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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98] Diable Avionics-Joestar edition v2.9.3  (Read 211614 times)

Nguoitrennui

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2b
« Reply #255 on: December 25, 2024, 06:44:11 AM »

I think with the context of other faction mods Diable needs a buff. Not a ship buff but a colony numbers buff. I tried Tahlan Shipworks boss faction Legio and Diable got wipe off the map like it's nothing. Even before that they never stand a chance against Hegemony. And while yes, if a player intervene they can win in Diable's name, I just feel like two to three more starter colonies could help out.

What are others' thoughts on this?

Started a new game relatively recently and within a cycle Diable had lost every single system except Outer Terminus, and within 2-3 cycles they had lost that too, being completely wiped out. They need either more land or maybe a rejig on their Nexerelin AI to maybe be less aggressive cause Scalar Tech only has one system and they're doing just fine, probably cause they don't pick fights with the Hegemony and the Persean League in my games.

I suggest you turn off alignment for alliance in nex. I got the same situation every single time. It's so frustrating having to dev mode back to the system to babysit them so they don't get wiped off the map. Without the allignment restriction, my favorite panda exibition at least stand a fighting chance with someone to ally with.
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neptix

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #256 on: December 26, 2024, 06:35:03 PM »

Just as an FYI, something in this mod breaks the sector generation, it's deterministic for a given modlist, except when DA is installed.  Not sure if this was always the case, or if it's a recent thing, but something to be aware of.
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magitsu

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #257 on: December 27, 2024, 10:11:05 AM »

Just as an FYI, something in this mod breaks the sector generation, it's deterministic for a given modlist, except when DA is installed.  Not sure if this was always the case, or if it's a recent thing, but something to be aware of.
Go through your modlist. First split it in half and then which one breaks has the faulty mod, then split again until you find the one that supposedly acts badly with this mod.

It is probably some less used mod because a lot of people run this mod with other popular mods. Since it is also so evident error upon generation.
Unless you mean some very rare sector generation method.
« Last Edit: December 27, 2024, 10:15:20 AM by magitsu »
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VolkRonin

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #258 on: December 30, 2024, 07:27:31 AM »

Hello there, thanks for maintaining and adding to this mod, been a must-have since 0.95.

Wanted to report that it seems none of the new ships (Riptide, PolarV, Brisk, Tidal, Ashfall) can install the Advanced Avionics hullmod, despite being Diable hulls.
Not sure if intended or oversight, or if its a bug on my end from some other mod, somehow.

Edit: Discovered A.Avionics is not supposed to work on the Riptide and Ashfall cause of an incompatibility with Dampened Mounts hullmod.
« Last Edit: December 30, 2024, 10:48:52 AM by VolkRonin »
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Fighters and missiles.. or missiles and fighters?

Kurrywurst

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #259 on: January 01, 2025, 05:05:23 PM »

Any chance the original mod's skinpacks will get updated to this one? Personally really loved the wet navy skin
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Empyrean901

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #260 on: January 07, 2025, 03:41:31 PM »

Ships seems stronger now that I came back to playing this faction, thanks, I really like the changes and the new ships. They are on par with vanilla
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martipanul

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #261 on: January 07, 2025, 06:09:42 PM »

any chance the versant supership can have an equivalent that is cruiser size ? or maybe at least destroyer? :D
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refD

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #262 on: January 20, 2025, 02:26:10 AM »

Loving the mod, really appreciate the effort that's still going in, I haven't had this much fun playing a modded faction before. Aesthetics and gameplay are a blast.

Everything's seemed really well balanced until I ran in to the "Artdeux Twin Cannon", throwing 2 or 3 of these on a Maelstrom has trivialized nearly every encounter there after. It stands out amongst all the other weapons, it's roughly a double range Assault Chaingun (+ 200 bonus range if you're on a dampened mounts ship).

Again, really appreciate all the work that's gone in to it.
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Ad-North

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #263 on: January 27, 2025, 03:48:56 AM »

Hey there, so I just installed the mod very recently, and was surprised that it worked mid-save, but each station / planet I went to has no faction-specific NPCs.

Does anyone know how to generate them or help me out here ?

Thanks !
« Last Edit: January 27, 2025, 03:52:21 AM by Ad-North »
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MLDS

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #264 on: January 29, 2025, 11:14:57 AM »

Hello there, I installed the mod after many years and was testing a lot of different builds and playing with other mods as well (Iron shell, Knights of Ludd, nexerelin and some others). I tested most of the ships, trying different builds. So here some thoughts on some aspects of the Mod overall:

-The Phaze Graze Core Ship System: This system has two different perspectives:

(1)On the Player Ship: Is one of the most potent combat abilities(broken even), that allows the the player two things: (1) Quick movement and (2) Flux control.
Being able to quickly decide when and who you want to engage,  get in and get out of range + Drain your Flux for absule FREE (bait the enemy ship to engage, and simply erase part of the flux you have, will never not be funny), makes you feel and in control.

(2)On your officer: Is a quick dash most of the time, and they will waste most of the charges.

-The Micro Missle Launcher: A bit underwhelming, works mostly as to saturate and overwhelmed the ship defense, the damage being negligible 99% of the time, but hey they are infinite.
I wish there was a way to change their behavior, like Versant's fire selector Hull mod, maybe even change the damage type to work better against shields with another Hull mod, just an idea.

-Expanded Magazines: Is on every capital on the fleet. It simply synergizes a bit too well with some weapons on the mod.

-All the wanzer: They are all really fun. Hoar 6th gen is my favorite.

Now a bit about some ships:

-The Maelstrom: This ship is a Duelist and a deadly one. It has clear weakness but it has the tools that manage and overcome. The Phaze Graze Core, makes this ship shine. I'm in love with this ship, and would love the ramble on, but this post is getting a bit to big.

-The Riptide: This thing is like a railgun, never a bad choice. The two fighter bays offer an answer to anything or a flexible tool for whatever you want this ship to do.

-Daze: It has a lot things going for it. Beam weapons works really well on it.But... it is too slow, it hurt so much,honestly it can deal with anything, but is to slow to get to anything. It feels a bit like a midline dominator.

-Polar V: Works well alone, but better with Escort Package. Still testing some loadouts.

I would go into detail, but this is enough for a first post. Thanks for keeping this mod and faction alive.

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ParaNautic

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #265 on: February 23, 2025, 08:29:30 AM »

Dose this work with the Diable Avionics skin packs?
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Caymon Joestar

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #266 on: February 23, 2025, 12:15:53 PM »

Dose this work with the Diable Avionics skin packs?

Yes, the new ships just wont be changed to match
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duke

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #267 on: March 01, 2025, 10:13:56 PM »

Has anyone else had an issue with ai piloted vapors forgetting which way is forward? Mine have decided to orient themselves thruster towards the enemy and just sorta twitch back and forth until they are shot down. Did I download an April Fools patch of the mod by mistake?
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Gremlin Nix

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #268 on: March 23, 2025, 06:03:13 PM »

Silly question;

I have the Wanzer servicing gantry unlocked, but I can't seem to install it at all. What do I need to do to be able to install it at will (to any carrier)? Willing to make a change to the files if given a file name and target line to change.
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Alexandrep123

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.2c
« Reply #269 on: April 08, 2025, 04:09:03 AM »

Hey, I'm a junior dev and would very much like to help the mod get updated if any help is needed.

I've been lurking these forums and playing starsector on and off for years now.

I've never done any starsector modding but would love to help to get the mod up to date now with the new update.

I have 1 year work experience in python in a startup and have school experience with React, JS, ThreeJS, Typescript and a little PHP from the beginning of my studies. Obviously, since starsector is written in JAVA, I may be a hindrance since i've no experience in that language, but i like to think i'm a quick learner. I'll understand if my lack of Java experience makes me ineligible. I'm currently out of a job and doing personal projects while i apply for a new one so i have a fair amount of free time.

IDK if there's a discord other than the unofficial one, which i heard has some issues and drama, which i would prefer not to even approach, so i post this here. If i can help in any way, even (especially) with minor things, i'd love to be of service for the mod i feel i can never play without.

PS: thanks to the original modders and now the new caretakers for their amazing job :)
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