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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)  (Read 1030848 times)

FelixG

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1710 on: July 29, 2022, 12:29:37 PM »

So, I am not sure if its a bug or what, but for some reason the forward operating bases have no supplies or fuel, ever. Makes pushing into the core systems very challenging.
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AKA694

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1711 on: July 29, 2022, 07:34:03 PM »

I have a bug? where the market only sells guns and ships and nothing else? is this intended?
Edit. Ignore what i said before, it was the diable armaarmatura addon mod, solution is deleting the campaing folder in diablearmatura and start a new save
« Last Edit: July 31, 2022, 08:05:01 AM by AKA694 »
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strinn

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1712 on: July 30, 2022, 04:01:33 AM »

So I recently started a modded playthrough with this mod and a few others, and almost every ship and weapon seems weaker than most B+ tier vanilla ships which I was disappointed with since I heard this mod is 'balanced'. Does balanced mean something else than what I think it means or am I building these ships wrong?
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Killsode

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1713 on: July 30, 2022, 08:18:39 AM »

I have a bug? where the market only sells guns and ships and nothing else? is this intended?
Edit. After fiddling woth the settings a bit i somehow fixed it? Or rather it fixed itself after i set the vmparams to 4096
Or if you use console commands type forcemarketupdate apperently

I believe this is actually a problem with the diable Armaa mod, diable hasnt had an update in a while and it was functioning fine in my previous save

So I recently started a modded playthrough with this mod and a few others, and almost every ship and weapon seems weaker than most B+ tier vanilla ships which I was disappointed with since I heard this mod is 'balanced'. Does balanced mean something else than what I think it means or am I building these ships wrong?

Diable does have a different balance than you may be used to in modded starsector, its mostly inline with vanilla. but unfortunately any balance problems are static for now, last i heard tartiflette is taking a break from starsector modding to avoid burnout. Although for suggestions with diable loadouts, i would suggest trying more vanilla weapons on them, i had a daze setup with maulers and h-vels that kicked ass and stayed alive.
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Kaitol

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1714 on: July 30, 2022, 10:10:45 AM »

With a lot of Diable you shouldn't really build it like a 'standard' ship, you really have to lean in to their strengths, which are their wanzers and fighters, large missile salvos, strike ships with a lot of forward facing damage but not much staying power, and agile capital ships. Missiles that spam lots of small projectiles to pressure and distract PD are key to their doctrine and why a lot of them have built in micro missiles.

If your wanzers and fighters get mulched in the first pass, you're gonna have a bad time. They can struggle a lot against some modded ships which just have overwhelmingly good point defense or the firepower and mobility to just ignore your small craft and overwhelm you. There was one battlecruiser from the ship/weapon pack that Diable fleets just could not deal with in my game, for example.

None of this is to say they're weak, you just have to be very particular about your builds and fleet composition and maybe take a little more care with fleet orders in battle. And perhaps be wary of installing mods with super powerful ships and/or factions if you want to do a Diable playthrough where you're not getting bullied in pitched fights.
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WolfPriest

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1715 on: July 31, 2022, 12:48:26 AM »

Tl, dr of the post above: Missile and fighter saturation and faster large ships.
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Arthur_The_Ok

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1716 on: August 17, 2022, 04:29:20 PM »

Game crashed when I tried to run a simulation. Don't know enough about coding to understand this, but, according to the first line, it has to do with a raven animation. The only thing named "raven" in the mod's files is a wanzer, but I didn't have it equipped when the crash happened, nor it was in the fleet' storage

2631792 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.Diableavionics_ravenAnim.advance(Diableavionics_ravenAnim.java:36)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.super(Unknown Source)
   at com.fs.starfarer.combat.systems.G.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(Thread.java:748)
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Maethendias

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1717 on: September 07, 2022, 12:39:44 AM »

With a lot of Diable you shouldn't really build it like a 'standard' ship, you really have to lean in to their strengths, which are their wanzers and fighters, large missile salvos, strike ships with a lot of forward facing damage but not much staying power, and agile capital ships. Missiles that spam lots of small projectiles to pressure and distract PD are key to their doctrine and why a lot of them have built in micro missiles.

their capitals are also excellent artillery plattforms if you build them that way
maelstroms with siege or tachyon lasers on their large, with tripple hyperdrivers or scab arty on the medium slots actually slay really well

the suppression artillery of diable is also an amazing shieldkillers

also the pandemonium is a beast

6 forward facing medium slots means even better artillery capacity (not even armor can save you from 6 hyperdrivers)

their cruisers are better used as brawlers tho, (though gusts again are better used as tachyon plattforms)

the big wanter frigates are amazing hunter ships tho, work really well in conjunction with auroras
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Maethendias

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1718 on: September 07, 2022, 08:33:20 AM »

is it intended that the virtuous wanzer's snowblast shotgun has a higher reload count (3 each 2.5 sec) than magazine size (2)?
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Killsode

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1719 on: September 07, 2022, 09:06:35 AM »

is it intended that the virtuous wanzer's snowblast shotgun has a higher reload count (3 each 2.5 sec) than magazine size (2)?

Yes, the virtuous benefits from expanded magazines on all of its loadouts, Demolition can store more grasshopper grendades, gunner can store more ammo for the Roar, Ranger can store more for both its scicles, and marksman gets higher DPS on its snowblast.
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Killsode

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1720 on: September 08, 2022, 01:56:30 AM »

oh so thats what those "+ values" things were on the loadouts, i was wondering about that

oh those are actually different, the 'hull configs' change the ship system and provides other benefits, like the defender giving more hull and armor, or recon giving the ship any storage space at all.
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Maethendias

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1721 on: September 10, 2022, 04:28:54 AM »

my man, you gotta absolutely nerf diablo' starfortresses
cause jfc it rather fight a full nexus with 5 radiants than this bs

if you dont know what im talking about, fight a diablo starfortress, they are SO overtuned its not even funny
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vok3

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1722 on: September 19, 2022, 05:13:08 PM »

Pocket Gust.  In Nex starting options as "Super Ship."

Why?

Every single thing I try doing with this ends up with it exploding, usually without successfully taking down a single target.  For comparison I have taken down multi-cruiser fleets when flying a Mallory solo (super ship from Magellan mod). 

If I try switching to control the Wanzer, the mother ship does something stupid and gets itself in trouble.  If I try just ordering the Wanzer to attack, it blows up fairly quickly and takes a while to launch a new one (even with Carrier Group ability).  The default loadout caps out almost instantly, which rather implies a complete refit is needed, but to what?  (And why have a default loadout that does so poorly?)  Also it seems there is no way to switch control from the Wanzer back to the mothership; as far as I can tell you just need to wait for the timeout.  Which is a strong disincentive to use the ability at all.

Flying a Haze with a stock loadout, I can zoom in on chosen targets and blow them away and survive the experience (and it's fun!).  Flying a Pandemonium, I can take out Legio star fortresses (okay, with some help).  Flying a Pocket Gust, I can get mobbed and blow up.

I don't understand what this ship is intended to do, at all.
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MattyK

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1723 on: September 20, 2022, 08:51:31 PM »

Pocket Gust.  In Nex starting options as "Super Ship."

I think that's a mistake on Nexerellian's part, including the Pocket Gust in the Super Ship category.

It's an escort carrier. It needs a frigate screen to do it's job, and furthermore capitalize on the DA 'First Strike' doctrine.
Treat it like a Destroyer with an emphasis on strikecraft.
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Kaitol

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1724 on: September 21, 2022, 10:19:12 AM »

I've had a lot of luck giving my pocket gust flagship two different models of the diable weapons with limited magazines, I forget the names off the top of my head. That way the ai can burst through shields and armor to put them on the backfoot while I pound them with the wanzer. At least in smaller fights, I don't stay in it for terribly long. Once you're out of the early game its still a good escort for bigger ships.
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