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Starsector 0.95a is out! (03/26/21)

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Messages - TrickyTidy

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Mods / Re: [0.9.1a] Arma Armatura 1.2.3
« 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.

2
Mods / Re: [0.9.1a] Arma Armatura 1.2.3
« 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.

3
Mods / Re: [0.9.1a] ArmaA Robotics 1.1.4
« 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.

4
Mods / Re: [0.9.1a] ArmaA Robotics 1.1.4
« 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.

5
Mods / Re: [0.9.1a] ArmaA Robotics 1.1.4
« 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.

6
Mods / Re: [0.9.1a] ArmaA Robotics
« 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 and installed?

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

Awesome! Love the new updates to the mod. Keep up the great work 

7
Mods / Re: [0.9.1a] ArmaA Robotics
« 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.

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