Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

Pages: 1 ... 89 90 [91] 92 93 ... 97

Author Topic: [0.95a] Diable Avionics 2.62 (2021/03/27)  (Read 730009 times)

Tartiflette

  • Admiral
  • *****
  • Posts: 3277
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1350 on: April 16, 2021, 10:42:19 PM »

It's a vanilla issue, nothing I can do about it.
Logged
 

Dhodho

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1351 on: April 17, 2021, 05:48:10 AM »

OOF
Logged

Jet Black

  • Commander
  • ***
  • Posts: 100
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1352 on: April 17, 2021, 06:12:08 AM »

Got this error when trying to auto-arrange weapon groups on the Dreadnought-class. Using 2.61. Had a bunch of wonky errors with weapon groups/shift-adding stuff since 0.95 came out, entirely focused on the Dreadnought-class, every other Diable ship I tried never bugged out

2594560 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.coreui.refit.wgd2.ooOO.updateCheckboxes(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Yeah, this is what happens when you auto sort anything past 25 weapons. I think its okay if you do it manually?
Logged

Omnikuken

  • Ensign
  • *
  • Posts: 37
    • View Profile
    • Email
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1353 on: April 17, 2021, 09:12:07 AM »

^ As far as I know, yes. Either auto-sort or shift-click weapon groups will crash out. Clicking each weapon 1by1 seems to hold itself better
Logged

Mysticunicycle

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1354 on: April 20, 2021, 12:55:25 PM »

Hello, feedback here.

I am playing a Nex rando generated sector.

I am not sure if it is just my save or not, but in less than 4 years Diable Avionics had squished TT out of existence, and has reduced Hegemony / Persean to one system. They seem absurdly strong on the campaign map, able to win basically every single invasion I see come up on the intel screen. I didn't count how many starting colonies they had, and didn't notice until about a year in that half the map was brick red when my favorite TT trading colony wasn't blue anymore.

As far as the ships go, I think they are exceptionally weak. I'm able to solo the battlecruisers in a tempest, and anything less than the battlecruiser gets deleted by any assortment of high tech / midline laser boats. I think they look really cool, but the extremely small shield arcs, combined with weapons that trade range for other benefits, combined with the phase ability that lowers their shields momentarily just makes them unusable in the AI's hands. If a paragon is concentrating 4 high, 4 grav, and 6 tac lasers on the battlecruiser, and it jumps and lowers its shields for that split second, it is going to lose half its hull instantly. I don't know what needs to be buffed to make these ships less of a pushover, but two paragons can easily beat a fleet of 30 of these battlecruisers and not take a single point of hull damage. I'd start with the shield lowering jump ability - the ai just suicides with it. After that, maybe buff the shield arc slightly so I am not able to solo the BCs in a frigate. The weapons also all seem underwhelming in a world where range is king.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3277
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1355 on: April 20, 2021, 01:19:25 PM »

Diable has not been updated since Nex was ported to 0.95 and will get all of their regular boosted systems in random mods, thus their overwhelming strength.

As for ships, they are a bit trickier than your average vanilla ship to outfit, but the default Maelstrom in AI control can 1v1 all of the Onslaught, Legion, Conquest, Astral caps and only looses to the Paragon which is appropriate for its DP.
« Last Edit: April 20, 2021, 01:27:48 PM by Tartiflette »
Logged
 

Mysticunicycle

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1356 on: April 20, 2021, 02:18:05 PM »

Most cruisers can 1v1 an Onslaught or Legion. I just put my Astral up against the Maelstrom and it mopped the floor with it 5 times in a row. Just simple longbows and daggers. Even still, the game doesn't really care about 1v1s, as that tiny shield angle gets the Maelstrom killed by destroyers and frigates with ease. I am not playing with the DA ships, but against them. I would like for them to just be a bit more of a challenge compared to the other midline / high tech ships in the game.
« Last Edit: April 20, 2021, 02:24:27 PM by Mysticunicycle »
Logged

Chikanuk

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1357 on: April 20, 2021, 03:07:06 PM »

Well, properly builded they not so weak, but i agree overall they weaker than vanilla line. Especially with native weapons, vanilla and over mod equipement truly give them a push.
I think they need one or two "AI friendly" ships, preferably if this ships can hold the line. IMHO, right now this fleet is truly missing some heavy "anchor ship", cuz classic DA ships quickly run out of steam, they not build for prolonged "grindy" engagements.
Btw same about wanzers, after they got destroyed it become very big window of weakness, where they respawn. And they got rekt pretty fast, cuz they are extremely vulnerable to ant-fighter crafts and normal weapons. Arbitrators wont help that much
Honestly i think DA AI fleet can be also buffed pure-carrier. Maybe if form of "droneship" if Tartiflette worry about DA ship with too much hangars (dunno why), which have build-in drone fighters with fast recovery time and anti-fighter purpose, for cover and distraction.
Logged

Nameless

  • Lieutenant
  • **
  • Posts: 62
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1358 on: April 20, 2021, 03:31:50 PM »

I think the issue with Maelstrom is the amount of Ordnance points it has. Compare to other ship that costs 40 or even 45 to deploy it has abysmal amount of Ordnance points which makes it quite undesirable to use.
Logged

Simbot34

  • Ensign
  • *
  • Posts: 5
  • Sectoring the stars since April 9, 2016
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1359 on: April 21, 2021, 07:06:43 PM »

Is there any idea when the Ornate skin will be available for 0.95a?
Logged

Yubbin

  • Lieutenant
  • **
  • Posts: 51
  • i just play mods
    • View Profile
    • Email
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1360 on: April 21, 2021, 07:14:50 PM »

Is there any idea when the Ornate skin will be available for 0.95a?
I'm pretty sure the skin packs are compatible with the update, you just have to change the version number
Logged

mrpeters

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1361 on: April 22, 2021, 09:47:09 AM »

I really like this faction, I do hope you'll be able to find the time to fully update it for 0.95a and nex compatibility :D

Cheers for your awesome mods!
Logged

Lathrael

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1362 on: April 22, 2021, 09:54:56 AM »

One of the best (if not the best) faction mod ever. Does not fell into OP trap as many mods have fell into (i did that mistake every time as well) yet manages to be relevant with being different. Great work!

Edit: Also, i can hardly call maelstrop op. I managed to blow it up with a 12 cp ship in ai vs ai so... not op.
« Last Edit: April 22, 2021, 10:40:19 AM by Lathrael »
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3277
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1363 on: April 22, 2021, 11:11:57 PM »

Thanks!

To the others: I'm very resistant to balance changes to the Maelstrom (but also Diable in general) for the simple reason that I currently have two in my fleet and they are murdering everything except maxxed bounty battleships with uber officers.

There will be a few very minor buffs to Diable in general that do improve the Maelstrom and the Panda a bit, but no actual stat changes feels required for now.
« Last Edit: April 22, 2021, 11:13:34 PM by Tartiflette »
Logged
 

notabot

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1364 on: April 23, 2021, 07:20:02 PM »

Hi, are there separate skin files for the mechs and fighters? Or am I doing something wrong... Or maybe theyre not dyeable like the other avionics? :D

great mod
Logged
Pages: 1 ... 89 90 [91] 92 93 ... 97