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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)  (Read 972095 times)

paopao

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1695 on: May 12, 2022, 06:06:01 PM »

Sure, I have no issue with that!

Thanks so much
For the other 2 interested, all the wanzers are added and playable already,,, however they are mostly faithful conversions with the esception of having wingcom on them all..I need to get some help from shoi to see if I can make them a little more customable but I’ll post a link here when it’s ready!

Hi Pep! How is the sub mod going? I would love to see some pilotable wanzers in the game!
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KarlianaVonMauser

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1696 on: May 19, 2022, 11:18:25 PM »

So uh is there a requirement to upgrade the orbital station to battlestation? it's grey out for me, and i don't see any requirement other than the required credits.
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Tartiflette

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1697 on: May 20, 2022, 12:09:57 AM »

You need to still be friendly with Diable, other than that it should be always available.
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Brainwright

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1698 on: May 23, 2022, 08:55:07 PM »

I've tried the virtuous fight a couple times, and whenever I recover the wanzer from a derelict, it doesn't have its arms and no OP to add new weapons to existing mounts.  And when I try to use the ship in simulation, it crashes the game.

Here's the log :
Spoiler
93339 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.Diableavionics_virtuous_pauldronsEffect.advance(Diableavionics_virtuous_pauldronsEffect.java:134)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
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Killsode

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1699 on: May 23, 2022, 09:43:43 PM »

I've tried the virtuous fight a couple times, and whenever I recover the wanzer from a derelict, it doesn't have its arms and no OP to add new weapons to existing mounts.  And when I try to use the ship in simulation, it crashes the game.

Here's the log :
Spoiler
93339 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.Diableavionics_virtuous_pauldronsEffect.advance(Diableavionics_virtuous_pauldronsEffect.java:134)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

this is a bit of a known bug, you need to cycle its weapon-hullmods and or restore the ship
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Brainwright

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1700 on: May 24, 2022, 10:43:00 PM »

this is a bit of a known bug, you need to cycle its weapon-hullmods and or restore the ship

Ah, there were no hullmods to cycle.  I was really quite stumped.
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Brainwright

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1701 on: May 25, 2022, 06:18:22 AM »

Got it working, and it certainly is a fine piece of work.  Definitely well balanced into a particular kind of play, and it looks beautiful.
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WolfPriest

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1702 on: May 26, 2022, 03:52:22 AM »

Someone told me on Discord this faction is underpowered now (it was OP when I last played it), so I'm wondering, how viable is it in Destroyers and Frigates only playthrough.
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SpaceDrake

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1703 on: May 26, 2022, 03:52:26 PM »

Someone told me on Discord this faction is underpowered now (it was OP when I last played it), so I'm wondering, how viable is it in Destroyers and Frigates only playthrough.

Perfectly so? They have a number of very strong cruisers and capitals, though, so you'd be missing out a bit. But Diable's frigs and destroyers are quite competent, especially the Pocket Gust.
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Killsode

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1704 on: May 26, 2022, 07:02:03 PM »

although i've got to say that fighting against diable has been pretty easy... the AI just doesnt know how to use the capitals correctly
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Brainwright

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1705 on: May 26, 2022, 08:11:30 PM »

Yeah, but it looks awesome.

I find it quite balanced at the moment, with the ships focusing on fast strike.  They probably need more frigates in general than most fleets or just more carriers.

If I was going to change it, I'd put aggressive officers in the facerolling ships and steady officers in the carriers.  I can imagine that the attitude of the officers would determine how well this faction works.
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Kakroom

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1706 on: June 21, 2022, 11:43:16 PM »

This is how I rewrote Diable's faction description in my game. I thought of sharing it since the one in-game is so rough.

I really like most of the mod; I'm sure this was something simply low priority that nobody ever got to. I tried to keep the spirit of the original intact.

Quote
The Diable Avionics corporation is a fairly recent entrant to the political theatre of the Persean sector. Direct contact with their forces is officially discouraged by the Hegemony and most other post-Collapse governments; the sparse public statements DAC CENTCOM has issued declare their purpose to be quelling unrest and enforcing a total restoration of the human Domain, and they have taken to executing this mandate with a ruthless, indiscriminate zeal that has rarely been accompanied by any attempts at negotiation or diplomacy. The DAC's rigorous counterintelligence apparatus appears to be strong enough that the true extent of their resources and capabilities has thus far remained concealed from the sector's major players. As a result, much of what is understood about the Corporation's internal dynamics has been gleaned from (primarily hostile) contact with the corporation's "security forces": a well motivated and extremely well armed paramilitary organization capable of competing with the best that the sector has to offer.
« Last Edit: June 22, 2022, 09:42:22 PM by Kakroom »
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AdmiralRem

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1707 on: July 01, 2022, 03:02:20 PM »

I didn’t see it in the change longs but maybe I missed it. Seems like the rocket bombers got nerfed? I love the new effect, they just seem to pack much less of a punch than they used to. Anyone know the changes?
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Frosty

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1708 on: July 27, 2022, 03:30:38 PM »

First of all, one of my favorite mods. Its the one that always gets added first. Both the ships are great and it doesn't intrude too much if you're not playing as them. Great!

I've been playing a Diable Fleet, and while I love the cruisers and destroyers, I never feel like I can figure out the right frigates for my Wolfpack. The Sleet shield power seems to be very inconsistent but it doesn't have the quality slots to effectively be a ship with no ability. The little Vapor seems solid but maybe a bit fragile.  The Draft is maybe the best Luddic Path style fire and forget suicide frigates. Its weapon layout really is monstrous.

Does anyone have any late game success with Frigate Spam with Diable? Suggestions?
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WolfPriest

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1709 on: July 28, 2022, 03:20:30 AM »

First of all, one of my favorite mods. Its the one that always gets added first. Both the ships are great and it doesn't intrude too much if you're not playing as them. Great!

I've been playing a Diable Fleet, and while I love the cruisers and destroyers, I never feel like I can figure out the right frigates for my Wolfpack. The Sleet shield power seems to be very inconsistent but it doesn't have the quality slots to effectively be a ship with no ability. The little Vapor seems solid but maybe a bit fragile.  The Draft is maybe the best Luddic Path style fire and forget suicide frigates. Its weapon layout really is monstrous.

Does anyone have any late game success with Frigate Spam with Diable? Suggestions?
I also tried late game Frigates, but it did not work for me. Well, not any better than vanilla, at least.
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