Fractal Softworks Forum

Starsector => Mods => Topic started by: shoi on June 25, 2020, 05:09:27 AM

Title: [0.9.1a] Arma Armatura 1.2.3
Post by: shoi on June 25, 2020, 05:09:27 AM

(https://i.imgur.com/VSXHl3o.png)
Download v.1.2.3 for 0.9.1a - NOT SAVE COMPATIBLE WITH ARMAA VERSIONS BELOW v1.1
 (https://mega.nz/file/TREjTaIR#zT3Q66Sly0JlebrxG0fst-fchkrsiEgAyRPX5hr4zio)

Mod Requirements:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)


Arma Armatura, oftherwise known as ArmA Robotics, was one of the premier developers of heavy weapons in the vast galactic polity that had once been called the Domain. Specializing in planetary warfare, the corporation enjoyed the success of several highly lucrative military weapon systems. The Collapse, however, brought about the apparent demise of that golden age, along with the majority of the companies infrastructure. Despite this, the devastated and war-torn Persean Sector has left its remnants with no shortage of potential customers to push its wares on, the most unusual and controversial being it's multirole line of Cataphract-class Land-Space Mechs.


I. Summary:

This mod adds seven mechs that yield a ground support bonus when equipped to carriers, with a 'vanilla-like' aesthetic to the game; four fighter wings, two bomber wings, and one fully pilotable strikecraft. Finally, it adds a larger playable mech, roughly around the size of a large frigate/ small destroyer.

Pilotable craft:
Altagrave-class Mobile Armor
(https://i.imgur.com/RAnEczL.gif)

A destroyer-grade mech with a PD oriented Burst laser built into the head, and a very bursty arm weapon that can be further enhanced for burstiness with expanded magazines.

Mounts: 1x Small Universal, 1x Small Hybrid, 1x Medium Synergy
Modules: 2x Leg Modules, 1x Backpack Module(System: Low-Grade EMP Emitter)

System: KARMA
(http://i.imgur.com/0PWOG3bh.gif)
Redirects tracking missiles against enemies, and absorbs projectiles for a scaling buff to Weapon Rate of Fire as well as a Weapon Flux Cost Reduction. Once the karma gauge is maxed an explosion is triggered that damages any enemies within 300 su and generates kinetic projectiles that home in on the target.


Einhänder-Class Cataphract
(https://i.imgur.com/yEjg09I.gif)

Prototype, pilotable phase-based mech. Equipped with two customizable drones. Can fly near carriers to repair and rearm, as well as regain CR.
System: Offense Mode

Dramatically reduces firerate and disables defense systems, but drastically increases weapon damage
[close]
Strikecraft:

Valken
(https://i.imgur.com/MIs2Xy7.gif)
Poorly armored, but fast, numerous and easy to fit onto carriers.

Valken-X
(https://i.imgur.com/dBiQzZv.gif)
Carries a downscaled Assault Chaingun and forearm mounted Plasma Blade. Nimble and deadly.

Bihänder
(https://i.imgur.com/DFx5L0b.gif)
Standard production version of the Einhänder.

Kouto
(https://i.imgur.com/deomvJ0.gif)
Unimpressive armament, but can soak up immense amounts of firepower thanks to its Overshield system and flare launchers.

Ilorin
(http://i.imgur.com/kVCS6Gxh.gif)
Slow and heavily armored. Equipped with a Rocket Pod and autocannon.

Recordbreaker
(https://i.imgur.com/d7eTOLQ.gif)
Built with parts from the Kouto and Valken. Equipped with a weak EMP-emitter that makes it ideal for PD purposes, and a great complement to other strikecraft wings.
[close]




Changelog

V1.2.2RC2
--------
Nex:

-removed random folder in mission folder

-Super Ship start: Replaced Altagrave and Condor with Altagrave[C] and Wayfarer
   -Differences between the two are mostly superficial, [C] has built-in Op Center and is more suitable as a flag

-Added Ground Support bonus for new fighter wings. Non-cataphract fighters were conferring additional bonus if a single cataphract wing was added, this was fixed.

-Added Juno Mk. III, a modular medium fire support beam cannon. Available on New Meshan, may need further tweaks

Altagrave:
-Standard Altagrave now has very low chance of appearing in scavenger fleets

-Adjusted base variant auto groups

-Karma Seekers: Damage type to Kinetic
   -reverted damage back to 250 from 200

-Added additional small hybrid mount; increased OP by 5

-Altagrave should be less inclined to suicidally charge at things 2x its size or into swarms of enemies, not 100% what caused this issue, may have some relation to weapon loadout

-Added normal maps for gLib support and shadow effect to some turrets/decos

-Limb animation now slightly affected by turning/strafing left or right

-new head sprite for Altagrave[C]

Vajra:
   -Drastically reduced tracking effect of Vajra, should be much easier to hit smaller ships, both under player and AI control
   -Increased projectile speed: 950->1000

-increased armor on all modules to match parent hull armor: 400->450
   - Won't do much against heavy hits, but will help mitigate issue with getting papercut to death by fighters

-swapped active flare launcher to Low-Grade EMP Emitter (Same system as Recordbreaker) on backpack module

-Modules now mirror the hullmods applied to the parent ship

-Increased OP of all modules to 1000 to prevent any unintended behavior caused by hullmods that readd themselves in certain scenarios

-Added hullmod describing modules and their effects

-Altagrave[C] would never spawn in markets with modules, is now a seperate hull instead of being skin-based [Used exact same ID for the hull that was used by the skin file, so save compatible; tested and confirmed myself]

Recordbreaker:
Armor: 45->30
HP: 450->400

Valken-X:
-Fixed deco weapon being listed in Armaments
-Plasma Blade was set at an ammo of 1, removed ammo limitation

Bihänder:
-Altered Juno Mk. II for better visual consistency with other Juno family weapons

-------
V1.2RC2
--------
-Removed Omni-Shields from Altagrave's legs, increased armor by 200, HP by 200
-Gave Altagrave[C] a default Role so that it actually appears in markets
-All projectiles weren't properly being tallied when absorbed, corrected issue
-Karma increases much faster, increased threshold as a result: 1000->2000
-Reduced amount of projectiles generated from Karma: 15->10
-Altagrave System projectiles DMG: 250->200
V1.2RC1
----------

New Ship: Altagrave
- 12DP with modules that increase speed while they are intact;
- 1x Medium Synergy, 1x Small Universal
- 2x built-ins
   -Vajra
      energy-based projectile weapon with some missile characteristics, has slight homing capability, can be intercepted
- System: K.A.R.M.A
   -Absorbing projectiles increases "Enlightenment"
   -Enlightenment grants a scaling bonus to Weapon RoF and Flux Cost Reduction as damage absorbed increases, up to 30%
   -Exceeding/reaching max karma generates an explosion that damages anything within 300 su and flings homing projectiles
      -Projectiles will home in on selected target after a few second delay, otherwise random target is chosen
   -Bonus is lost once karma is maxed.

New Mission: Battle of Meshan 1A9
- Survive against waves of redacted

Nexerelin:
-Added start with Altagrave
-Added basic BP to all starts

New Wing: Valken-X - 10 OP
System: Overboost
   - brief, but significant increase to speed + manuverability for 1 second
- Assault Chaingun(F), 50% potency of original ACG fired in 5 shot bursts
- LS-99 MOONLIGHT, short-range plasma blade
- Wing Size: 2
- Not very effective vs shields, but overboost + the LS-99 makes it lethal at close range and an effective dogfighter

New Wing: Recordbreaker - 10 OP
- Fast interceptor with weak EMP emitter suited for anti-fighter/missile and escort. Best paired with other fighter types
- Wing Size: 2

-New Star System: Gamlin
-New Meshan, Size 5 Colony
-Has special submarket accesible at high indie rep that sells all cataphracts, rarely Einhander or Altagrave will appear

-Adjusted spawn rate of all wings, they should actually appear occassionally in various fleets

Einhänder:
- fixed fx bug caused during interaction with some approlight systems
- fixed crash caused when running simulation during armaa mission with Einhänder
- Phase Damper Field Time Dilation: 60%->55%
- Phase Damper Field Beam Resistance: 50%->55%
- Phase Damper Field Base Resistance: 40%->35%
- Vulcan Cannon Turn Rate: 90 -> 75
- AS Glaive Range was 650, when should have been 550->550
- Einhander receives damage bonus as flux level increases when using ship system. Exceeding flux leads to overload
- Repair Drones will now always deploy so long as there are no enemies within 2000 su

--Fighters--
-General all-around buffs. They should be more effective overall

Valken:
-Fixed bug that prevented valken from ever spawning in fleets, or appearing in simulator
HP: 300->450
Armor: 15->30
Flux Dissipation:60->80

Kouto:
DR-79 Plasma Gatling: 10 -> 15 DMG
   -Bullet Size reduced by 50%

Overshield granted 10x damage resistance instead of 5x, corrected to proper value
Increased flux stats for overall improved shield efficiency
Reduced Seeker flare count to 1
HP-> 425-> 500
Armor -> 50-> 35
Max Flux -> 700
Dissipation ->  150
OP:12->13
Refit Time: 25->15

Ilorin:
OP: 12->14
Crew Size: 1->3

-removed Juno. Mk III from drop table

-added armaa_ prefix to all ship systems

Known Bugs:
- Einhänder damage weighting with Starship Legends gets weird in some scenarios, will be fixed in next version of legends


V1.1.4
---------
- Fixed damage bug with Starship Legends (
- Added Nex Carrier(small) start
- Can now immediately issue orders to Einhänder instead of having to open Command UI and unpausing
- Fixed "bug" where Einhänder being the last living friendly remaining would result in an instant loss

Cataphract Complement:
-Each wing now grants a different ground support bonus:
Valken, Kouto: 4
Bihander: 16
Ilorin: 12

Einhänder:
-Phase Damper Field Time Dilation: 50%->60%
-Phase Damper Field Beam Resistance: 40%->50%
-Beam Coat Beam Resistance: 35%->40%
-Beam Coat tooltip stated total stacking beam resistance was 77% when it was in reality around 60%, corrected to reflect new values. Max resistance is 70%
-With these changes beam heavy enemies and burst PD beams shouldn't be as insurmountable, while remaining a threat
-AS Glaive size: Medium->Small, this will give it a more accurate (and reduced weapon health) HP for its physical size
-Increased texture scroll speed on AS Glaive's trail
-Added role for Homing Laser
-Vulcan Cannon: Chargedown: .1 -> 0.05, Damage: 35->25, Range: 350->250; Replaced projectile for vanilla vulcan_shot

Kouto:
-Added System: Overshield
-Shield Radius: 90->75
-Blank Torso Weapon-> Seeker Flares

Valken:
-Wing Size: 3->5
-IR Pulse Laser: Energy/Shot: 0->50
-Flux Dissipation: 25->60
-Adjusted sprite
-Vulcan Cannon: Chargedown: .1 -> 0.05, replaced projectile for vanilla vulcan_shot
-Refit Time: 10->9
-Changed Engine Style from lowtech to midline

Ilorin:
-Rocket Pod Ammo: 9->15
-Added System: Fast Missile Racks
-Minor description tweaks
-replaced midline tags with low tech

V1.1.3
------------
-small fx adjustment on Einhänder + Bihänder
-Add system desc for P-Damper Field (Bihander ver)
-Fix bug where Pila would never equipped their assigned weapon

V1.1.2
---------
-Fixed crash when deploying AI-controlled Einhänder in certain order
-Fixed crash when deploying Einhänder without any weapons assigned to the Pila

V1.1.1
---------
Einhänder:
-Increase turn rate 100->110
Offense Mode: Speed+Manuverability:40%->50%
Corrected system desc; stated 30% dmg increase, replaced with more accurate description
Juno DMG: 100->110;
DP: 7 -> 6
-Juno hit fx with system active reduced in intensity
-misc fx adjustments
- AI controlled Einhänder will autonomously return to carrier at low CR
---------
Bihander:
-System: Damper-> Production P-Damper
-HP: 700
-Armor: 150->200
Replaced Micromissile -> Homing Laser
---
v1.1
-------------------
-Added fake_fighter tag to Einhänder, which will resolve some targeting and fuze logic bugs with several THI scripted weapons and how they interact with frigates that setHullSize to fighter via script. (Note to other mods that might do similar things, please add the "fake_fighter" tag to the pertinent vessels in ship_data.csv! credit to MesoTroniK )
-Fixed crash with Einhänder caused by attempting to retreat from the top of the map during 'escape' battles
-Fixed bug that wiped faction blueprints from Tritachyon/Independent fleets
-Adjusted rarity of all fighters so they are less common in NPC fleets
-Added compatibility for some IndEvo features ( i think )

=== Einhänder ===
-Synergy Mount has been axed. It just looks too weird with some combos. I'll probably make an alternate version with mounts replacing some built-ins
-Added built-in drone wing with customizable small hybrid mount as replacement.
-Can equip weapons up to 9OP, but flux reserves might not be enough for it to actually fire them all (I.E) you can actually mount an AM blaster on the drone, but it can't actually fire. I'll add hard restrictions to this later
-Added Phase Field hullmod
==-New System-==
-Phase Charge->Offense Mode
Damage Bonus: 35%->30%
Speed Bonus: 65%->40%
Manuverability Bonus: 50%->40%
Reduce RoF by 50%
Increases Recoil by 100%
replaces Juno standard projectile with enhanced alternative that does 135 Energy Damage and 200 EMP Damage with arc chance
-----
-small sprite alterations

OP: 35->30
HP: 700->750
-Reduced armor from 310->300.
-Increased turn accel 115 -> 180
-Top Speed: 160->165
-CR to Deploy: 16%->20%
-CR loss per second: .25%->.20%
-Turn rate: 115 -> 120
-Increased decel 120->170
-Increased accel 170->190
-Max Flux: 1200->1100
-Mass:  75-> 60
-AS Glaive Range: 500->550; Damage: 400->450; Ammo: 4->6
-Juno DMG 90 -> 100
-Juno EMP DMG 60->0
-Juno Chargeup 1.05-> 0.525
-Juno Chargedown 2->1.6
-Juno Min Spread 0->3
-Juno Max Spread 10->30
-Burst size: 9->8

-Homing Laser bonus damage chance: 50%->25%
-Burst size: 4->2

=== Valken ===
-Increased speed to 230
-Hull: 550>300
-Armor: 40->15
-Wing Size: 3->4
- Pulse Laser DMG: 50->30
- Light Mortar Ammo: 0-> 15
- Replacement Time: 8-> 12


=== Kouto ===
Shield Efficiency 75%->100%
Blazer Rifle -> DR-79 Gatling Plasma
=== Bihänder ===
- New Sprite
- OP: 12->14
- Wing Size: 2->1
- AP Javelin -> Juno Mk. II: Burst Charge Beam
= Light Machine Gun -> Micro Rail Rifle
- added new sfx + fx

-Added new wing: Ilorin
- High HP and Armor
- Slow speed & manuverability
- Armed with annihilator Rocket Pod & Autocannon

-Added new wing: Pila UWS
Short-range drone wing used by the Einhänder

=========================
v1.0.6
------------------------
-Cataphract Complement now grants +4 bonus for every cataphract wing
-Fixed bug where ships without the CARRIER tag would not receive Cataphract Complement hullmod
-Added info on ammo resupply drone for strikecraft hullmod

====================
1.0.5
--------------------
-Any carrier with at least 1 Cataphract wing will now get the hullmod "cataphract complement" that grants small ground support bonus, applied when visiting markets

=== Einhänder ===
-can start active vent during phase instead of having to exit phase first, and then venting.

- Increased OP from 30 -> 35

- Added small SYNERGY hardpoint

- Decreased armor from 325 -> 310.

-Juno-
- Increased Juno's per shot damage from 83 -> 100
- Burst size decreased 16->9
- EMP Damage Increased 30->60
- Juno now has a 25% chance to create EMP arcs on impact that do 3x EMP damage(150) and 1/2 its per shot damage(50) in energy
- Chargedown decreased 3->2

-AS Javelin renamed -> AS Glaive ((II has weapon with very similar name))
- Damage decreased from 500 -> 400
- Ammo decreased from 10 -> 4
- chargedown decreased from 6->3
- EMP Damage increased 0 -> 200
- No longer fully reloads between engagements

-Homing Laser-
- Chargedown decreased from 12->10

- Limited Ammo weapons can be reloaded by returning to carrier, if the weapons max ammo count is at least 2 (no spamming reapers ): )

- Einhänder has been fully switched to fighter hullsize, outside of a few edge cases. Gameplay wise this means it **should** suffer or benefit from all the same effects that fighters do, including custom ones (so long as that effect checks if a ship is a **fighter** and not checking its **fighter_wing**), including custom ones, and AI will react and evaluate it as as a fighter also. Thanks to MesoTronIk for bringing this to my attention.

-Fighter Doctrine Lv2 bonus now applies to the Einhänder as well

=== Valken ===
-Fixed severed Valken arms showing up in markets.

-Replaced Valken's AAF system with new system: GU-14 Firebolt Feeder
+25% Damage, +25% ROF, -10% Flux Cost for ballistics

----------------
1.0

-initial release
[close]

Special Features:
Spoiler
A hullmod that is automatically added to carriers with Cataphract wings, which grant a small ground support bonus.
(https://i.imgur.com/vLMYBF7.png)

The Einhänder has a special hullmod that gives it several unique attributes:
    -Can fly over obstacles and ships, as well as shoot over friendly ships. Being caught in the explosion of a ship is not fatal. This trait is negated while flamed out.
    -No zero-flux engine bonus.
    - Combat readiness decays 100% faster

Combined with having the shortest PPT in the (vanilla) game, operational time is very low.
However, much like fighters, it can return to friendly carriers to replenish CR, reload weapons, and in certain conditions, receive provisional repairs to armor and hull.
(https://i.imgur.com/iAxD5gj.png)

When the Einhänder get's within a set distance of carriers that can service it, they will be highlighted green.

However, if you approach a carrier while your CR is less than the carriers...

(https://i.imgur.com/XpKvEqz.png)
They will be highlighted red, and a notification will flash over the carrier in question.
Depending on the circumstances, the carrier will either gradually replenish CR until the Einhänder's CR level is equal to its own (so long as it remains nearby), dispatch a repair drone(so long as there is no significant enemy presence), or both. During this process, the carriers fighter replacement rate will decrease at 150% the base rate!

Since the Einhänder's only form of 100% damage mitigation is evading attacks (as opposed to phasing through attacks, or defending with shields), returning to carriers to repair and refuel is handy, especially when damage is unavoidable.

Finally, an Einhänder will always deploy to assist in ground operations so long as they are fit to, at the cost of 10% CR.
[close]



Known Issues:

- in very specific instances, some mod weapons with fighter specific logic have unintended behavior when used vs. or in proximity of Einhänder



What's Next:

- idk lol


Mod Compatibility
- For edge cases, Einhänder uses a fake_fighter tag to identify it's nature. This idea was devised by MesoTroniK to resolve some targeting and fuze logic bugs with several THI scripted weapons and how they interact with frigates that setHullSize to fighter via script at all times, instead of most of the time, for the future THI update. If you want to ensure certain abilities and weapons affect Einhander or any ship like it properly, you can simply add a condition checking for this tag. For that reason, if you do make a ship similar to it, it'd be a good idea to add the "fake_fighter" tag to the pertinent vessels in ship_data.csv! Here is an example snippet of how you'd use it:)

    [/list]
Code
    public static boolean isFighterOrDrone(ShipAPI ship)
    {
        return ship.isFighter() || ship.isDrone() || isFakeFighter(ship);

    }

    public static boolean isFakeFighter(ShipAPI ship)
    {
        return ship.getHullSpec().hasTag("fake_fighter");
    }
    [close]
    Special Thanks
    Special Thanks:
    -Avanitia
    -Tartiflette & Flashfrozen
    -Ed
    The repair and resupply drone that is launched is heavily based off the Maltese and Terrier Repair Drone AI script from Ed's Shipyard (https://fractalsoftworks.com/forum/index.php?topic=16479.0)
    Alex
    PureTilt
    AxleMC
    Harmful Mechanic & Eliza Weisman
    LazyWizard
    creature
    Morrokain
    Mesotronik
    Techpriest
    Nia Tahlan
    Dark.Revenant
    And many others from the unofficial discord
    [/list]
    [close]
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: BigBeans on June 25, 2020, 06:02:07 AM
    I like this.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Zygorg on June 25, 2020, 06:21:44 AM
    Daam son, this is awesome!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on June 25, 2020, 06:36:26 AM
    Thanks guys, there was a bug with a misplaced gfx file, I reupload the file and should have fixed it.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Chairman Suryasari on June 25, 2020, 10:16:24 AM
    Kazeron really put their limit into the test :D
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: PyroFuzz on June 25, 2020, 03:38:17 PM
    More robit suits! Yeesss!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: MesoTroniK on June 25, 2020, 07:33:54 PM
    Evening Shoi, this is a fun little mod you got here but there is a fairly serious issue with it but I can tell you how to fix it :)

    Your "pilotable mech fighter", is a frigate where you are changing the collision class to FIGHTER via script. This soft breaks a lot of different code in other mods (and vanilla too). Things that look at ship classification, especially various AIs and random other things in general too many to list really. Will think that fighter is a frigate... Which yea will cause issues.

    What I would reccomend doing instead is using this:
    Code
    void setHullSize(HullSize hullSize);
    Then this fighter will actually be a fighter so to speak, one that is still piloted. And various code in vanilla and other mods will treat it as such rather than thinking it is a frigate.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on June 25, 2020, 09:26:17 PM
    Hey Meso, thanks for the feedback!

    Originally I set the hullsize to fighter like you suggested via script, because I wanted it to be affected by things such as that funky fighter nerf from Kadur Remnant, carrier buffs, etc, and the various other effects like that, but I ran into a bunch of issues doing this:

    - No visible HUD status bar (the one that hovers over ships)

    - AI would often times ignore the ship and prioritize defending against anything bigger instead, even though threat-wise it'd be better flickering shields against the 'fighter'. for AI fighters this isn't an issue since they're pretty dumb, but it felt almost exploity under player control

    - AI controlled versions could not be commanded, appearing only as green blips on the command screen, and only taking action when enemies got close

    - Ships with fighter hullsize crash the game when retreating

    With MagicLib I could have easily addressed the first issue, and just nerfed weapons for the second, but the last two points discouraged me from pursuing that route. Since the fighter hulls disappear from the command screen,changing flagships meant you couldn't swap back to it, otherwise I could have possibly circumvented it with some scripting, and from what I gleaned from alex, the last issue is pretty much unavoidable. So while switching hullsize was what I would have prepared, it doesn't seem possible without bringing about even bigger issues.

    I've done a lot of playtesting, and outside of ship systems that should affect it logically not actually doing so, I haven't had any game-breaking issues besides AI doing weird things with collissions since they still see it as a frigate, and thats mostly on the part of the einhander refusing to pass through ships. I don't know if there's any alternative I could pursue to address those points, though.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: MesoTroniK on June 25, 2020, 10:24:47 PM
    Literally game breaking issues? No, but soft breaks? All over the place. Just in my mods, there are well over ten scripts that look at hull sizes and will react incorrectly to that mech.

    Add in scripts I have helped other mods with that are based on similar code, and that figure will multiply 3 to 5x. Add in other mods that do entirely their own stuff and probably many hundreds of scripts. Never will it straight up break things or crash, but you will get missiles targeting it, or not targeting it when they should not, ship systems activating for it, or not activating for it when they when they should not, certain ship system effects influencing it, or not influencing it when they should not, custom autofire AIs firing at it, or not firing at it when they should not, God knows what else I could list many many things. Even just autofire tags in vanilla like ones like lets say for example strike,use_vs_frigates, and who knows what else. This is fractal madness, and breaking a fundamental assumption both the game itself makes and many mods where a frigate is a frigate and a fighter is a fighter and having one that is so to speak both under the hood will indeed soft break many many things :(
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on June 25, 2020, 11:32:17 PM
    Hmm, do you happen to have an example of something that would give that type of behavior, as I haven't seen anything out of the ordinary during playtests.

    The mech is slightly smaller than a kite, and I'd argue that small ships like it and the hound would also break fundamental assumptions, particularly in the usage of strike weapons against it. Not sure how the addition of fighter collision would change that.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: MesoTroniK on June 25, 2020, 11:55:50 PM
    OK can give one really simple and low hanging fruit example off the top of my head that is even easy to test and observe.

    The Apsis LRT Launcher weapon in Tiandong Heavy Industries (and a bunch of other missile AIs...), will not ever target fighters unless no ships are within sensor range as that missile (and others...) have a snowball's chance in Hell of hitting a target that agile and of that size. Well, it will target your mech, and be useless doing so.

    Edit: Might as well list another within the same mod...
    The Muscle LRM Launcher, missile will never target nor MIRV for fighters unless no ships are within sensor range.

    There are others in my mods, some actually of even more severe undesirable results, but they become increasingly esoteric. And that is just my mods...


    Double edit: Blargh, and here it is breaking a weapon with a custom scripted proximity fuze.
    https://youtu.be/3wpERIdZSMo
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Unnamed_Shadow on June 26, 2020, 02:34:43 AM
    Would be really cool if this evolves into a full Faction Mod.

    Creating a rival to Diable Avionics with different objectives, or perhaps and ally for Diable Avionics (considering how many enemies they have on a Nexerelin run)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on June 26, 2020, 06:19:08 AM
    OK can give one really simple and low hanging fruit example off the top of my head that is even easy to test and observe.


    Oof, yikes.
    I was going to sleep on this but I couldnt stop thinking about it. I have an idea on how I can swap the hullsize to fighter to prevent that kind of weirdness and address the issues I ran into while doing so, and it's partially working. If I can figure out some logic to detect when it's in the retreat radius, I think I also have a workaround to prevent the crash-on-retreat..so looking into that as well.

    Thanks for showing me this!

    EDIT: Okay, I think I figured out how to fix it. The ship's now fully considered  fighter, except in 2 edge cases:

    1. Command UI is open
    2. Ship is in its retreat radius

    Doing this should prevent a lot of the weirdness with scripted AI without causing any crashes, but i'll need to test it a bit to be certain.

    Would be really cool if this evolves into a full Faction Mod.

    Creating a rival to Diable Avionics with different objectives, or perhaps and ally for Diable Avionics (considering how many enemies they have on a Nexerelin run)

    I can't really comment on anything about DA atm, but if I ever expand the company, it will probably be in a nonstandard setup as oppossed to how other factions operate.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: MesoTroniK on June 26, 2020, 06:43:49 PM
    And thank you for working on the issues Shoi!

    It sounds like you did your best that is possible within the current version of SS, while still retaining your design goals. It still messing up during retreat when past said border is a tiny edge case. While the command UI is open if also not paused, is a fairly common occurrence but little can be done about that.

    What I would recommend you do? Is just say asi es la vida (such is life) for now, with those two edge case problems remaining. And then ask Alex for some stuff to *truly* fix it for the next version of SS.
    - Making it not crash if a frigate that is haxed to be a "fighter" retreats.
    - Some sort of ship hint, or API hook you can call within a script to make it so that it shows the HUD status bar for a "fighter" and also allow a "fighter" to be treated like a ship in the command screen.

    With stuff like that, it would allow something like this to work perfectly all the time instead of most of the time. He would probably do the first point if asked, and hopefully on the second as well! Just make to explain in good detail why you want this along with the requests :)

    Hell, if all that happened? I could see doing myself some pilotable fighters heh. On a final side note? You have a *lot* of redundant files in your mod, ones that could also potentially cause issues. I think you have "Copy dependent libraries" checked (or whatever the equivalents are in IDEs that are not NetBeans). You should turn that off.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Gezzaman on July 05, 2020, 01:59:05 AM
    This looks amazing,  keep it up!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on July 08, 2020, 11:34:03 AM
    This looks amazing,  keep it up!

    Thanks! :)

    UPDATE - V1.05
    The Einhänder has been swapped to fighter hullsize. This took a bit of work and after a lot of testing, I think it should work without major issues.
    It should now properly be influenced by most effects that would influence other "real" fighters,
    gained 5 OP, a small synergy slot, and the ability to reload at carriers. The reload drone will always launch regardless of enemy presence, but has a much longer delay between runs compared to the repair drone.

    Another addition is a hullmod that is automatically added to carriers with cataphract wings, which grant a small ground support bonus. The current bonus is pretty negligible, but it seems a reasonable amount taking into account ground support bonus most small mod ship generally give.
    (https://i.imgur.com/vLMYBF7.png)
    Download  (https://drive.google.com/file/d/1sygpDowhqJ8MBHD5iToG3kn2xyLzdmit/view?usp=sharing)
    Quote from:  Full Changelog
    Spoiler
    1.0.5

    --------------------
    -Any carrier with at least 1 Cataphract wing will now get the hullmod "cataphract complement" that grants small ground support bonus, applied when visiting markets

    === Einhänder ===
    -can start active vent during phase instead of having to exit phase first, and then venting.

    - Increased OP from 30 -> 35

    - Added small SYNERGY hardpoint

    - Decreased armor from 325 -> 310.

    -Juno-
    - Increased Juno's per shot damage from 83 -> 100
    - Burst size decreased 16->9
    - EMP Damage Increased 30->60
    - Juno now has a 25% chance to create EMP arcs on impact that do 3x EMP damage(150) and 1/2 its per shot damage(50) in energy
    - Chargedown decreased 3->2

    -AS Javelin renamed -> AS Glaive ((II has weapon with very similar name))
    - Damage decreased from 500 -> 400
    - Ammo decreased from 10 -> 4
    - chargedown decreased from 6->3
    - EMP Damage increased 0 -> 200
    - No longer fully reloads between engagements

    -Homing Laser-
    - Chargedown decreased from 12->10

    - Limited Ammo weapons can be reloaded by returning to carrier, if the weapons max ammo count is at least 2 (no spamming reapers ): )

    - Einhänder has been fully switched to fighter hullsize, outside of a few edge cases. Gameplay wise this means it **should** suffer or benefit from all the same effects that fighters do, including custom ones (so long as that effect checks if a ship is a **fighter** and not checking its **fighter_wing**), including custom ones, and AI will react and evaluate it as as a fighter also. Thanks to MesoTronIk for bringing this to my attention.

    -Fighter Doctrine Lv2 bonus now applies to the Einhänder as well

    === Valken ===
    -Fixed severed Valken arms showing up in markets.

    -Replaced Valken's AAF system with new system: GU-14 Firebolt Feeder
    +25% Damage, +25% ROF, -10% Flux Cost for ballistics
    [close]
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on July 12, 2020, 01:55:56 AM
    UPDATE - V1.06

    -Cataphract Complement now grants +4 bonus for every cataphract wing
    -Fixed bug where ships without the CARRIER tag would not receive Cataphract Complement hullmod
    -Added info on ammo resupply drone for strikecraft hullmod

    Download  (https://drive.google.com/file/d/1sygpDowhqJ8MBHD5iToG3kn2xyLzdmit/view?usp=sharing)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Iris Vin on July 29, 2020, 04:08:10 AM
    Just wanted to pop in and say I've just found an Einhänder and it's tremendous fun to pilot around. Thank you!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on July 30, 2020, 11:32:33 PM
    Thanks, i'm glad you enjoy it  :)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Plockrock on July 31, 2020, 08:42:41 PM
    Just wanted to say thanks for this mod, I'm a diehard mecha fan and I've been jonesing for as much of it in this game as possible.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Ryers on August 13, 2020, 03:22:33 AM
    this mod looks great! where will i find theise little nuggets of joy?
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on August 13, 2020, 11:17:04 PM
    Thanks :)

    Valken's appear just about anywhere, and factions with access to the High Tech BP (So indies and Tritach, IIRC) generally sell koutos.
    Right now, the only way to get a Einhänder is finding them in a tritachyon markets, or one of the mod submarkets that sell rare ships at a higher chance. The easiest way to get one is probably just stealing it from a TT market with nex
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Ryers on August 14, 2020, 07:24:19 PM
    did the nex trick last night. cheers.
    its alot of fun running in with fighter wings =)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 07, 2020, 04:31:46 AM
    NOT SAVE COMPATIBLE WITH OLD VERSIONS
    UPDATE V1.1 (https://mega.nz/file/2I8klbRK#vDZ2K9vMD_1wifE-fGu3iZmMt8hTvj-e4nhfchnF5Ak)
    https://www.youtube.com/watch?v=GW04E1B_c-k
    -Added fake_fighter tag to Einhänder, which will resolve some targeting and fuze logic bugs with several THI scripted weapons and how they interact with frigates that setHullSize to fighter via script at all times, instead of most of the time for the future THI update. (Note to other mods that might do similar things, please add the "fake_fighter" tag to the pertinent vessels in ship_data.csv! credit to MesoTroniK; if you want to add compatibility for your own weapons, you can use the following code:)
    Code
        
        public static boolean isFighterOrDrone(ShipAPI ship)
        {
            return ship.isFighter() || ship.isDrone() || isFakeFighter(ship);

        }

        public static boolean isFakeFighter(ShipAPI ship)
        {
            return ship.getHullSpec().hasTag("fake_fighter");
        }
    ---
    -Fixed crash with Einhänder caused by attempting to retreat from the top of the map during 'escape' battles
    -Fixed bug that wiped faction blueprints from Tritachyon/Independent fleets
    -Adjusted rarity of all fighters so they are less common in NPC fleets
    -Added compatibility for some IndEvo features ( i think )
    Full changelog
    === Einhänder ===
    -Synergy Mount has been axed. It just looks too weird with some combos. I'll probably make an alternate version with mounts replacing some built-ins
    -Added built-in drone wing with customizable small hybrid mount as replacement.
    -Can equip weapons up to 9OP, but flux reserves might not be enough for it to actually fire them all (I.E) you can actually mount an AM blaster on the drone, but it can't actually fire. I'll add hard restrictions to this later
    -Added Phase Field hullmod
    ==-New System-==
    -Phase Charge->Offense Mode
    Damage Bonus: 35%->30%
    Speed Bonus: 65%->40%
    Manuverability Bonus: 50%->40%
    Reduce RoF by 50%
    Increases Recoil by 100%
    replaces Juno standard projectile with enhanced alternative that does 135 Energy Damage and 200 EMP Damage with arc chance
    -----
    -small sprite alterations

    OP: 35->30
    HP: 700->750
    -Reduced armor from 310->300.
    -Increased turn accel 115 -> 180
    -Top Speed: 160->165
    -CR to Deploy: 16%->20%
    -CR loss per second: .25%->.20%
    -Turn rate: 115 -> 120
    -Increased decel 120->170
    -Increased accel 170->190
    -Max Flux: 1200->1100
    -Mass:  75-> 60
    -AS Glaive Range: 500->550; Damage: 400->450; Ammo: 4->6
    -Juno DMG 90 -> 100
    -Juno EMP DMG 60->0
    -Juno Chargeup 1.05-> 0.525
    -Juno Chargedown 2->1.6
    -Juno Min Spread 0->3
    -Juno Max Spread 10->30
    -Burst size: 9->8

    -Homing Laser bonus damage chance: 50%->25%
    -Burst size: 4->2


    === Valken ===
    -Increased speed to 230
    -Hull: 550>300
    -Armor: 40->15
    -Wing Size: 3->4
    - Pulse Laser DMG: 50->30
    - Light Mortar Ammo: 0-> 15
    - Replacement Time: 8-> 12


    === Kouto ===
    Shield Efficiency 75%->100%
    Blazer Rifle -> DR-79 Gatling Plasma
    === Bihänder ===
    - New Sprite
    - OP: 12->14
    - Wing Size: 2->1
    - AP Javelin -> Juno Mk. II: Burst Charge Beam
    = Light Machine Gun -> Micro Rail Rifle
    - added new sfx + fx

    -Added new wing: Ilorin
    - High HP and Armor
    - Slow speed & manuverability
    - Armed with annihilator Rocket Pod & Autocannon

    -Added new wing: Pila UWS
    Short-range drone wing used by the Einhänder

    [close]
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Arcagnello on November 07, 2020, 05:21:04 AM
    Looking great so far, can't wait for this to be released/expanded so that I can do a Iron Blooded Orphans themed campaign and cry manly tears of sorrow once again.
    Edit: I'd write something more constructive but I'm in a hurry doing IRL stuff right now so I'll save it for later  ;)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Mr_8000 on November 07, 2020, 07:12:31 AM
    Is the Bihänder wing intentionally called "Bihänder New Variant", or is this a mistake? It doesn't seem to line up with the other cataphract's naming convention.

    Spoiler
    (https://i.imgur.com/EifpUI7.png)
    [close]
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Chairman Suryasari on November 07, 2020, 08:32:33 AM
    Thanks for the update! Also it's a little nitpicky but you can use OBS to record gameplay instead of Bandicam, it's free and open-source recording and streaming app  ;D
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 07, 2020, 10:01:28 AM
    Is the Bihänder wing intentionally called "Bihänder New Variant", or is this a mistake? It doesn't seem to line up with the other cataphract's naming convention.

    Spoiler
    (https://i.imgur.com/EifpUI7.png)
    [close]

    Oversight on my part. Thanks for the catch! Corrected

    Thanks for the update! Also it's a little nitpicky but you can use OBS to record gameplay instead of Bandicam, it's free and open-source recording and streaming app  ;D

    Thanks, I used bandicam mostly because I had a license at one point (doesn't seem to work now though). I'll check out OBS!  :)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: TrickyTidy on November 07, 2020, 12:53:22 PM
    Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 07, 2020, 01:05:38 PM
    Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.

    Thanks for letting me know! I did a quick double check and don't see anything missing in the files, so just to double check do you happen to have MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.msg230881#msg230881) and installed?

    EDIT: Nevermind, I see what the issue is. Fixed!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: TrickyTidy on November 07, 2020, 03:48:21 PM
    Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.

    Thanks for letting me know! I did a quick double check and don't see anything missing in the files, so just to double check do you happen to have MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.msg230881#msg230881) and installed?

    EDIT: Nevermind, I see what the issue is. Fixed!

    Awesome! Love the new updates to the mod. Keep up the great work 
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 09, 2020, 12:55:48 PM
    Small Update. AI controlled Einhänder will now attempt to return to carriers instead of fighting to CR death.
    Save Compat.
    Quote
    V1.1.1
    ---------
    Einhänder:
    -Increase turn rate 100->110
    Offense Mode: Speed+Manuverability:40%->50%
    Corrected system desc; stated 30% dmg increase, replaced with more accurate description
    Juno DMG: 100->110;
    DP: 7 -> 6
    -Juno hit fx with system active reduced in intensity
    -misc fx adjustments
    - AI controlled Einhänder will autonomously return to carrier at low CR
    ---------
    Bihänder:
    -System: Damper-> Production P-Damper
    -HP: 700
    -Armor: 150->200
    Replaced Micromissile -> Homing Laser
    ---

    Download v.1.1.1 for 0.9.1a
     (https://mega.nz/file/DJczFSJI#onohsV-1WpDt5efO_EX20uFe4tAWpvsiMC_yXBrKWE0)

    Quote
    Awesome! Love the new updates to the mod. Keep up the great work
    Thanks :)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Mr_8000 on November 09, 2020, 06:40:16 PM
    Upon deploying the Einhänder (seemingly only when I'm not currently piloting it), I crash. Here's the relevant part of the log.

    Spoiler
    35511 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
    java.lang.NullPointerException
       at com.fs.starfarer.combat.tasks.CombatTask.o00000(Unknown Source)
       at com.fs.starfarer.combat.tasks.CombatTaskManager.createAssignment(Unknown Source)
       at data.scripts.plugins.armaa_EinhanderHaxPlugin.advance(armaa_EinhanderHaxPlugin.java:75)
       at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
       at com.fs.starfarer.combat.oOOO.B.super(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$1.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)
    [close]

    This even happens in the mission accessible from the main menu.

    Edit: Also occurs if switching from the Einhänder to another ship, but not when toggling autopilot.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 09, 2020, 09:33:45 PM
    Upon deploying the Einhänder (seemingly only when I'm not currently piloting it), I crash. Here's the relevant part of the log.

    Spoiler
    35511 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
    java.lang.NullPointerException
       at com.fs.starfarer.combat.tasks.CombatTask.o00000(Unknown Source)
       at com.fs.starfarer.combat.tasks.CombatTaskManager.createAssignment(Unknown Source)
       at data.scripts.plugins.armaa_EinhanderHaxPlugin.advance(armaa_EinhanderHaxPlugin.java:75)
       at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
       at com.fs.starfarer.combat.oOOO.B.super(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$1.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)
    [close]

    This even happens in the mission accessible from the main menu.

    Edit: Also occurs if switching from the Einhänder to another ship, but not when toggling autopilot.

    Quick update, thanks for letting me know. Should fix things!
    Quote

    V1.1.2 (https://mega.nz/file/aZ8XlIhQ#X2ZOWr7QicBh6YzhYIRwlZkWJWoeKgFyjKOwpDt2QBk)
    ---------
    -Fixed crash when deploying AI-controlled Einhänder in certain order
    -Fixed crash when deploying Einhänder without any weapons assigned to the Pila
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Mr_8000 on November 10, 2020, 10:55:14 AM
    Thank you for the continued efforts on this mod. That said, I have more issues to report:

    -The Pila UWS refuses to fire anything I put on it, even the default tactical laser it receives from autofit
    Edit: on further inspection, it seems the wing itself doesn't actually receive the weapon
    Spoiler
    (https://i.imgur.com/aTN7SRU.png?1)
    [close]

    -The production phase-d field system lacks a description
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 10, 2020, 04:17:13 PM
    I ran into that issue before, but I thought I fixed. It's working in my current version, which is weird. Here's another fix with the missing desc. Sorry about that :( Let me know if this fixes it for you!

    There is still an issue where some weapons (biggest one that comes to mind is the Antimatter Blaster) can be equipped, but won't be fired because the drone just doesn't have enough flux to sustain it. It's intentional since I though dual AMB would be pretty cheese, but I'm not 100% sure on what I want to do about it. I could probably make it usable but impose another penalty of some sort for high flux weapons, but atm it just wont shoot, so for now it's a good idea to run any weapons you equip in the simulator beforehand to make sure the drones can sustain it.

    Quote
    V1.1.3
    ------------
    DOWNLOAD V1.1.3 (https://mega.nz/file/KJ1ywTwA#ocx2juYu3bqYVVWbjEGHDvWPZmNJS-L8uS_zqZUbPZU)
    -small fx adjustment on Einhänder + Bihänder
    -Add system desc for P-Damper Field (Bihander ver)
    -Fix bug where Pila would never equipped their assigned weapon due to bad logic
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Mr_8000 on November 10, 2020, 04:25:35 PM
    Seems to be working fine now, much appreciated!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Mr_8000 on November 11, 2020, 07:23:00 PM
    Alright I'm back again, I've noticed the kouto wing seems to be either missing a weapon, or the change wasn't reflected right in the patch notes.
    Spoiler
    (https://i.imgur.com/M14felr.png)
    [close]
    (note the first weapon lacks a name)
    Looking at the files, "armaa_kouto_torso" appears to have been a weapon at some point, it's also unique in the fact that it's missing the SYSTEM tag. I've dug up my old version, seems that it used to be a "Micro Missile Pod" at some point.

    While I'm at it, the homing laser is missing a primary role.

    Finally, I'm curious as to why the vulcan built ins differ from the standard vulcan. Were they too strong as-is, or was it for a different reason?

    Edit: While testing for the missing weapon, I saw that the Valken wing doesn't appear for use in missions. Not really a big deal, since it appears in the campaign, but odd nonetheless.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.3
    Post by: Harpuea on November 13, 2020, 03:03:50 AM
    Wow. Very nice! It seems that auto pilot is not working if you set hullsize to fighter. I am working on something similar and I ran into the problem of losing auto pilot as well. For me the soft breaks mentioned by MesoTronik is more playable right now. Especially if you want to have multiple fake fighters in the fleet, they need auto pilot. Oh well.

    How did you get the Einhander bits to be selectable on the ship refit screen? That's really cool, I'll take a look. Thanks for the mod.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 13, 2020, 12:41:03 PM
    Alright I'm back again, I've noticed the kouto wing seems to be either missing a weapon, or the change wasn't reflected right in the patch notes.
    Spoiler
    (https://i.imgur.com/M14felr.png)
    [close]
    (note the first weapon lacks a name)
    Looking at the files, "armaa_kouto_torso" appears to have been a weapon at some point, it's also unique in the fact that it's missing the SYSTEM tag. I've dug up my old version, seems that it used to be a "Micro Missile Pod" at some point.

    While I'm at it, the homing laser is missing a primary role.

    Finally, I'm curious as to why the vulcan built ins differ from the standard vulcan. Were they too strong as-is, or was it for a different reason?

    Edit: While testing for the missing weapon, I saw that the Valken wing doesn't appear for use in missions. Not really a big deal, since it appears in the campaign, but odd nonetheless.

    Fixed all of these, thanks! I removed the missile weapon from Kouto, but didn't change the turret back to a Deco. I've added back the Kouto's system as well, so it should be a bit tankier now.

    For the vulcans, I know for sure that I fiddled with the Valken's because it felt too good at interception (even though it -is- an interceptor, technically)
    I did this pretty early on, so I might have to mess with it again to see if it was as bad as I thought.

    Wow. Very nice! It seems that auto pilot is not working if you set hullsize to fighter. I am working on something similar and I ran into the problem of losing auto pilot as well. For me the soft breaks mentioned by MesoTronik is more playable right now. Especially if you want to have multiple fake fighters in the fleet, they need auto pilot. Oh well.

    I don't really use autopilot, but I think the only way you can activate it is from the Command UI, right? If that's the case, you can still enable it for ships set to fighter hullsize with a BaseEveryFrameCombatPlugin.

    Code
    			
    ui = engine.getCombatUI();
    if(ui.isShowingCommandUI())
    {
    fighter.setHullSize(HullSize.FRIGATE);
    }

    right now  for the einhander this code is on a hullmod, so it works kind of jankily (you have to open the command UI, then unpause to be able to issue orders/activate autopilot) but the fix im cooking up should let you immediately do so as soon as the UI is up.

    Quote
    How did you get the Einhander bits to be selectable on the ship refit screen? That's really cool, I'll take a look. Thanks for the mod.

    Liberal application of hax. The bit that shows up on the refit screen is a module that gets disabled and hidden with 100% damage resistance (fun fact, AI will ignore targets they can't actually hurt) as soon as combat starts. Straight out deleting it for some reason results in the Einhander deploying in the next round of combat as a husk, which is why you can sometimes see it being disabled at the start of a battle.  I think this won't be an issue come 0.95 though.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.3
    Post by: Mr_8000 on November 13, 2020, 02:26:22 PM
    Is the valken supposed to be a wing of 3 or 4? Since the 1.1 patch notes claim it lost a fair bit of stats, but was supposed to be a wing of 4, while it's still currently only 3.

    In regard to the vulcans, I was more so referring to the vulcan on the einhander, since it's kinda bad at stopping any kind of missile at all (compared to a normal vulcan).
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.3
    Post by: shoi on November 13, 2020, 05:40:57 PM
    Oh..the fire rate on Einhander's vulcan is halved, so that's probably why. I never noticed that, but it's fixed! Just went ahead and reverted it to vanilla vulcan values

    Re: Valken, it looks like I lowered the wing size, buffed it, then nerfed it again without raising it back to a wing size of 4. Bumped back up to 4. There's one more thing i have to address and ill push another update.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: shoi on November 16, 2020, 05:58:27 AM
    More balance adjustments, bugfixes + a few minor additions

    Quote
    V1.1.4
    ------------
    DOWNLOAD V1.1.4 (https://mega.nz/file/aM1G1JrK#tUmaz9EBq9gpsfN7l3-mEZsiV7OIHgq_3dmwJ7SJatA)
    V1.1.4
    ---------
    - Fixed damage bug with Starship Legends
    - Added Nex Carrier(small) start
    - Can now immediately issue orders to Einhänder instead of having to open Command UI and unpausing
    - Fixed "bug" where Einhänder being the last living friendly remaining would result in an instant loss

    Cataphract Complement:
    -Each wing now grants a different ground support bonus:
    Valken, Kouto: 4
    Bihander: 16
    Ilorin: 12

    Einhänder:
    -Phase Damper Field Time Dilation: 50%->60%
    -Phase Damper Field Beam Resistance: 40%->50%
    -Beam Coat Beam Resistance: 35%->40%
    -Beam Coat tooltip stated total stacking beam resistance was 77% when it was in reality around 60%, corrected to reflect new values. Max resistance is 70%
    -With these changes beam heavy enemies and burst PD beams shouldn't be as insurmountable, while remaining a threat
    -AS Glaive size: Medium->Small, this will give it a more accurate (and reduced weapon health) HP for its physical size
    -Increased texture scroll speed on AS Glaive's trail
    -Added role for Homing Laser
    -Vulcan Cannon: Chargedown: .1 -> 0.05, Damage: 35->25, Range: 350->250; Replaced projectile for vanilla vulcan_shot

    Kouto:
    -Added System: Overshield
    -Shield Radius: 90->75
    -Blank Torso Weapon-> Seeker Flares

    Valken:
    -Wing Size: 3->5
    -IR Pulse Laser: Energy/Shot: 0->50
    -Flux Dissipation: 25->60
    -Adjusted sprite
    -Vulcan Cannon: Chargedown: .1 -> 0.05, replaced projectile for vanilla vulcan_shot
    -Refit Time: 10->9
    -Changed Engine Style from lowtech to midline

    Ilorin:
    -Rocket Pod Ammo: 9->15
    -Added System: Fast Missile Racks
    -Minor description tweaks
    -replaced midline tags with low tech

    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: HereticKannon on November 17, 2020, 01:22:44 PM
    I'm really enjoying your mod, more mechs are always welcome as far as I'm concerned! The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should.  As a heads up to anyone updating to 1.1.4 it might be incompatible with saves from 1.1.3, I got an error when I tried to load my save with the new version then it loaded right up when I reverted to 1.1.3. It might just be a problem I'm having though since I use a lot of mods. Wasn't a big deal in either case for me as I wasn't very far along in my current campaign so I'll just roll with 1.1.4. Thanks for all your work bringing these neat mechs into the game.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: shoi on November 18, 2020, 01:58:02 AM
    I'm really enjoying your mod, more mechs are always welcome as far as I'm concerned! The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should.  As a heads up to anyone updating to 1.1.4 it might be incompatible with saves from 1.1.3, I got an error when I tried to load my save with the new version then it loaded right up when I reverted to 1.1.3. It might just be a problem I'm having though since I use a lot of mods. Wasn't a big deal in either case for me as I wasn't very far along in my current campaign so I'll just roll with 1.1.4. Thanks for all your work bringing these neat mechs into the game.


    Oops, I did change the faction name in the last update for the nex start to fit the convention of other mods, that might have been the cause of the issue. Sorry about that!

    About
    Quote
    The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should.

    Is there anything specific issues you have with using the Einhänder? I've been testing it for a long time so it's great getting different perspectives on how it performs.
    Thanks for the feedback!
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: HELMUT on November 18, 2020, 06:04:48 AM
    I can't answer for Kannon, but from my experience it's extremely easy to get wrecked by an unexpected missile or hellbore round. Keeping tracks of everything during small skirmishes is easy enough, but in a bigger battle when there's more missiles than usual, the slightest mistake usually mean an instant death. It doesn't help that i can't get my carrier to reliably repair me when i need it, sometimes the repair drone doesn't want to appears, even if the carrier is relatively far away from an enemy.


    Anyway, i played a short campaign with the ArmaA Nexerelin start. The Einhander is pretty nice to fly, although i have to say it feels much more like a toy than an actual combat ship. While it's fairly mobile and not that fragile, it really lacks firepower. It works more like a heavy fighter than a frigate, very good against other fighters and other frigates, and occasional lightly armored destroyers. But that's it, it's relatively helpless against something with a modicum of armor. Yes, the Glaive is a thing specifically made for that, but the slow rate of fire and limited ammo merely makes it an "okay" weapon. An extremely good weapon for a fighter, but not really for a frigate, and in a campaign, i rapidly needed something that could deal some real damage.

    This is where my biggest "issue" lies, and why i consider the Einhander a toy. It's nice to fly, it can fight, but it'll become obsolete the moment you have access to a halfway decent frigate. Mind you, i'm not asking for a buff, the Einhander being just a playable fighter is fine. But given its is the poster boy and "main" content of the mod, it allows for only very little replayability. Of course, it's a fairly young mod, with limited content yet, but in it's current stat, i wouldn't keep it in my folder now that the novelty factor is fading.

    Of course, there's more to the Einhander. In my campaign, i got a few carriers loaded with Cataphracts to deal with the bigger targets. The Kouto, while tanky, wasn't very helpful when it came to do the actual killing. I much preferred the bomber equivalent for a cataphract, the Ilorin, which is also fairly tanky in its own right. As for the Valken, i suspect they would combo wonderfully with EMP fighters, alas i couldn't find any in my campaign, so they were pretty much cannon fodder. I couldn't get my hands on a Bihander, but i still tested it in the mission and, well, one or two of those would have made my early game much easier.

    As for the Einhander playstyle, i have personally been using it in melee combat. Yes, actual melee. Being a fighter, it can stand over a target, where there's usually no shield coverage, i used the Glaive at point blank range to disable engines, and finished my target with the overcharged Juno. Very good to deal with high-tech frigates like Remnants that usually lacks armor but compensate with a strong shield. Of course, hovering over a target also comes with risks, like a point blank AM blaster shot to the face. Which is why is outfitted the Pila drone with a ion cannon to declaw my targets before i can directly engage.


    I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important? I personally can't find an issue with the way things are currently working. Well, maybe the whole carrier reloading/repairing thing being a tad clunky. Also some potential conflict with other mods scripts, nobody enjoy playing with the spectre of a sudden crash hanging above them.

    But overall, it works. I would be interested in seeing more content from this mod. A Tri-tachyon equivalent to the Einhander, some hacked together Luddic Cataphract... There's many possibilities for expanding the mod.

    However.

    The whole playable fighter shitck might make the whole ordeal trickier than for a standard mod. Yes, i would eventually love to fly a pilotable mech with a custom loadout. A chaingun in your right hand? Sure. A phase lance (phase blade?) in your left? Awesome. Hammers in the shoulder pods? Of course i'd like that (just throwing exemples here). The problem is : it wouldn't work really well for a playable fighter. Because hovering over a target with custom guns, or even powerful built-ins is bound to be a balance headache. The player could mercilessly exploit it, like i did, or worse, being on the receiving end of it. That issue can be countered by only allowing relatively weak weapons on a playable cataphract, similar to the Einhander, but then it would be also be cursed with the "toy syndrome", limiting its usefulness.


    I don't know what's your roadmap for the future of the mod, so maybe all my rambling is irrelevant. Still, if you're planning to add new content, i'd be curious to see you attempt something more "normal" like a non fighter mech, a bit like the Tahlan Regalias. From there, you can see whether or not it works, and if it's worth expanding upon. So yeah, i'll keep an eye open on your future updates.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: shoi on November 18, 2020, 08:50:20 AM
    Wow! HELMUT, thanks for the feedback!!

    Quote
    I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?

    So originally, it was a frigate before I decided to go all in on the current approach.
    TL;DR version is that it was to alleviate a lot of problems the AI would have had otherwise; From what I had observed, making the ship a fighter was really the only way to avoid them. To name a few issues, beforehand Capital Ships (or pretty much any ship) would drop everything to focus and keep the ship in front of it, exposing themselves to heavier armed targets in the process, bomber wings would fire missiles like Atropos' at it (when there was virtually no chance it'd connect, outside of luck..the most egregious of these would be piranha's trying to carpet bomb it)

    I guess that isn't exactly gamebreaking, but the other problem was with weapons using custom AI: MesoTronIK pointed out the issues that implementation would have had with some weapons in THI on like the very first page I think. So sunken cost fallacy, etc etc -  I just went and reworked everything. It was a pain to do, but amazingly, yeah, it works pretty well.

    I had to take the Einhander behind the shed with a nerf bat several times afterwards to accomodate for that because of changes in AI behavior it caused, and like you mentioned, powerful weapons + being able to fly over stuff is troublesome. That may be the reason it's loadout is kind of anemic nowadays. It did have a modular slot at one point, but I removed it since it just didn't mesh aesthetically, and came up with the Pila instead.

    It's definately a tricky thing to balance. I've tried to do things in a way such that PD became the eminent threat to the ship, while most everything can be dodged (hence the super low HP and armor) but if you're getting hit by hellbores, I might need to increase the time dilation effect.

    The repair drone operates based off the "Enemy Presence" status that pops up and stops CR countdown, and if it's that inconsistent, its probably to wide to use for this. I think i'll try to use a smaller, set radius to check for enemies instead.

    This is super helpful, by the way. My experience has been a bit different, ranging from dying to hounds to killing things 4x its weight in DP. At the same time I invest heavily in combat skills and I think that may have been influencing my balance approach. It really helps to know how othe people are faring.

    Quote
    But overall, it works. I would be interested in seeing more content from this mod. A Tri-tachyon equivalent to the Einhander, some hacked together Luddic Cataphract... There's many possibilities for expanding the mod.

    However.

    The whole playable fighter shitck might make the whole ordeal trickier than for a standard mod. Yes, i would eventually love to fly a pilotable mech with a custom loadout. A chaingun in your right hand? Sure. A phase lance (phase blade?) in your left? Awesome. Hammers in the shoulder pods? Of course i'd like that (just throwing exemples here). The problem is : it wouldn't work really well for a playable fighter. Because hovering over a target with custom guns, or even powerful built-ins is bound to be a balance headache. The player could mercilessly exploit it, like i did, or worse, being on the receiving end of it. That issue can be countered by only allowing relatively weak weapons on a playable cataphract, similar to the Einhander, but then it would be also be cursed with the "toy syndrome", limiting its usefulness.



    I don't know what's your roadmap for the future of the mod, so maybe all my rambling is irrelevant. Still, if you're planning to add new content, i'd be curious to see you attempt something more "normal" like a non fighter mech, a bit like the Tahlan Regalias. From there, you can see whether or not it works, and if it's worth expanding upon. So yeah, i'll keep an eye open on your future updates.

    Yeah, I came to this conclusion too around the time I removed the modular slot. A huge part of SS is definately the ability to customize and alter loadouts, and that really isn't a thing you can do to a full degree with something with the characteristics/size of a fighter, or at least not without some difficulty, or using hidden weapons. The next one i'm working on is much larger and will operate like normal ships, and hopefully it will be a lot of fun to use. Right now it's still in the early stages, but hopefully I can get it and some other interesting things in soon. Thanks for trying my mod and the detailed insight!!  :)
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: TrickyTidy on November 19, 2020, 06:24:30 AM
    I'm guessing we can't use the Bit drones on anything but the 'armaa_einhander' hull? I've been tinkering with making skins for the Einhander and it looks like it breaks changing the drones' weapons. The fake Bit module doesn't appear in the refit screen.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: shoi on November 19, 2020, 07:18:13 AM
    I'm guessing we can't use the Bit drones on anything but the 'armaa_einhander' hull? I've been tinkering with making skins for the Einhander and it looks like it breaks changing the drones' weapons. The fake Bit module doesn't appear in the refit screen.

    hmm, there's nothing in the script that would stop the module from appearing.
    I'm gonna assume you duplicated and renamed the hull;  did you create a new variant for it as well? Modules are assigned by variant files, so If that's the case, it may not be showing up because the new hull doesn't have the fake module specified in a variant file.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: TrickyTidy on November 19, 2020, 10:13:15 AM
    hmm, there's nothing in the script that would stop the module from appearing.
    I'm gonna assume you duplicated and renamed the hull;  did you create a new variant for it as well? Modules are assigned by variant files, so If that's the case, it may not be showing up because the new hull doesn't have the fake module specified in a variant file.

    Cool, thanks! It was the .variant file after all.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: krech on November 20, 2020, 12:53:53 PM

    Quote
    I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?

    dont listen him, i tired of hundred mods with BIIIIG SHIPS YAAAAAA. Its very satisfying to play with small fighter or ship and play own role in big fight. While big ships fighitin each other u do own job, like supportin big ships, defending it from bombers and stuff as tiny piece in ur fleet war machine. Very thnks for the mod, hope will be more playable as pilot mechs and weapons to refit them.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: zurium on November 26, 2020, 04:49:02 AM
    hi!, dont know why but causes a null exception when i try to fly the fighter in simulation (the sighter ship, not one of the wings) cheers!
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: shoi on November 26, 2020, 09:37:00 PM

    Quote
    I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?

    dont listen him, i tired of hundred mods with BIIIIG SHIPS YAAAAAA. Its very satisfying to play with small fighter or ship and play own role in big fight. While big ships fighitin each other u do own job, like supportin big ships, defending it from bombers and stuff as tiny piece in ur fleet war machine. Very thnks for the mod, hope will be more playable as pilot mechs and weapons to refit them.

    Thanks! The next thing I have in store is large frigate/small destroyer-sized, so its not toooo big  :)

    hi!, dont know why but causes a null exception when i try to fly the fighter in simulation (the sighter ship, not one of the wings) cheers!

    Do you have a crashlog you could post here? :)
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: Caymon Joestar on November 27, 2020, 02:54:32 AM

    Quote
    I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?

    dont listen him, i tired of hundred mods with BIIIIG SHIPS YAAAAAA. Its very satisfying to play with small fighter or ship and play own role in big fight. While big ships fighitin each other u do own job, like supportin big ships, defending it from bombers and stuff as tiny piece in ur fleet war machine. Very thnks for the mod, hope will be more playable as pilot mechs and weapons to refit them.

    Ehhh, from what I have experienced using it so far, while it’s possible to use and not die with in small battles, in larger engagements, it quickly falls off to even normal frigates due to the fact that they can for most of them can at least take a hit, the einhander while yes, small and nimble, can not evade every missile, and the process of trying to repair can be quite the chore as

    A: You have to have a carrier that doesn’t have a enemy around it, which is quite honestly in my opinion, a *** to do as enemies frigate/destroyers will circle around and try to attack your fleet from behind

    B: from what I noticed so far, the repair drone repair rate seems pretty damn slow that it took the drone multi trips to even finish repairing the hull, I’m not sure it was even repaired the armor as the ui didnt seem to reflect it.

    C. Quick question, when resupplying with cr, does it also restore the ppt? I feel like if it also did that, it would make the player not need to go back to the carrier so often to restock on cr in long battles
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: TrickyTidy on November 27, 2020, 03:38:47 PM
    My experience is similar to what others have posted. Survivability definitely becomes an issue in larger battles. It either becomes so hectic that you're brought down by constant little hits or you just eat a missile and it's all over.

    Cranking the time-dilation can help facilitate better dodging, but a full phase that allows players to avoid damage completely would be the most effective. I understand it's kind of a cop out though as it changes the Einhander's playstyle drastically.

    On the topic of the repair/ammo drones, I did enjoy frantically dodging in combat to reach a drone to get ammo/repairs. The drones are like power-ups in that sense. I do also agree though that they're somewhat few and far between.
    Some suggestions I have are to either get them to appear more often so the Einhander has more power-ups to grab. Or create a 'combat support' drone that offers both additional ammo and a smaller instantaneous repair during combat. Then buff the out-of-combat repair and ammo drones to give a larger repair over time and more ammo respectively. While I think using the drones to extend the survivability of the Einhander is fun, I think the lull between retreating to resupply/repair and getting back into the fight is a little long.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: Mr_8000 on November 30, 2020, 07:34:18 AM
    I don't know what this is, but I'm willing to bet I shouldn't have it

    Spoiler
    (https://i.imgur.com/91gUypw.png)
    [close]
    Title: Re: [0.9.1a] ArmaA Robotics 1.2.1RC2
    Post by: shoi on January 02, 2021, 05:20:24 PM
    (https://i.imgur.com/11R0oGg.png)
    [Download V1.2.1RC2]
    Save compatible, but new game is required for the new star systems
     (https://tinyurl.com/yd9pkfd5)

    Added two new fighter wings and a ship, a new star system(Gamlin) where all items from the mod are sold at high rep with indies, and nexerelin starts:
    -Valken-X: Mini ACG & Plasma Blade
    -Recordbreaker: Interceptor with built-in EMP emitter
    -Altagrave: Big mech

    Also, I made some tweaks to Einhander so repair drones always appear when near a carrier with no enemies within 2000 su

    Changelog
    V1.2RC2
    --------
    -Removed Omni-Shields from Altagrave's legs, increased armor by 200, HP by 200
    -Gave Altagrave[C] a Default Role so that it actually appears in markets
    -All projectiles weren't properly being tallied when absorbed, corrected issue
    -Karma increases much faster, increased threshold as a result: 1000->2000
    -Reduced amount of projectiles generated from Karma: 15->10
    -Altagrave System projectiles DMG: 250->200
    V1.2RC1
    ----------

    New Ship: Altagrave
    - 12DP with modules that increase speed while they are intact;
    - 1x Medium Synergy, 1x Small Universal
    - 2x built-ins
       -Vajra
          energy-based projectile weapon with some missile characteristics, has slight homing capability, can be intercepted
    - System: K.A.R.M.A
       -Absorbing projectiles increases "Enlightenment"
       -Enlightenment grants a scaling bonus to Weapon RoF and Flux Cost Reduction as damage absorbed increases, up to 30%
       -Exceeding/reaching max karma generates an explosion that damages anything within 300 su and flings homing projectiles
          -Projectiles will home in on selected target after a few second delay, otherwise random target is chosen
       -Bonus is lost once karma is maxed.

    New Mission: Battle of Meshan 1A9
    - Survive against waves of redacted

    Nexerelin:
    -Added start with Altagrave
    -Added basic BP to all starts

    New Wing: Valken-X - 10 OP
    System: Overboost
       - brief, but significant increase to speed + manuverability for 1 second
    - Assault Chaingun(F), 50% potency of original ACG fired in 5 shot bursts
    - LS-99 MOONLIGHT, short-range plasma blade
    - Wing Size: 2
    - Not very effective vs shields, but overboost + the LS-99 makes it lethal at close range and an effective dogfighter

    New Wing: Recordbreaker - 10 OP
    - Fast interceptor with weak EMP emitter suited for anti-fighter/missile and escort. Best paired with other fighter types
    - Wing Size: 2

    -New Star System: Gamlin
    -New Meshan, Size 5 Colony
    -Has special submarket accesible at high indie rep that sells all cataphracts, rarely Einhander or Altagrave will appear

    -Adjusted spawn rate of all wings, they should actually appear occassionally in various fleets

    Einhänder:
    - fixed fx bug caused during interaction with some approlight systems
    - fixed crash caused when running simulation during armaa mission with Einhänder
    - Phase Damper Field Time Dilation: 60%->55%
    - Phase Damper Field Beam Resistance: 50%->55%
    - Phase Damper Field Base Resistance: 40%->35%
    - Vulcan Cannon Turn Rate: 90 -> 75
    - AS Glaive Range was 650, when should have been 550->550
    - Einhander receives damage bonus as flux level increases when using ship system. Exceeding flux leads to overload
    - Repair Drones will now always deploy so long as there are no enemies within 2000 su

    --Fighters--
    -General all-around buffs. They should be more effective overall

    Valken:
    -Fixed bug that prevented valken from ever spawning in fleets, or appearing in simulator
    HP: 300->450
    Armor: 15->30
    Flux Dissipation:60->80

    Kouto:
    DR-79 Plasma Gatling: 10 -> 15 DMG
       -Bullet Size reduced by 50%

    Overshield granted 10x damage resistance instead of 5x, corrected to proper value
    Increased flux stats for overall improved shield efficiency
    Reduced Seeker flare count to 1
    HP-> 425-> 500
    Armor -> 50-> 35
    Max Flux -> 700
    Dissipation ->  150
    OP:12->13
    Refit Time: 25->15

    Ilorin:
    OP: 12->14
    Crew Size: 1->3

    -removed Juno. Mk III from drop table

    -added armaa_ prefix to all ship systems

    Known Bugs:
    - Einhänder damage weighting with Starship Legends gets weird in some scenarios, will be fixed in next version of legends
    [close]

    Title: Re: [0.9.1a] Arma Armatura 1.2.1RC2
    Post by: Agreion on January 12, 2021, 06:37:28 AM
    Hi there, I can't seem to access the posted download link; the redirection to tinyurl is giving me an error. Anyway, the Altagrave looks cool to fly around, this mod reminds me of a mobile game called Iron Saga. From what I see, Arma Armatura is slowly building up its roster, perhaps it will turn into a full blown faction soon.

    Looking forward to more mechas in space!
    Title: Re: [0.9.1a] Arma Armatura 1.2.1RC2
    Post by: shoi on January 12, 2021, 10:36:52 AM
    Update; added a medim energy, and a few buffs and nerfs
    DOWNOLAD (https://mega.nz/file/HM9HFQAZ#qg8nWt06HizSaj3J-bvmcY_MV4C9upeLZWzeEsP0oCo)
    Changelog 1.2.2RC2
    V1.2.2RC2
    --------
    Nex:

    -removed random folder in mission folder

    -Super Ship start: Replaced Altagrave and Condor with Altagrave[C] and Wayfarer
       -Differences between the two are mostly superficial, [C] has built-in Op Center and is more suitable as a flag

    -Added Ground Support bonus for new fighter wings. Non-cataphract fighters were conferring additional bonus if a single cataphract wing was added, this was fixed.

    -Added Juno Mk. III, a modular medium fire support beam cannon. Available on New Meshan, may need further tweaks

    Altagrave:
    -Standard Altagrave now has very low chance of appearing in scavenger fleets

    -Adjusted base variant auto groups

    -Karma Seekers: Damage type to Kinetic
       -reverted damage back to 250 from 200

    -Added additional small hybrid mount; increased OP by 5

    -Altagrave should be less inclined to suicidally charge at things 2x its size or into swarms of enemies, not 100% what caused this issue, may have some relation to weapon loadout

    -Added normal maps for gLib support and shadow effect to some turrets/decos

    -Limb animation now slightly affected by turning/strafing left or right

    -new head sprite for Altagrave[C]

    Vajra:
       -Drastically reduced tracking effect of Vajra, should be much easier to hit smaller ships, both under player and AI control
       -Increased projectile speed: 950->1000

    -increased armor on all modules to match parent hull armor: 400->450
       - Won't do much against heavy hits, but will help mitigate issue with getting papercut to death by fighters

    -swapped active flare launcher to Low-Grade EMP Emitter (Same system as Recordbreaker) on backpack module

    -Modules now mirror the hullmods applied to the parent ship

    -Increased OP of all modules to 1000 to prevent any unintended behavior caused by hullmods that readd themselves in certain scenarios

    -Added hullmod describing modules and their effects

    -Altagrave[C] would never spawn in markets with modules, is now a seperate hull instead of being skin-based [Used exact same ID for the hull that was used by the skin file, so save compatible; tested and confirmed myself]

    Recordbreaker:
    Armor: 45->30
    HP: 450->400

    Valken-X:
    -Fixed deco weapon being listed in Armaments
    -Plasma Blade was set at an ammo of 1, removed ammo limitation

    Bihänder:
    -Altered Juno Mk. II for better visual consistency with other Juno family weapons

    [close]
    Hi there, I can't seem to access the posted download link; the redirection to tinyurl is giving me an error. Anyway, the Altagrave looks cool to fly around, this mod reminds me of a mobile game called Iron Saga. From what I see, Arma Armatura is slowly building up its roster, perhaps it will turn into a full blown faction soon.

    Looking forward to more mechas in space!

    Thanks!

    being reminded of Iron Saga isn't a real suprise there, I used it as a reference for altagrave's arm. That game in general is a good source of ideas!

    I updated a main page with the link to the new update, but let me know if thie download in this post dont wokr either
    Title: Re: [0.9.1a] Arma Armatura 1.2.2RC2
    Post by: shoi on January 12, 2021, 07:05:28 PM
    sorry for double post, but another update..this one is aiming to improve AI performance with altagrave. Lot of buffs in short order, may end up reversing some or compensating in another way
    V1.2.3 (https://mega.nz/file/TREjTaIR#zT3Q66Sly0JlebrxG0fst-fchkrsiEgAyRPX5hr4zio)
    Changelog 1.2.3
    V1.2.3
    ---------
    -Altagrave's built in hullmod is now properly hidden and wont be found as loot

    -Attempted to improve AI performance with Altagrave:
       -Generally speaking, Alta is flux hungry, and wont fire main gun after a certain threshold
       -AI cannot perceive that modules are important to its survival, very often eats hits to the side of modules that easily could have been avoided by a player as a result

       -Converted Front Shield to Omni Shield
          -Omni Shield doesnt extend to some parts of the legs, for now this is intentional
       -Increased collision radius 67->100
       -increased shield radius-> 67->90
       -base flux: 5500->5700
       -base dissipation: 350->360
       -Shield Efficiency: 0.7->0.66
       -Vajra flux/shot: 120->110

    -cr recovery %/day: 8%->6%
    [close]
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: hydremajor on February 02, 2021, 01:21:29 PM
    If you want gundam styled mechs look up something called "hardcore mecha" on steam, features a limited quantity of spaceships...
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: TrickyTidy on February 07, 2021, 06:05:51 AM
    What determines if a carrier is viable for refitting the Einhander? I've noticed that it's a bit inconsistent when a carrier can refit and I'm struggling to pin down what the issue is.
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: shoi on February 07, 2021, 06:31:37 AM
    Do you happen to have the name of a carrier it doesn't work on? I can probably look and pin down the issue with that to bounce off of
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: TrickyTidy on February 07, 2021, 07:36:29 AM
    Do you happen to have the name of a carrier it doesn't work on? I can probably look and pin down the issue with that to bounce off of

    Doh, seems like carriers need to have a wing equipped in order to qualify. I just noticed it wasn't working with some carriers but others were fine. I initially thought it was a hullmod conflict.
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: shoi on February 07, 2021, 11:41:11 AM
    Ahhh, I see. Either way, it probably should work even if there are no LPCs equipped to the carrier for some reason. I'll fix that for the next update.
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: mora on February 23, 2021, 11:09:35 PM
    Putting the hullmod "PD Arc Emitter" from VIC on the Pila UWS causes a NullPointerException. There are probably many other hullmods that crash the game out there due to the uniqueness of this mod. Perhaps a whitelist or not allowing any hullmods on the Pila UWS and similar things could prevent crashes down the road.