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Author Topic: [0.8.1a] Diable Avionics 1.92RC1 (2018/05/20)  (Read 228457 times)
Mr. Nobody
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« Reply #765 on: February 23, 2018, 05:06:08 AM »

Now that i think of it. Would be a cool way to have a 3-way-mod-synergy, possibly with different modders too.
Diable Avionics is red, Dragon (the red jet)
Interstellar Imperium is yellow, Poseidon
Now we only need a blue faction for Liger by a third modder and we are set
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On the left half of the Bell curve
Tartiflette
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« Reply #766 on: February 23, 2018, 07:04:43 AM »

Scy is blue.
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shoi
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« Reply #767 on: February 25, 2018, 09:43:19 AM »

Wow, piloted wanzers are really powerful. BRB, flying directly on top of a ship and using aether splitter
« Last Edit: February 25, 2018, 09:45:42 AM by shoi » Logged
Tartiflette
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« Reply #768 on: February 26, 2018, 01:56:58 AM »

That is why making pilotable fighters available without drawbacks has been repeatedly declared a Baaaaad Idea... And I intend to make standing on top of ships impossible in a future update. In the meantime, enjoy!
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Shrugger
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« Reply #769 on: February 26, 2018, 04:24:28 AM »

Diable dun goof'd!

Code:
207755 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.DiableAvionicsUniversalDecksUpgrade.advanceInCombat(DiableAvionicsUniversalDecksUpgrade.java:65)
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)

Fairly big battle, lots of different Diable ships involved, keeps happening right at the start.
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Tartiflette
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« Reply #770 on: February 26, 2018, 05:29:54 AM »

Did you found a modular Vortex wing? They tend to be available in black market despite being tagged as "no_drop, no_sell". In any case if that's the issue that means you were among the very first to download the mod before I uploaded a fixed version.
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Shrugger
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« Reply #771 on: February 26, 2018, 08:23:53 AM »

Redownloaded, works now.

I didn't have any Vortices on my fleet, and I don't think the allied ships had any, since that wouldn't have changed through no-drop-no-sell. No idea what did cause it.
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Bastion.Systems
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« Reply #772 on: March 03, 2018, 01:10:14 PM »

Pocket Gust is the best thing ever. actually driving the fighters, so fun Grin
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passwalker
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« Reply #773 on: March 17, 2018, 07:54:13 PM »

And I intend to make standing on top of ships impossible in a future update. In the meantime, enjoy!
actually, despite being an OP course of action, it makes a lot of sense. i.e. it equals flying into a capitalship's blindspot - basically hugging the hull or hiding in some greebles - on a smaller ship and staying there unnoticed, slowly picking the ship apart with your peashooter. i sure did this alot when i played X3 or other space sim games.

so it should't be made impossible, because it is not, it should be made hard, because it is hard.
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A Random Jolteon
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« Reply #774 on: March 17, 2018, 07:56:54 PM »

And I intend to make standing on top of ships impossible in a future update. In the meantime, enjoy!
actually, despite being an OP course of action, it makes a lot of sense. i.e. it equals flying into a capitalship's blindspot - basically hugging the hull or hiding in some greebles - on a smaller ship and staying there unnoticed, slowly picking the ship apart with your peashooter. i sure did this alot when i played X3 or other space sim games.

so it should't be made impossible, because it is not, it should be made hard, because it is hard.
An easy fix is to get a couple firing arcs overlapping on the blindspot. One could work, but two pretty much guarantees you having no blind spot.
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Tartiflette
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« Reply #775 on: March 18, 2018, 12:54:32 AM »

It is pretty bad game design though, as it makes the optimal play boring and easy. Also this is not X3 where the ships can turn pretty fast and the blind spots aren't that large except on a few ships. But the solution I made should solve that by making it extremely had to maintain such position.
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Unreal_One
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« Reply #776 on: March 20, 2018, 10:50:02 AM »

So, uh, you ever gonna update the big pic o' ships in the OP? Cause that one is from over 2 years ago, and this might have changed a bit since then.  Wink
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shoi
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« Reply #777 on: March 20, 2018, 10:02:50 PM »

Something I noticed playing with the gust is if you have a wanzer wing with weapon that has a finite amount of ammo (Like the Strife), sometimes when it goes to resupply a completely new wanzer will launch while the other is still en-route to the carrier..is that  vanilla behavior?
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Tartiflette
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« Reply #778 on: March 21, 2018, 03:41:52 AM »

It is. You can even have several more fighters in flight for one deck if they also have some unlimited ammo secondary weapon and get distracted on their way home.
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Tartiflette
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« Reply #779 on: April 22, 2018, 03:24:22 AM »

Require LazyWizard's LazyLib

Post Tournament update. QoL and balance adjustments.
No save will be harmed when applying this patch.

Changelog:
1.91

BALANCING:

 - Zephyr-class wanzer:
   . Special beam attack damage reduced by about 60%,
   . Now comes in wing of 2,
   . System AI made more aggressive,
   . Price raised to 16000 from 12000.

 - Gust-class:
   . Ship system now has a 0.5s delay to avoid triggering the system of the fighter taken over.

 - Maelstrom:
   . Armor reduced to 1200 from 1300.

 - Pandemonium:
   . Armor reduced to 1200 from 1700,
   . Hull points raised to 20000 from 17000,
   . Flux dissipation raised to 1200 from 1100,
   . Deployment cost and maintenance raised to 60 from 50,
   . Hull price raised to 374999 from 324999.
« Last Edit: April 22, 2018, 03:28:44 AM by Tartiflette » Logged

 
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