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

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Author Topic: [0.95a] Arma Armatura 1.4.3c  (Read 45061 times)

shoi

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Re: [0.95a] Arma Armatura 1.4.3c
« Reply #120 on: April 09, 2021, 02:36:58 AM »

I've seen everything in this mod except the Altagrave. Is it incredibly rare? I'm a few days in and I just cant seem to find it.

the "faction" doesn't have it or any other hull from the mod prioritized, so it shows up rarely. The next update will fix this and also add them to indie markets at lower weights.

On discord some peopel told me that Altagrave "EX" at least requires Nexerelin, since Nexerelin isn't updated...

I gave myself an Altagrave with console command. Early game it is really, really good, can kill a ton of things.

Lategame not so much... it doesn't do enough damage to help in endgame fights... It can be helpful tanking a bit though, with shield mods.  Theretically it could be a great frigate hunter but often enemy AIs have frigates faster than Altagrave :(

This is the first time i've been told it's weak. It might be because the current versions drones were missing a ship system? I'll mess around with it some. I distinctly remember being able to kill capitals with it, but with the new balance in .95a maybe it needs another go over.
I'm new to Starsector and I think this mod is cool.

Are there any other mods featuring mechs besides Arma Armatura, Tahlan Shipworks and Diable Avionics?

There was a mod with Mobilesuits from Iron Blood Orphans but the original author has never updated it since 0.8.

Last I heard someone got permissions to use those assets, so it might pop up again in some form. There are a few other modders making(or planning to make) mech stuff in the future tho.

Ahoy.

Great mod, I'm always a sucker for mechs. However two things I've come across don't exactly seem right.

Firstly, New Meshaan never seems to actually have any Arma things for sale. Always seem to have some Apogees though. I've never even seen an Altagrave. I've picked up Trihanders off Tritach, and have built Gareggas and Einhanders, and the Fighters are around the place everywhere, but neither hair nor hide of any of the three Altagraves.

Secondly, on the topic of Einhander, it seems entirely bugged the *** out in the Refit screen. Like the stats and capacitors/vents don't change to its from the previous ship's, I can't edit any of it, and they completely disappear when in the Hullmod screen. I guess it COULD be intentional, given their odd status as not-fighters, but yknow.

I went to check I had the latest version, and I've got b, but the download says the latest is c, but the changelog only goes to b, so I don't even know what.

Still, jammin' mod everywhere else.

Oh yes, and another issue I'd forgotten until now.

Manually firing the Trihander's pulse weapons doesn't seem to work when they're set to Alternating. Looking at the weapon charge bar, it looks like they don't actually have the time to reach full charge and fire before 'Alternating' switches to firing the other weapon, thus cancelling the first. Linked works fine, and Alternating works when they're set on autofire, it's just manual alternating fire that has a problem.

I can't reproduce the issue you mentioned with Einhänder. Does it always happen? Did you click on the module or something?

RE: alternating fire, I ran into this before and just switched the variant to linked and forgot about it. I'll lower the chargeup and see if that helps.

Ideally i'll have an update for all of this by the weekend. I've been integrating a custom version of Harupea's Combat Docking Module for the Einhänder which is mostly functional now alongside some other buffs to make it more viable outside of the early game, just need to iron out a few more kinks.
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dk1332

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Re: [0.95a] Arma Armatura 1.4.3c
« Reply #121 on: April 09, 2021, 03:17:51 AM »

I got some things to ask about the Einhander (player pilotable version).
- How exactly does the repair system work? I only got it to work in simulators but it sometimes doesn't work on actual battle. From what I've tried, I just need to land on a carrier (Seems to also work with converted hangars) right? But during battles it doesn't work or rather, I see the carrier glows red but none of the repair drones are being launched.
- Resupply is just as odd. I used up 6 shots with it's cannon and went back to reload. But after a minute or so, it didn't resupply my unit.
- I found a guy who built me an Einhander that doesn't have a bit system on it and has 0 OP. I think this is a bug or something?


A little request, there is the Industrial Evolution mod and one of the things in it is the engineering hub. Can you allow the disassembly of both the Garegga and the Trihander (seems like a whitelist issue)? I find it weird that I can disassemble the Einhander which is quite advance but not the Garegga and the Trihander.
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Flunky

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Re: [0.95a] Arma Armatura 1.4.3c
« Reply #122 on: April 09, 2021, 08:12:34 AM »

I spawned a range of Altagraves to trial them as player ships in my campaign, and overall like them quite a lot. A few thoughts, though:

  • The grenadier variant should maybe have the description altered a bit to reflect its lack of KARMA system.
  • The command variant's KARMA system is described in the same way as the standard variant, but seems to work quite differently - does it just increase fighter effectiveness with no 100% kinetic burst action?
  • EX variant is pretty amazing. In the simulator I can pretty reliably solo non-Paragon capitals. Only real annoyance I have is that the shotgun feels a bit weak - it is pretty good, don't get me wrong, but a bit more armor stripping power would give it some nice oomph. Sure it can have trouble hunting officered frigates, but it's still fast enough to catch many and is great at slaughtering isolated destroyers or grinding down cruisers.
  • Standard version seems fine.

All but the EX variant are rather starved for OP and flux dissipation, but if they weren't they would be rather overpowered (like the EX, hah). Grenadier variant does feel especially starved with its 2 medium energy mounts, though.

I honestly wasn't a huge fan of the Garrega in my hands, but as an officer frigate it's great. One issue, though - if I issue a retreat command they seem to no longer care about overloading the SILVERSWORD system.
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DeltaPangaea

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Re: [0.95a] Arma Armatura 1.4.3c
« Reply #123 on: April 10, 2021, 10:19:46 PM »

I honestly wasn't a huge fan of the Garrega in my hands, but as an officer frigate it's great. One issue, though - if I issue a retreat command they seem to no longer care about overloading the SILVERSWORD system.

Y'know, if it was the 'at all speed' retreat, then I think that'd be because Overload doesn't slow you down at all. So technically, burning out Silversword as much as possible gets you the most 'go fast' possible. Just thinkin'.
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DeltaPangaea

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Re: [0.95a] Arma Armatura 1.4.3c
« Reply #124 on: April 10, 2021, 10:48:26 PM »

I can't reproduce the issue you mentioned with Einhänder. Does it always happen? Did you click on the module or something?

I have three Einhanders, and it's consistent. Going into Refit them just gets me this.



If I click onto a different ship then back to the Einhander, then that ship's stats stay there instead.

And clicking onto Hullmods gets me this



Also what do you mean about clicking onto modules? Einhander doesn't have any modules, does it?
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