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 ... 91 92 [93] 94 95 ... 123

Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1275724 times)

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1380 on: April 30, 2021, 03:32:53 AM »

They are very useful if you want to add weathering or decals, but if you are just starting you can ignore them until that moment their use will be obvious and required.
Logged
 

Satirical

  • Commander
  • ***
  • Posts: 120
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1381 on: May 01, 2021, 02:26:37 PM »

hmm kind of sucks that the carrier commander skill isn't effected by hanger bays IN USE

for example I never put a fighter in the troop transport for this mod but since it has a hanger bay it still counts for the limit I think? Maybe you could make a hullmod like "diable auxiliary hanger" that costs like 5 OP but is only able to be installed for the stratus freighter / troop transport / rime class freighter / chinook tanker which gives them a hanger bay but you can toggle it off or on idk lol

oh the other problem for this idea is maybe the hanger bays wont play that nice sparking animation that shows whenever its in use refitting a fighter or wanzer or maybe the hanger bays will look wierd on a ship with no fighter

right now im running 1 maelstrom and 4 gusts for that nice bonus - which i dont even know if it affects wanzers or not lol
« Last Edit: May 01, 2021, 02:30:10 PM by Satirical »
Logged

Euripides

  • Lieutenant
  • **
  • Posts: 89
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1382 on: May 01, 2021, 10:03:11 PM »

I find the Calm to be a decent workhorse. It's very survivable thanks to the drones acting as throwaway/replaceable armor, which tends to save the ship when it gets its shields knocked down.

I've yet to find any better weapon for it than a pair of those medium gauss guns. Hypervelocity drivers or something. Good damage soak and provides a lot of long range anti-shield for other ships to exploit.
Logged

oporpu

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1383 on: May 02, 2021, 09:12:32 AM »

I've yet to find any better weapon for it than a pair of those medium gauss guns. Hypervelocity drivers or something. Good damage soak and provides a lot of long range anti-shield for other ships to exploit.

I put Glowtusk rifle on front and Grave HMC behind, IBIS, and either micromissile or magicbox pd for missiles. Lower range but very versatile!
Logged

Killsode

  • Captain
  • ****
  • Posts: 398
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1384 on: May 04, 2021, 02:07:28 AM »

came back to my idea after a few days and worked on this. Going to refine my method and hopefully i'll be able to add to the skin packs ^.^
https://imgur.com/a/ExFk128
(the png is 11kb too large to post directly and i dont know how to get the img function to work :P)
« Last Edit: May 04, 2021, 02:12:11 AM by Killsode »
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1385 on: May 04, 2021, 02:44:02 AM »

Nice!
Logged
 

Killsode

  • Captain
  • ****
  • Posts: 398
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1386 on: May 04, 2021, 04:39:27 AM »

I am happy to say that after i stopped fussing about being too accurate and just got at it, i've gotten to V1... i just need to decide if i want to make all the 'hatches' black basically

https://imgur.com/a/A0U7x0m

i also have to crop these down to the ship sprites, but that should be fine.

Edit: Tried something extra with some brushes i got, really interested in feedback on this
https://imgur.com/a/nrr9J7w
« Last Edit: May 04, 2021, 08:21:58 AM by Killsode »
Logged

Killsode

  • Captain
  • ****
  • Posts: 398
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1387 on: May 05, 2021, 07:24:48 PM »

Just swapped the black base out for the navy base and i think it works a lot better.
https://imgur.com/a/Ap7mTIU
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1388 on: May 06, 2021, 12:09:34 AM »

Yeah, the black base is only good for small stripes or dark accents, otherwise it just make the sprite unreadable.
Logged
 

Satirical

  • Commander
  • ***
  • Posts: 120
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1389 on: May 07, 2021, 05:05:08 PM »

I have yet to update Diable since Nexerelin was ported to 0.95 but I am swamped with work and am also working on polishing the Scy update first. Sadly so it will be a little while before I can get around fixing that issue (I also have half implemented content I'd like to finish too).
btw if this helps i found out why it isn't disabled when people select that option it is because there is no procgen folder (I copied a folder from another mod and it seemed to work) ^0^
Logged

Madskills

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1390 on: May 10, 2021, 06:18:20 AM »

I like the ships a lot and its art generally looks cool, but I definitely think its power level is far too high compared to vanilla. Uhlan siege laser for example is kind of a better version of vanilla autopulse laser? Lots of DA rockets feel kinda crazy too.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1391 on: May 10, 2021, 09:04:04 AM »

Well, Diable never seems to create a consensus in term of balance. It is at the same time ludicrously overpowered and hopelessly weak.
Logged
 

Hellya

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1392 on: May 11, 2021, 09:22:28 PM »

Well, Diable never seems to create a consensus in term of balance. It is at the same time ludicrously overpowered and hopelessly weak.

I am finding this. I have never really gotten into Diablo. The graphics were always kickass however, the 60 CR capital can't stand up to a onslaught. That always turned me off. it is not a dedicated carrier, it is not a dedicated brawler.

Clearly, I am doing something wrong and need to play it as a fleet.
Logged

Ryers

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1393 on: May 11, 2021, 10:08:41 PM »

Well, Diable never seems to create a consensus in term of balance. It is at the same time ludicrously overpowered and hopelessly weak.

I am finding this. I have never really gotten into Diablo. The graphics were always kickass however, the 60 CR capital can't stand up to a onslaught. That always turned me off. it is not a dedicated carrier, it is not a dedicated brawler.

Clearly, I am doing something wrong and need to play it as a fleet.
no, diable is my fav faction but it is flawed. its fighters are unreal AND look amazing but dont make up for the light weight fleet, very flimsy. nearly all the diable fleet will underperform for their 'weightclass' and REQUIRE fighter support. i think the 'wanzers' need to be buffed in attack range to compete at a frigate level and have some others that replace the role of heavy weapon with the same cost and OP increased. maybe even some rare ships with unique super wanzers so you need to get a sub par ship with an OP fighter?

i keep a vanilla and self modded version of diableavionics to make it run the way i like but im not a verry good modder. ballance is a *** =P
Logged

DownTheDrain

  • Captain
  • ****
  • Posts: 274
    • View Profile
Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1394 on: May 12, 2021, 01:23:23 AM »

i keep a vanilla and self modded version of diableavionics to make it run the way i like but im not a verry good modder. ballance is a *** =P

Same.
At least I used to, just getting back into SS after a long break.

As far as I remember that has always been both the strength and weakness of all of Tartiflette's factions. He designs them around a specific strategy or philosophy and then sticks closely to those mechanics, with few if any jack-of-all-trades builds.
If you're able to fully make use of their advantages you'll do okay, but if you deviate too much or try to play them like a vanilla fleet you're gonna get rolled.
Logged
Pages: 1 ... 91 92 [93] 94 95 ... 123