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");
}
void setHullSize(HullSize hullSize);
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.
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)
This looks amazing, keep it up!
Spoiler1.0.5
--------------------
-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]
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");
}
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]
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
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.
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!
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
---
Awesome! Love the new updates to the mod. Keep up the great workThanks :)
Upon deploying the Einhänder (seemingly only when I'm not currently piloting it), I crash. Here's the relevant part of the log.Spoiler35511 [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.
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
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
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.(note the first weapon lacks a name)Spoiler(https://i.imgur.com/M14felr.png)[close]
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.
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.
ui = engine.getCombatUI();
if(ui.isShowingCommandUI())
{
fighter.setHullSize(HullSize.FRIGATE);
}
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.
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
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.
The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should.
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?
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.
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.
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?
QuoteI 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.
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!
QuoteI 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.
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!
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