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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1252577 times)

Lolpingu

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1740 on: February 26, 2023, 04:19:12 PM »

How do you make it so that the virtuous is a selectable starting ship?
Since it appears as "diableavionics_virtuous_skirmisher" in the hulls folder, I tried adding ["diableavionics_virtuous_skirmisher"] to "super ship" and it doesn't end up appearing as an option - if I add it into the other options, they just don't appear anymore.

As for why - sometimes you just want to boot up starsector and shamelessly start a campaign with a seal clubbing machine to relieve stress.
« Last Edit: February 26, 2023, 04:28:14 PM by Lolpingu »
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ThatsMyFootThanks

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1741 on: February 26, 2023, 07:34:16 PM »

Sooooo... These are a massive-organized crime syndicate with the face of a corporation. Basically… Space pirates in fancy looking interstellar Ferraris?

So cool..  ;D
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Mereyl

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1742 on: March 19, 2023, 04:16:46 PM »

Defeating the Virtuous grants you a wreck that you can interact with and restore, but the ship never seems to get restored properly and taking it out for a spin gets you a ctd with a Fatal:null error. The ship itself also looks nothing like it looked like in battle on the salvage and restore screen, it seems to be missing all sorts of parts and the crash log also indicates as much.

Code
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(Thread.java:748)
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andy

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1743 on: March 22, 2023, 06:03:39 AM »

Hello, I really like your boats. Can I use them as material?
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PositiveVibesVR

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1744 on: April 01, 2023, 02:18:02 PM »

Hey! The past couple of days I have been working on a skin pack for this mod, what is the best way to send it to you?
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NGTV Eye-ris

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1745 on: April 07, 2023, 07:06:15 AM »

Hey! The past couple of days I have been working on a skin pack for this mod, what is the best way to send it to you?
howdy! I hope it's not too much to ask for a preview of your skins, 'cause I'd love to see them!
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Tartiflette

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Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« Reply #1746 on: April 09, 2023, 11:17:08 AM »



Okay, this is a big one. Wanzers have been thoroughly reworked, balancing has been polished, bugs have been patched and a new ship is making its debut. I'll let you check this unit of a changelog to get an idea of what awaits you (or don't, it can be fun that way too). In any case, I hope you'll enjoy it!

CHANGELOG
2.70

 - Added Coanda-class frontline destroyer: A heavy destroyer hull with many small turrets and a medium missile hardpoint to bully smaller ships and distract bigger ones. Has a mixed mobility+defense ship system.
 > This is to the Hayle what the Daze is to the Haze.

 - Removed non built-in Dampened Mounts hullmod.
 - Added a pair of bounties to point the player toward the Virtuous, and the Gulf if you don't have IBBs enabled.



BALANCING:

Massive balance pass that aims to make the Wanzers more usable on regular carriers, buff up a few ships that have been a bit too squishy for a while but also tone down a handful of weapons that have on the other hand crept in power a bit too far.

 * WANZERS overall:
   . Now all have default rebuild times closer to regular wings (around + 10 to 20% longer than regular fighters instead of + 100 to +200%),
   . OP costs have been spread out upward a lot.

 * Wanzer Gantry Hullmod:
   . Now exclusively built into the Storm, Gust and Pandemonium (and added to the Gulf because why the hell not),
   . Now adds one extra craft to all installed wanzer wings (instead of reducing rebuild times),
   . No longer require "wanzer-exclusive" complements to apply its effect!

 > This is an attempt at finding a new balancing paradigm for Wanzers.
 > Hopefully this will make them more usable outside of Diable ships without relying on the Gantry hullmod crutch to prevent snowballing.
 > At the same time, the Gantry has been turned into a tool to make Wanzers great on select hulls rather than an OP tax to make them usable at all on regular carrier.
 > Thus the Wanzer Gantry hullmod has been removed from several ships.
 > Mix-and-match of Wanzer and non-Wanzer wings is now possible with the Gantry, this should allow more versatility in using cheaper wings to draw fire away from the expensive units.

 - Frost trooper:
   . Covet handgun DPS doubled to 150 from 75 (stat card is also much clearer).
   . Rebuild time reduced to 12s from 26, OP cost unchanged at 8.
 > Now a solid Broadsword replacement with half the kinetic damage potential, but much more HE with the blade attacks.

 - Strife gunner:
   . Removed the Thunderbolt launcher.
   . Rebuild time reduced to 15s from 34, OP cost raised to 12 from 9.
 > There's a fierce competition in the 12OP range, I hope the reduced rebuild-time will make up for the loss of the single Thunderbolt.

 - Hoar bodyguard:
   . Gun damage per shot increased to 140 from 125 (dps of 175 per gun from 156), range increased to 600 from 500.
   . HP reduced to 750 from 950, armor reduced to 75 from 100, speed increased to 250 from 160.
   . Rebuild time reduced to 15s from 30, OP cost unchanged at 10.
 > Should now be a capable interceptor able to defend a wide area against missiles and fighters instead of an escort for big ships.

 - Avalanche shock trooper:
   . Added a two-shot Thunderbolt launcher.
   . Armor increased to 200 from 175, speed reduced to 160 from 175.
   . Main gun no longer has limited ammo, damage per shot increased to 75 from 40 but number of pellets reduced to 6 from 8.
   . Rebuild time reduced to 20s from 38, OP cost raised to 14 from 10.
 > The Avalanche was lacking in bite against armored targets, so it gets the Strife's Thunderbolt missiles to make it the improvement it should have been.
 > It now should be equivalent to a wing of Warthogs but more reliable and versatile.
 
 - Warlust sniper:
   . Main gun is now Kinetic instead of Energy, damage and dps unchanged at 400 et 200 respectively.
   . Added 200 EMP damage per shot.
   . Now has a "fighter" role instead of "support".
   . Rebuild time reduced to 20s from 42, OP cost raised to 16 from 12.
 > Basically, a fighter with a HVD.
 > It's hard to beat the Broadsword in raw kinetic output (900 dps wing wide, if only for a moment) but between the point defense support and the pin-point accuracy, the Warlust should bring something interesting to the table.

 - Blizzaia grenadier:
   . Cicada grenade launcher ammo removed, dps reduced a bit.
   . Rebuild time reduced to 25s from 42, OP cost raised to 18 from 15.
 > Removed ammo due to an issue with the new Gantry effect

 - Valiant commando
   . Cull damage-per-shot increased to 100 from 65, firerate reduced to maintain dps.
   . Rebuild time reduced to 18s from 38, OP cost raised to 22 from 14.

 - Zephyr marksman
   . Rebuild time reduced to 20s from 46, OP cost raised to 20 from 13.

 - Raven heavy trooper:
   . Glowtusk range reduced to 500 from 625, ammo removed, DPS increased to 200 from 125,
   . Grave HMG range reduced to 550 from 650, DPS increased to 325 from 260,
   . Rebuild time reduced to 25s from 60, OP cost raised to 26 from 16.
 > Now you won't wait forever for the replacement to be deployed! OP cost might require further increase because that thing is a beast without the ammo limit.


 * SHIPS


 - Draft-class frigate
   . Hull increased to 2250 points from 1750

 - Versant-class hybrid wanzer:
   . Shield efficiency buffed to 0.8 from 1.
   . Increased the damage and flux-per-shot of all three built-in Harvest weapon variants.
 > With its flux stats unchanged it should not be a ludicrous powerhouse yet, but still much better at punching through medium armor.

 - Pocket Gust-class combat carrier:
   . Deployment cost reduced to 9 from 11,
   . Maneuverability significantly improved,
   . Flux capacity increased to 4500 from 4000,
   . OP amount increased to 95 from 85,
   . Removed built-in Wanzer Servicing Gantry hullmod
 > Gantry was no longer needed, and added some thematic buffs for a ship supposed to be quick and agile but ended up folding every other battle.

 - Calm-class destroyer:
   . Reduced cargo capacity to 80 from 110,
   . Reduced fuel capacity to 50 from 60,
 > These changes are more for flavor and give a bit of breathing room to the new Coanda-class destroyer to stand out.

 - Gust-class light cruiser:
   . Deployment cost reduced to 20 supplies from 24,
   . Max speed increased to 75su/s from 65,
   . Flux capacity increased to 9500 from 8200.
   . Gets the improved Wanzer Gantry hullmod.
 > I'm trying to keep it a bit more brittle than an Eagle but about as mobile and no longer ludicrously more expensive to deploy.

 - Rime-class recon cruiser:
   . Flux dissipation increased to 300 from 250,
   . Flux capacity increased to 6000 from 5500,
   . Speed increased to 65su/s from 50,
   . Maneuverability slightly increased.
 > It's in the deployment cost range of a Falcon and while it should not be as good, it certainly should not have been hopeless either.

 - Haze-class cruiser:
   . OP amount increased to 175 from 170,
   . Maneuverability slightly increased.
 > The Haze has been outshone by the Daze, these are very minor buff to try and bring it up to parity.

 - Storm-class Battlecarrier:
   . Removed 2 medium hybrid turrets,
   . System changed to Plasma Burn from Targeting Feed,
   . Deployment cost increased to 26 supplies from 23,
   . Gets the improved Wanzer Gantry hullmod.
 > If you think this is a nerf, wait until you give it a whirl with those +1 Wanzer wings!

 - Maelstrom-class Battlecruiser:
   . Removed the Wanzer Servicing Gantry hullmod.
 > No longer needed

 - Pandemonium-class Dreadnought:
   . Oversized Hull hullmod removed,
   . Deployment cost increased to 75 supplies from 60,
   . Number of decks reduced to 3 from 4.
 > Last update added a 4th deck and it is already gone... But hey, those three with the new Gantry hullmod are worth "6" decks if you use solo wings!


 * WEAPONS:


 - Artassault revolver cannon:
   . Accuracy significantly improved
   . Damage and Flux-per-shot increased to 75 from 60,
   . DPS adjusted to 175 from 150.
 > It needed a serious buff considering the anemic 500 range for the same cost and similar offensive stats as the Light Assault Gun.

 - Artdeux Twin Cannon:
   . Flux/dmg buffed to 1.0 from 1.1,
   . OP cost reduced to 11 from 13.

 - Glowtusk Linear Rifle:
   . Flux-per-shot reduced to 400 from 500 (0.8 flux efficiency)

 - SRAB:
   . Range lowered to 800 from 1000,
   . Projectile durability halved.
 > Since it benefits from both weapons *and* missile hullmods and skills, it was a bit insane when deployed in numbers.

 - Thunderbolt Pod:
   . Fire delay increased to 6s from 3.6,
   . Burst size increased to 4 from 3,
   . Ammo reduced to 16 from 24,
   . OP cost reduced to 10 from 12.
 > Some changes to help the AI not waste missiles, others to make it less "power dense" for a single medium slot.

 - Lazyhorn Warp Projector:
   . Damage-per-shot reduced to 200 from 280,
   . Flux-per-shot reduced to 100 from 140,
   . OP cost reduced to 12 from 13.
 > Same deal, the weapon just offered too much utility out of a single slot, even for the OP cost.

 - Opfer GV:
   . Damage and Flux-per-shot reduced to 10 from 15,
   . Ammo reduced to 320 from 400,
   . Ammo regen increased to half its burst DPS.
   . OP cost reduced to 20 from 26.
 > Another weapon that was just a bit too much power in a single slot,
 > It should still be a worthwhile upgrade upon the Mark IX but no longer a massive jump in power with the OP cost as the lone meaningful drawback.

BUGFIXES/IMPROVEMENTS:

 - Added "broken" hullmod to recovered Virtuous, and resolved the crashing issue for deploying it without restoring first.
 - Removed (!) icon next to the Virtuous fleet (and the Gulf one if you don't have IBBs enabled) and added it to the post-battle wreck.
 > It confused so many people!
 - Fixed Virtuous being unreliable to recover.

[close]


Earliest save compatible version: 2.70

THIS UPDATE WILL BREAK SAVES AND DA-DEPENDENT MODS UNTIL THEY GET UPDATED


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib
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IroncladLion

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Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« Reply #1747 on: April 09, 2023, 01:30:48 PM »

Thanks for the big update Tart, downloading now  :)

Killsode

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Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« Reply #1748 on: April 09, 2023, 05:13:03 PM »

OH MY! this is a wonderful update!
Damn, i'm gonna have to start another run. For a while it felt like Diable was still in just 0.95 rather than 0.95.1a, this should fix them up nicely :D
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AudaciousBS

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Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« Reply #1749 on: April 09, 2023, 08:06:06 PM »

Do the skin mod packs get updated regularly after new ship/wing additions? I've noticed the Virtuous and a couple of wings don't have a skinned version for the pack I use.
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TheDefend

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Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« Reply #1750 on: April 09, 2023, 11:32:16 PM »

welp, sad the new update gonna be on the new run only ;( time to just stuck with the beta discord version for the time being then
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Oni

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Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« Reply #1751 on: April 10, 2023, 03:11:44 PM »

Hmm... got a CTD on trying to start a new game with the most recent version (2.70rc1):

Crash Log
2109613 [Thread-3] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epiphany_neutral
2109617 [Thread-3] INFO  data.scripts.XhanEmpireModPlugin  - new game started, adding scripts
2110052 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [diableavionics_universaldecks] not found for faction [diableavionics]
java.lang.RuntimeException: Hullmod with id [diableavionics_universaldecks] not found for faction [diableavionics]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:452)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:440)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:425)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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(Thread.java:748)
[close]
So, if I'm reading that right, there's a 'diableavionics_universaldecks' missing?  ???
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e

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Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« Reply #1752 on: April 10, 2023, 03:29:41 PM »

Hey, a new update! Does this mean that diable ships are no longer made out of tissue paper?
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Stuffwriter

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Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« Reply #1753 on: April 10, 2023, 04:17:29 PM »

Fantastic work. This has always been my favorite mod. It oozes with quality and hard work.

I am liking the buffs to the Gust and Light Gust. While I did enjoy the Gust before, the new variant is much more powerful and capable. I think it may be just above the power of ships in the base game.

I think your changes to weapons are excellent overall, but I would like to see the small explosive damage ballistic mount have slightly more armor penetration than it currently does. The old design (like years and years ago before you updated the sprite) fired in short bursts that did heavy damage to armor. I feel like that would fit the doctrine of the faction a little better since Diable ships do NOT like being that close to an enemy, so a short range "get off me" powerful mount would be helpful.

The new destroyer is great. It's a lot of fun to fly and it's effective. I wonder if building in dampened mount and expanded missile racks is maybe a bit to powerful, though. It sweeps away most early game threats without much difficulty due to its greatly expanded range.

The wanzer changes feel great to use. The changes to the Storm carrier make it a much more viable ship now. I wish the raven wanzer wasn't so hard to get! That said, I think the warlust sniper wanzer needs a change in behavior. Despite it's long range gun, it still flies in super close to enemy ships and dies to PD fire.

The versant is still hard to use. Compared to other small "super" ships, it's very underpowered. While it is much easier to get than other ships of its class, it's capabilities are so limited that it is hard to use at all. The shield buff helps it, but it's flux stats are so poor that it can't even use its weapon mounts effectively. I like the high-speed mode and the damage reduction it grants. it would be nice if it could fire all its weapons in this state with the tradeoff being that it can't use its shields. Hit and run with short range weapons would be fun this way.

All in all, great work.
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AudaciousBS

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Re: [0.95.1a] Diable Avionics 2.70rc1 (2023/04/09)
« Reply #1754 on: April 10, 2023, 09:39:55 PM »

Hmm... got a CTD on trying to start a new game with the most recent version (2.70rc1):

Crash Log
2109613 [Thread-3] INFO  exerelin.campaign.MarketDescChanger  - Adding captured planet desc row epiphany_neutral
2109617 [Thread-3] INFO  data.scripts.XhanEmpireModPlugin  - new game started, adding scripts
2110052 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [diableavionics_universaldecks] not found for faction [diableavionics]
java.lang.RuntimeException: Hullmod with id [diableavionics_universaldecks] not found for faction [diableavionics]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:452)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:440)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:425)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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(Thread.java:748)
[close]
So, if I'm reading that right, there's a 'diableavionics_universaldecks' missing?  ???

THIS UPDATE WILL BREAK SAVES AND DA-DEPENDENT MODS UNTIL THEY GET UPDATED


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib


If you're using any Diable dependent mods the update broke them until they're updated. Similarly make sure you deleted the old mod folder before you install the new one.
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