I recently tried to play a full Antediluvian campaign with Uomoz's Corvus mod. People seems to find them quite underpowered in comparison to other modded factions and so i tried to find the best way to play them.
Early game, they got it rough. Lone Antediluvians ship are pretty much meat for everything, including pirates. Without the rights hulls mods (Insulated Engine, Armored Weapon Mounts and Automated repair unit for the most important) they get crippled very fast and can't use their crazy firepower long enough to take down enemies. So it's always good to take a fighter wing, just for the frigate to not get focused, until you get more ships.
The thing is to build your fleet around the Persephone wing. At 3 FP, there is nothing in Corvus, point for point, that can stand against those monsters. Everything else just have to be a carrier, and the Oracle destroyer, at 9 FP is pretty cheap and can house 3 Persephones wings. Also it got a lot of small ballistics mounts to take down missiles and even jumping into the fray. The Galdeirus cruiser is also pretty good at 11 FP. Pretty much an upgraded Oracle. The Atol capital ship is work well too, lot of hangar space and an absurd amount of small ballistic mounts, a good idea for the Flagship.
For the weapons, i think the Antediluvian Extended turret is the best one. One of the big flaw of the Ante is the short range of their weapons which means they usually get kitted to death by faster ships. The extended turret got 575 range (and more with integrated targeting system), much more than the others and a 65 flux/second so you can unleash hell on enemies longer. I usually get ride of the missiles launchers to get more ordnance points. And you can already melt away ships in a matter of seconds anyway. For the energies mounts. I remove the Solons turrets and their massive flux buildup, and trade them with Gravitons beams. They cost less flux, got gigantic range and most importantly, slow down other vessels. The reflector could have been good if its turning speed wasn't so abysmal and as such, nearly never used by the AI.
So basically, get as much carrier you can, fill all your hangar with Persephones and grind to dust every fleets that dare to come too close. Antediluvians rely on number to force the AI to constantly switch target, ensuing the survival of your ships. And even in the worst scenario when one big ship get focused, it still got the Algae drive to flee. For the anecdote, in one of my battles against the Hegemony SDF, i got an overzealous Oracle who though it was a good idea to charge alone an Onslaught (with Kinetic guns fortunately) with its escort only to be greeted by a barrage of fire. Thanks to its Algae drive, it was able to run away, until the Persephones pack arrived to stomp everything.
I have yet to fight Uomoz's boss fleet. But honestly, i think it will be steamrolled as well. Persephones are strong enough to capture most strategic points at the beginning of the battle, which can let you bring more Persephones and the rest of your ships to swarm the screen.
So in conclusion, Antediluvians are a very difficult faction to start with because of their low tech ships. But once you reach end game level, you can make you enemies guns choke on the amount of Persephones on the map. Neutrinos in particular are very vulnerable to this tactic as their shields can't cover the entire ship, and their powerfuls guns can't focus every wings you throw at them.