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Author Topic: [0.9.1a] Diable Avionics 2.04 (2019/05/14)  (Read 398619 times)

Tartiflette

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[0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: November 30, 2015, 02:39:10 PM »





Requires LazyLib
Requires MagicLib


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
Spoiler

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)

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.
[close]

   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.

Feature advanced transforming ships:

       
     

Spoiler
 
[close]

Take a peek thanks to the ever awesome NemoNaemo

https://youtu.be/jaov8Wh98Sc

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)


Spoiler
Versant Teaser:


Old Valiant showcase:
https://www.youtube.com/watch?v=QfwsHQgEC1g
[close]

RECENT CHANGELOGS
Spoiler
2.04

BALANCING:
 - Ship prices raised to 0.9.1 levels.

BUGFIXES/IMPROVEMENTS:
 - Uhlan Artillery shots now pass through missiles.
 - Derecho system visual feedback now rendering below ships.
 - Versant rear panels now properly rendered below the arms.
 - Added trails to Uhlan shots, Warlust, Valiant and Versant weapons.
 - Reworked fleets composition for a tougher challenge.

2.03

 - Added Vesperon Combine compatibility.

BALANCING:
 - Daze-class Cruiser:
   . Speed reduced to 50 from 55,
   . Shield efficiency reduced to 0.9 from 0.8,
   . Shield upkeep raised to 0.4 from 0.35,
   . Flux dissipation reduced to 650 from 825,
   . Flux capacity raised to 13000 from 12000,
   . Hull reduced to 10000 from 12000.

 - Haze-class Cruiser:
   . Flux dissipation raised to 750 from 650.

BUGFIXES/IMPROVEMENTS:
 - Uhlan Artillery changed all around, should fire a lot more often.

2.02

 - Updated compatibility with Nexerelin.

BALANCING:
 - Dampened Mount hullmod:
   . Only affects projectile weapons, not beams,
   . Increased OP cost to 10/15/25/40 from 10/15/20/30,
   . Now reduces the firerate of the weapons by 20%.

 - IBIS pd:
   . Flux per shot reduced to 3 from 9 (60 flux/s from 180),
   . Range raised to 350 from 300,
   . Added limited ammo and regenerating clips.

 - Raptor pd now also has limited ammo and regenerating charges.

BUGFIXES/IMPROVEMENTS:
 - Shuffled some blueprints, neither package contains any capital ship like with vanilla.
 - Campaign relations slightly adjusted toward hostilities.
 - Slightly tweaked the economy toward self sufficiency (while keeping the loot from raids):
   . Removed Eclipse Station nanoforge.
   . Removed all Freeport statuses.
   . Removed all Waystation and Commerce industries.
 - Fixed Flicker Core description error.
 - Added missing info to missile stat cards.

2.01

BALANCING:

 - Opfer Artillery:
   . Now limited to 600 ammo.
   . Reloads in 200 shots clips every 10s.

 - Frost-class Wanzer:
   . Shotgun damage changed to Fragmentation from Energy.

BUGFIXES/IMPROVEMENTS:

 - Fixed a few case issues for Linux users.
 - Fixed Rime-class system constant toggle.

2.00

BUGFIXES/IMPROVEMENTS:

 - Improved and working economy.
 - Proper blueprints and drops.
 - Dampened Weapon Mounts hullmod:
   . Can now drop and be learned.
   . Now also reduces the weapons durability.
 - Cirrus troop transport now has the Ground Support hullmod built-in.
 - Cramped Hull hullmod now also incompatible with most new logistic hullmods.

1.99

RC2: Blueprint fix
RC3: Flux per proj fix
RC4: Fixed Gust system, ajusted pirate relations

   Barebone 0.9.0 compatibility update.
[close]



Please ask for permission before using any asset from this mod in your's.
« Last Edit: May 14, 2019, 12:20:45 PM by Tartiflette »
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Toxcity

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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? :)

« Last Edit: December 01, 2015, 01:28:46 AM by Creepin »
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SeinTa

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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? ;)
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Ghoti

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« 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? ;)
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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