Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 50 51 [52] 53 54 ... 123

Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1275727 times)

Shrugger

  • Lieutenant
  • **
  • Posts: 61
    • View Profile
Re: [0.8.1a] Diable Avionics 1.90 (2018/02/17)
« Reply #765 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.
Logged

Bastion.Systems

  • Captain
  • ****
  • Posts: 412
  • Special Circumstances LCU
    • View Profile
Re: [0.8.1a] Diable Avionics 1.90 (2018/02/17)
« Reply #766 on: March 03, 2018, 01:10:14 PM »

Pocket Gust is the best thing ever. actually driving the fighters, so fun ;D
Logged

bananana

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: [0.8.1a] Diable Avionics 1.90 (2018/02/17)
« Reply #767 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.
https://www.youtube.com/watch?v=izVK2ml3m6o
so it should't be made impossible, because it is not, it should be made hard, because it is hard.
Logged
Any and ALL sprites i ever posted on this forum are FREE to use. even if i'm using them myself. Don't ever, EVER ask for permission, or i will come to your home and EAT YOUR DOG!!!
i do NOT want to see my name appear in the credits section of any published mod and will consider it a personal insult.

A Random Jolteon

  • Commander
  • ***
  • Posts: 156
    • View Profile
Re: [0.8.1a] Diable Avionics 1.90 (2018/02/17)
« Reply #768 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.
https://www.youtube.com/watch?v=izVK2ml3m6o
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.
Logged
Hi. I exist. Bye.

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.8.1a] Diable Avionics 1.90 (2018/02/17)
« Reply #769 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.
Logged
 

Unreal_One

  • Ensign
  • *
  • Posts: 44
    • View Profile
Re: [0.8.1a] Diable Avionics 1.90 (2018/02/17)
« Reply #770 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.  ;)
Logged

shoi

  • Admiral
  • *****
  • Posts: 649
    • View Profile
Re: [0.8.1a] Diable Avionics 1.90 (2018/02/17)
« Reply #771 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?
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.8.1a] Diable Avionics 1.90 (2018/02/17)
« Reply #772 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.
Logged
 

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.8.1a] Diable Avionics 1.90RC1 (2017/02/17)
« Reply #773 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:
Spoiler
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.
[close]
« Last Edit: April 22, 2018, 03:28:44 AM by Tartiflette »
Logged
 

Tei

  • Lieutenant
  • **
  • Posts: 59
    • View Profile
Re: [0.8.1a] Diable Avionics 1.91 (2018/04/22)
« Reply #774 on: April 23, 2018, 07:20:53 PM »

The following happened, crashed during the IBB boss fight.

2693379 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.scripts.ai.Diableavionics_splitterAI.advance(Diableavionics_splitterAI.java:42)
   at com.fs.starfarer.loading.specs.N$1.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.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)
Logged

Takion Kasukedo

  • Admiral
  • *****
  • Posts: 504
  • No longer drinking (Alcohol that is)
    • View Profile
Re: [0.8.1a] Diable Avionics 1.91 (2018/04/22)
« Reply #775 on: April 23, 2018, 08:19:01 PM »

I'm getting the same thing, looks like it's the Zephyr Beam Wanzers.
Logged
Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.8.1a] Diable Avionics 1.91RC2 (2018/04/24)
« Reply #776 on: April 24, 2018, 01:17:16 PM »

Require LazyWizard's LazyLib

Quick fix!
Logged
 

shoi

  • Admiral
  • *****
  • Posts: 649
    • View Profile
Re: [0.8.1a] Diable Avionics 1.91RC2 (2018/04/24)
« Reply #777 on: May 13, 2018, 10:20:19 PM »

RIP OP Zephyr  :'(
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.8.1a] Diable Avionics 1.91RC2 (2018/04/24)
« Reply #778 on: May 13, 2018, 11:57:14 PM »

Hum, it's a buff actually: two Wanzers won't get focused so much by PD and they will manage more often to get in firing position (and use their mega beam attack a LOT more). They are also twice as efficient as anti-fighter screen.
Logged
 

shoi

  • Admiral
  • *****
  • Posts: 649
    • View Profile
Re: [0.8.1a] Diable Avionics 1.91RC2 (2018/04/24)
« Reply #779 on: May 15, 2018, 08:17:30 PM »

Oh wow, I didn't even see that! Hadn't gotten around to actually updating and just saw their beam got weakened. Nice!
Logged
Pages: 1 ... 50 51 [52] 53 54 ... 123