle to kill a DA fleet half the size of any other faction, which I normally would breeze through.
Any tips? Have tried meeting with many of my own anti-fighter fighters and large amounts of PD. Never enough.
All Diable wanzers but the Valiant are un-shielded, they are very susceptible to beams, HE weapons with good precision and HVD because of the EMP. Having too much PD is actually a liability since they will focus on the micro-missiles instead of killing the much more dangerous fighters (which is the whole point of these missiles). However if you can tank the first wave by keeping your ships together, their wings have far fewer replacements than vanilla fighters and should die quickly. Then and only then you can try to kill their carriers.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #286 on: April 09, 2016, 01:15:06 PM »

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

Small patch update dealing with a couple of issues reported:
Small nerf of the Glaux, it still hurt a lot but has less charges to not become OP with Expanded Magazines, corrected a couple of issues with the drones, buffed the speed of the Versant and its efficiency against armored targets, and finally reworked the range boost of the Advanced Avionics hullmod. That bonus is more straightforward: up to +150/200/250/300 range for every weapons and decrease linearly with their range.

This update should NOT break your saves, remember to remove any prior version before extracting the newer one.

Full changelog:
Spoiler
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.
[close]
« Last Edit: April 09, 2016, 04:30:02 PM by Tartiflette »
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SpaceRiceBowl

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #287 on: April 09, 2016, 01:56:45 PM »

I think the Diable are a fairly balanced faction. The faction revolves around overwhelming fighter/mech firepower, and it does that niche extremely well.
Take it out of that niche, and it no longer becomes the powerhouse it is. The individual ships of the faction, the cruisers, destroyers, capitals, ect, are pretty easy to kill in my opinion.
The ships are far less tanky than Neutrino ships, and have far smaller shields than the Tri-Tachyons. I also feel that it has rather mediocre flux stats for a high tech faction.
All in all, load up on your PD, take out the mechs, and you should have no problem taking out the ships left behind.
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Rathorn

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #288 on: April 09, 2016, 11:03:52 PM »

New to starsector and it's mods, but so far DA is my favorite :) love the aesthetic, and I like the idea of running a "battlestar Galactica" style fleet that's heavily dependent on fighter support. Currently using SS+ (even tho it makes things chug a lil) just for the "wing command" skill. I haven't played enough to know for sure, but I think it'll really help the DA fighters cover up their weaknesses, which on paper seems to be just below average speed and a general lack of shields. If anyone has any faction-specific tips for beginners with these I'd love to hear them.
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CitizenJoe

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #289 on: April 09, 2016, 11:12:36 PM »

[.....]
All in all, load up on your PD, take out the mechs, and you should have no problem taking out the ships left behind.

I dunno about that. The battleships at least are pretty powerful in their own right. With a level 40 character I can go head to head with a Paladin, 4 Crusaders plus some frigates using just a Maelstrom and win pretty handily if I'm careful. I also got absolutely murdered by a couple of pirate maelstroms with lightning guns and small rescons about a few hours ago after clearing a bunch of their fighter screen.

New to starsector and it's mods, but so far DA is my favorite :) love the aesthetic, and I like the idea of running a "battlestar Galactica" style fleet that's heavily dependent on fighter support. Currently using SS+ (even tho it makes things chug a lil) just for the "wing command" skill. I haven't played enough to know for sure, but I think it'll really help the DA fighters cover up their weaknesses, which on paper seems to be just below average speed and a general lack of shields. If anyone has any faction-specific tips for beginners with these I'd love to hear them.

Well Diable ships seem to work best with builds that operate at standoff distances while using fighters, and occasionally flicker cores to keep the enemy at arm's length. And on that note, I have gained an all new appreciation for the lightning gun after being killed by the aforementioned pirates. Give it a go, its really good at killing smaller ships (or anything you can keep at a distance really).
« Last Edit: April 09, 2016, 11:20:05 PM by CitizenJoe »
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Starasp

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #290 on: April 10, 2016, 07:05:54 PM »

304889 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.diableavionics_UhlanFire.advance(diableavionics_UhlanFire.java:59)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.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)

Can someone make sense of this? I crash whenever I try to enter combat with the uhlan equipped for some reason.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #291 on: April 11, 2016, 12:41:24 AM »

Can someone make sense of this? I crash whenever I try to enter combat with the uhlan equipped for some reason.
Did you properly removed the old version before extracting the new one?
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Starasp

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #292 on: April 11, 2016, 08:48:03 AM »

I'm not sure how that could have changed much, I uninstalled the game before downloading all the mods again after I updated to 7.2 to avoid just that problem.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #293 on: April 11, 2016, 09:14:01 AM »

Uninstalling the game won't necessarily remove the mods though. And since some now unused files have been deleted in the last Diable update, removing the folder is necessary to clear up those.
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Starasp

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #294 on: April 11, 2016, 10:02:35 AM »

Ok, I think I actually figured out what was wrong because I only just realized it was crashing when I was jamming the Uhlan into a "hidden" energy mount on one of those really goofy broken frigates from neutrino while I was just screwing around. It works fine in regular mounts, but it always crashes when put into that large hidden one. Dunno if it's just the one issue with the Falken because I couldn't find another ship with a large hidden energy slot.

Might not really be a huge deal but I thought you should know regardless.
« Last Edit: April 11, 2016, 10:15:18 AM by Starasp »
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #295 on: April 11, 2016, 10:19:34 AM »

Okay, makes sense, and easy fix! Thanks for the repport.
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Black Crag

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #296 on: April 14, 2016, 06:59:07 AM »

Nice mod and the ship designs are awesome! I have a few questions though: Is the flickering from the engines on the Dreadnought intentional? And if that is the case am i able do disable the flickering on my own in an easy way?
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #297 on: April 14, 2016, 07:45:03 AM »

It is intentional, you can edit the engine_style.csv in the data/config to your liking if they bother you.
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Dubby

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #298 on: April 14, 2016, 08:47:14 AM »

I thought the flickering engine lights were reminiscent of the photon packs on the backs of gundams.  (?????)
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Black Crag

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Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« Reply #299 on: April 15, 2016, 11:12:27 AM »

It is intentional, you can edit the engine_style.csv in the data/config to your liking if they bother you.
Ok, thank you!
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