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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1276297 times)

SpaceDrake

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1440 on: June 11, 2021, 01:36:09 PM »

So a skin question, actually: it applies to every instance of that ship in the game, right? There's no way to just apply a skin to player-owned ships, for example?
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Kwenchin

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1441 on: June 11, 2021, 03:49:27 PM »

So a skin question, actually: it applies to every instance of that ship in the game, right? There's no way to just apply a skin to player-owned ships, for example?

Nope, I thought about it too but unless you're seriously skilled at Java or know a really good hack it's impossible.
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Killsode

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1442 on: June 12, 2021, 05:42:51 AM »

So a skin question, actually: it applies to every instance of that ship in the game, right? There's no way to just apply a skin to player-owned ships, for example?
Nope, I thought about it too but unless you're seriously skilled at Java or know a really good hack it's impossible.

simplest way would be to create a variant of every single DA ship, give it the skin, and then manually spawn them in when you want to use the alternative skin.

i think you could also use the method Intersellar imperium uses for its packages, but that would require coding in the right hooks i think, and it'd probably be hell on performance even more than the former option
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Phoenixheart

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1443 on: June 15, 2021, 08:44:21 AM »

Now that gates are of practical use, have you thought about adding one to any of the Diable systems, or is their omission a deliberate choice?
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Tartiflette

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1444 on: June 15, 2021, 09:18:57 AM »

The campaign layer of Diable will be entirely overhauled in the near future.
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Phoenixheart

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1445 on: June 15, 2021, 01:14:31 PM »

Neat!
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PreConceptor

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1446 on: June 15, 2021, 06:34:59 PM »

Just a very minor thing, but I noticed the Wet Navy skin pack's Military Rime graphic is called rime_m instead of rime_military, so it doesn't replace the default skin. Not sure if its the same for other skin packs.
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Phoenixheart

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1447 on: June 16, 2021, 04:10:03 PM »

Also, are you planning to remove the weapon dps from the fighter wing names, now that you can use F1 to cycle weapon info? I'm torn, because it seems redundant, but I also like having the information available at a glance, lol.
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Mira Lendin

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1448 on: June 21, 2021, 11:27:24 AM »

the nerf to the Pandemonium "is" harsh, yes it was Overpowered but now with 2 less heavy slots and around ~60 less OP the ship should not be called a dreadnought anymore, i believe it should retain it's original OP value since it was never tanky in the first place.
i hope you consider a buff in the near future.
+keep up the good work! Luv the skins :)
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grinningsphinx

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1449 on: June 21, 2021, 06:22:48 PM »

agreed..60 OP was too much. On its current OP, you cant even fill all its slots unless youre using 4 point filler weaponry and very few hullmods.
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Dr.Rumba

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1450 on: June 23, 2021, 12:10:24 PM »

May I suggest making a partnership with Arma Armatura and expanding the lore of both mod factions so as to create a rivalry between the two?
I've been put in positions in my playthrough where I'm facing of diable with Arma and have had some crazy fun battles! Making it similar to a Gundam type ordeal (Earth Federations vs Principality of Zeon) would make it incredibly interesting and fun giving more lore purpose to the mechs. If you do go through with the idea perhaps you could also add some new mechs to better combat those of Arma, it would be incredibly exciting to see!
« Last Edit: June 23, 2021, 12:12:56 PM by Dr.Rumba »
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envenger

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1451 on: June 25, 2021, 03:04:26 PM »

the nerf to the Pandemonium "is" harsh, yes it was Overpowered but now with 2 less heavy slots and around ~60 less OP the ship should not be called a dreadnought anymore, i believe it should retain it's original OP value since it was never tanky in the first place.
i hope you consider a buff in the near future.
+keep up the good work! Luv the skins :)

Agreed on this, the Pandemonium needs a buff.
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Klokinator

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1452 on: June 26, 2021, 06:47:24 AM »

Chiming in with my agreement that the Pandemonium overall just sucks now.

Please note that I never played with its old version. I just started trying it out for the first time and was baffled about how it was so garbage compared to other capital ships. Here are some things I've noticed.

1. The shield is front-facing. If a missile explodes against where it meets the ship's bow, the ship TAKES DAMAGE. The shield doe not protect the ship for explosive hull/armor breaking impacts. Yikes!
2. I need way more OP to make this thing functional. I saw someone mention it got a 60 OP nerf, and trust me, I can feel it. This ship feels like a half-capitol ship, and a really bad one. It loses to every other capitol ship in the game.
3. It only has two large mounts, and they are on the rear of the ship. Do you know what that means? On a ship this long, you lose 200-300 units of firing distance because the shots have to clear the ship's bow. An 1100 range weapon fires as if it were only 800-900 range. That is really bad, since it effectively makes anything below 600 range unusable unless you literally battering-ram the enemy.

...

So, here are my hot suggestions to improve this ship without making it stupidly overpowered.

1. Bring back another 60 OP, or maybe only 30. Either way, the Pandemonium needs quite a bit more OP to be decent.
2. Move the shields forward about, say, 25 units? They should not brush up against the ship's front.
3. I saw that you removed some large mounts. That's fine. I recommend replacing Dampened Mounts with a new unique ship mod:

Enhanced Cannons:
Large ballistic and energy weapons gain an additional 300.0 su of firing range.

4. Optional: Convert the shield to omni, and make it about 30 degrees wider. 60 degrees is really bad. This ship gets destroyed from any angle other than the front.

These are just my suggestions, but frankly, capitol ships need to be strong. There's a difference between overpowered and reliable. This ship is extremely weak. I can't even beat 40 OP ships in the training menu, let alone live-firing enemies.
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Gaaius

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1453 on: June 27, 2021, 01:11:35 AM »

Lastly... Saw somewhere a diable supercapital, apparently existing as an expansion... Where can it be found, if its still somewhere? (think it was the ironstorm juggernaut)
Ive seen it here: https://youtu.be/blVe1HNwQW4?t=556
but also cant find anything else on it
was it once part of DA and got removed? - and why can i not find anything else regarding it?
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Tartiflette

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Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« Reply #1454 on: June 27, 2021, 03:28:36 AM »

There are several Diable addon mods and sub mods on the Discord.
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