Fractal Softworks Forum

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

Title: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: shoi on June 25, 2020, 05:09:27 AM

(https://i.imgur.com/zYciRZg.png)
Download  for 0.95.1a - NOT save compatible with versions of ArmaA prior to v2.0
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.07.zip)



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

Recommended:
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Machina Void Shipyards (https://fractalsoftworks.com/forum/index.php?topic=21113.0) - for more strikecraft

I. Summary:

PILOTABLE FIGHTERS
Strikecraft blur the line between frigates and fighters. Generally glass cannons, they possess many of the advantages fighters have, while benefiting from skills that affect frigates. However, they are extremely vulnerable to enemy interceptors as well as point defenses, have poor shielding, and rely on carriers to be used effectively.

(https://i.imgur.com/fYYG8pc.png)

WINGS WITH ~PERSONALITY~

The WINGCOM Suite allows you to build an elite squadron of strikecraft pilots serving under an officer that improve and gain skills over time.
(https://i.imgur.com/f1p780A.png)

(https://i.imgur.com/LkOeqB7.png)

Eventually, they can even be promotoed into fully-fledged Officers!

(https://i.imgur.com/0qhJtBb.png)
(https://i.imgur.com/IOJbAN7.png)
These squadrons are highly customizable. Squadron names, character portraits, and even callsigns can all be modified!
(https://i.imgur.com/QiGScBT.png)
Radio chatter appears from them in combat, and they will even chat amongst themselves.

  • Multiple fighter wings with that yield a Ground Support Bonus when equipped to carriers
  • Fourteen pilotable mechs, and three pilotable fighters
  • One new star system + market

(Some) Pilotable craft examples:
(https://i.imgur.com/JyqFqfZ.png)
Broadsword (AA)
Improved version of the ubiquitous fighter. Equipped with rudimentary makeshift shield, as well as a pair of Swarmer Missiles on top of two small ballistic hardpoints, this version of the Broadsword also commands its own wing of standard Broadsword fighters.

(https://i.imgur.com/Mqxw4zw.png)
Warthog - AA
Thicker armor, and reinforced hull, as well as a fifty percent increase in potential firepower. Commands it's own wing of standard Warthogs.

(https://i.imgur.com/OhaLnbR.png)
Xyphos - AA
One of the most advanced fighters available within the Sector. The support oriented Ion Beam has been swapped out for an Ion Pulser. Two range-boosting sensor drones combined with it's attached Xyphos wing and still functional PD capabilities make the AA variant a powerful escort, as well as extremely dangerous.

Aleste - Strikecraft
(https://i.imgur.com/FaLzBVd.gif)
Laser Sword included.

Einhänder - Strikecraft
(https://i.imgur.com/DfThmlM.gif)
For the angst-filled protagonist.
System: Offense Mode

Dramatically reduces firerate and disables defense systems, but drastically increases weapon damage

Leynos - Strikecraft
(https://i.imgur.com/0wlMdvv.gif)
This is Red Leader, over.
System: Amalgamate Feed

Increases the performance of all wing members based off the number that are still active.

Garegga - Frigate
(https://i.imgur.com/xYlV7cb.gif)
Gameplay (https://i.imgur.com/sgrRl9A.mp4) - HELMUT
Fighter-b-gone.
Altagrave - Destroyer
(https://i.imgur.com/RAnEczL.gif)

Vaguely humanoid destroyer 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

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.

and more...
(https://i.imgur.com/JhhI86n.gif)

[close]
Mod Compatibility
- If you are one of the nerds that has a HullSize for any combat effects, you can easily avert any NPEs by checking the hullsize of the variant instead of the ship itself. This is the approach vanilla uses, so the mod operates under that assumption. You can also use this if you need to distinguish the ships from actual fighters for any reason.
- 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:)

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]
Changelog
V2.0
--------------------
- Curvy Laser
   - Reduced number of projectiles generated by 50% to improve performance
   - Proj Speed: 525->650

- New Ship, Valkazard
   - Added new start for starting w/ (ArmaA(Pirates)) (w/ super cool special snowflake nex start text by timid! wowee)
   - Can be found via exploration otherwise
- New Ship, Broadsword(AA)
- New Ship, Warthog(AA)
- New Ship, Kouto E-Type
   - 8 DP
   - fleet support, grants damage buff to random number of enemy ships based on ECM rating
   - Gun is modular hybrid slot, but since I can't alter weapon muzzle effects done """incorrectly""" it only use weapons on a whitelist by default
      - if you want to slap anything you want on it, can edit this in modsettings by adding "ALL" to the whitelist

- New fighter, Valken(P)
   - Carries Anti-Ship Sword, HE weapon with limited uses
- New Fighter, Prodromos Battle Armor
   - Fragile but effective anti-fighter/PD unit

- Advanced Optics(AA)
   - Can no longer be built in
   - Reduced Range: 100->50
   - OP: 5-> 3
- Removed debug text that appeared when using Curvy Laser

-Laser Blade(s)
   - Increased on-hit knockback. Knockback effect is produced so long as blades are in contact with objects (so spamming blades on top of things should push you further back than just hitting a ship with the end of the blade. Hitting small objects such as fighters and missiles should produce no knockback, usually)

- WINGCOM SUITE:
   - Can now be used on standard carriers
   - Ships that shouldn't be able to equip, but somehow have it anyway, will have their fighters launched from offscreen/other carriers as other wingcom units do
      - This is determined based on weither the ship inherently has fighter bays or not
   - optimized code a bit
   - Externalized strings to modSettings
   - added dialog lines for remaining vanilla fighters
   - added dialog lines for a few mod fighters
      - Additional lines can be added with magiclibs modsettings by using "special_wing_lines" map (look at armaa's mod settings for an example)
   - Removed glow/jitter effect
   - wingmen will now use different dialog based on the character's 'voice'
   - wingmen will appear in battle as a pilot of their respective fighter
      - can also gain new skills over time and level up
   - Adjusted font colors for more uniformity with normal hullmods
   - In smaller battles where ships deploy closer to the center of the map, wingmen will now spawn a few thousand SU away instead of from deployment zone if no carrier is present
        - Max stat bonus conferred by relationship reduced to 30% (was 75% for defensive and 37% for offensive)
   - Added support for multiple wings
   - Implemented GUI for changing squad name/callsigns. Heavily based off of a butchered carcass of Nexerelin's Insurance GUI. Thanks, Histi!
   - Added random little blurbs that squadrons will blather on deployment
   - Fixed ships with WINGCOM being considered for relationship modifiers even if they did not participate in combat
   - Fixed retreated ships with WINGCOM not being considered for relationship modifiers
   - Added fluff text for characters with 'villain' voice
   - Added fluff text for characters with 'soldier' voice
   - Wingcom will now check for hullId first before resorting to baseHullId (for fighter skins)

- Strikecraft:
   - AI navigating back to carrier has been improved
   - Will now launch from valid carriers (if any) on deployment
   - Carriers can only supply as many Strikecraft as the number of fighter bays they possess (I.E. a Condor can resupply only two strikecraft at once, as opposed to an unlimited number)
   - Doubled carrier replacement rate decrease while rearming.
   - Fixed Strikecraft changing to Frigate HullSize if they took damage that frame
      - Should fix inconsistency with some onhit effects that used hullsize, fighter damage bonuses from skills, etc
   - Fixed shield damage not being displayed
   - Slightly increased retreat area 2000->2050 in attempt to fix retreat CTD caused by AI attempting to retreat while fighter hullsize
   - Hull and armor now gradually restore over time on carrier
   - Carrier Refit can now be cancelled at any time
      - HP and Armor replenish over time in carrier, so not an all or nothing decision
      - PPT and Ammo are only restored if full refit time is spent
   - added modSettings for custom configuration of refit penalties for (ideally) mod weapons and hullmods, and squadron chatter

   - Aleste
      - Reduced damage by 17%
      - No longer deals EMP damage
      - Increase Flux Cost: 350 f/s

- Aleste(S)
   - Shield Efficiency: 0.8->1
   - DP: 6->7
- Xyphos(AA)
   - DP: 5->7

- Leynos
   - DP: 6->7
   - Added Rugged Construction Hullmod
   - Now uses the better(?) Vanilla Damper AI implementation
- Gunhazard
   - DP: 3->4
   - Added Rugged Construction Hullmod

- Revised wings so each LPC has more clearly defined role
   - Valken-X: HE Fighter
   - Kouto: KE Fighter
   - Aleste: Obligatory Superfighter
   - Bihander: Obligatory Superfighter^2
   - Valken: Fodder
   - Prodromos: Interceptor
   - Gallant: KE Bomber
   - Ilorin: HE Bomber

- added legs decos to Aleste, Kouto, Valken-X, Leynos,Valken

- Fixed torso tracking problem with valkazard

- fixed missing description for valkazard system

- Revised Sprite for Kouto, Valken X

- Reduced value of Cataphract & Advanced Cataphract BP package

- Removed submarket rep/transponder requirement for gamlin

- fixed bug where player was not properly referred to using gender appropriate title(based on portrait) when landing

- fixed crashed caused by destroying altagrave module with no weapons assigned

- fixed squadron members not being generated unless wingcom hullmod was moused over

juno. mk iii
   - dmg/s: 900->800
   - chargedown: 0.5s -> 1s
-Altagrave
   -Corrected negative modifyPercent for Weapon Flux Cost Mod
   - Replaced ear killing shotgun sound for Altagrave Ex
   - Altagrave Ex: Plasma Jets -> Havoc Drive
   - Deco Left Arm: -> Laser Blade XL
   - Added two small missile mounts
      - Mounts will be destroyed/rendered unusable if backpack module is lost

- Valken-eX
   - Replacement Time: 10->13
   - OP: 10->11
   - Removed Ion Cannon (High Delay)
   - Chaingun: chargedown:1->0.5
      -Damage: 50->25
      -Flux/Shot: 0->10
      -Burst Size: 5->6
   - Laser Blade:
      -Damage: 350->400
      - Range: 45->60
   System (Right Click): Overboost -> Havoc Drive

- Kouto
   - Revised loadout for anti-shield role

- Aleste
   - Replaced Stake Driver with Rynex Pulse Rifle
   - CLAW Drone: Increased arc to 360 deg, Ship System: Temporal Shell

-Pila Drone(Built-in)
   - Removed Phase Damper special system
   - New System: Temporal Shell

- fixed outdated description for kouto

- Altagrave can now swap between Vajra and Grenade Launcher
   - Also overcompensates with a large laser blade, may remove before actual release tho
- Watchdog can now swap between Hellbore and Gauss Cannon
   - Siege Mode: Shield Damage Reduction: 50%->10%

- Einhander:
   - Drone weapon is now equipped directly on the main ship
   - Increased OP: 30->39
   - Max damage bonus from ship system: 70%->25%

-----
V1.5
------------------------------------
New Ship: Leynos - 6DP / Leynos(RS) - 10DP
-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield

New Ship: Xyphos(AA) - 4DP
- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing

New Ship: Gunhazard - 3DP
- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP

New Ship: Watchdog - 10DP
- Fire Support; poor mobility and flux stats but enhanced range and firepower for its class

New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier    returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted, akin to vanilla officer promotion event

-Added Nex Mercenary company

-Only Einhander,Garegga, and altagrave were known to indies + PL, added remaining hulls
-Slightly bumped up frequency so they show up ocassionaly instead of once every few cycles

   -Fixed issue that caused custom Aleste/Einhander .skins to crash due to invalid ground support bonus by checking base hull instead

Strikecraft:
- Damage dealt popup/numbers should now properly display when taking damage
- Fixed bug where game would crash if player took control of enemy strikecraft and then retreated with it (.....somehow)
- Strikecraft will now always be disabled/destroyed after combat if hull is fully depleted, instead of a 50% chance of not needing to be recovered
- Fixed bug where landing ship would only choose bay 0 to land at
- Replacement Time reduction when refitting now occurs during refit time instead of after
- Fixed bug where combat would not end if an allied / enemy strikecraft were on the field after full retreat on the player's side
- Trimmed description to be more concise and less fluffy
- Strikecraft will (should?) no longer attempt to fly directly through enemy fleet to reach a carrier

-Altagrave's will purge all modules once the core ship's HP decreases below 55%
   - This is a (AI) buff and should improve survivability somewhat
   - AMWS for all head variants DMG: 350->400, IGNORES_FLARES, adjusted offset for better accuracy
   - Karma ship system now benefits from Systems Expertise
   - Karma Seekers:
      - Reduced number of projectiles generated
      -Launch Speed: 1500-> 800
      -Proj Speed: 1000->700
        - Fixed Ear killing shotgun sound used by altagrave ex
   - Default Altagrave's main weapon can no longer be intercepted by PD
      - Chargedown: 0.12 -> 0.2
      - Adjusted firing FX
Ilorin:
-Removed ECCM from Ilorin
-Ilorin Rocket Speed: 150->50
-Burst Size: 4->8 (now fires entire clip at once)

Valken X:
- Removed Vulcan Cannon
- Laser Blade DMG: 125->200

-Valken:
- swapped light mortar for light assault gun
- System now affects all weapons
- armor: whatever it was before -> 25
- adjusted sprite yet again

-Kouto
- Revised weapon loadout
- Wing Size: 2->1

Aleste:
- Changed name of playable version to Aleste(S) to better distinguish playable and LPC version
- increased flux capacity
-Heavy Rynex Laser will no longer target fighters
-Dispersal Mortar will immediately detonate in close proximity to enemies
-Added Laser Blade as an option for right arm
-Added SCTR-40 Minigun as an option for right arm
-Laser Blade trails reduced to a more reasonable width/length
-Fixed Laser Blade not doing additional emp damage on hit
-Fixed Laser Blade damage not scaling with energy weapon mastery bonus
-Fixed bug where laser blade trails from different ships would merge into eldritch map spanning megatrails


V1.4.8RC3
--------------
-Added landing beacon to Einhander
-Fixed alternating weapon bug with Garegga's Pulse laser
- Aleste:
   -Laser Blade:
      -Laser Blade attacks are now swings instead of stabs; should generally be easier to connect with
      -First strike with Laser Blade now slightly knocks back the user
      -Added Hit and swing fx
      - Burst Damage is dealt on first strike
V1.4.8RC2
--------------
- Stopped recordbreaker from always being in the title screen battles
- Added more details on what fighter-related skills apply to Strikecraft to Strikecraft hmod desc
- Strikecraft will no longer kill themselves if the carrier they are on retreats
   - will retreat as well
- Fixed crash caused by Strikecraft retreating while on carrier

- Refit rate should be properly clamped and no longer go below 30%
- Max Refit Time Penalty (w/ missiles equipped) 30%->35%
- Refitting at carrier now reduces that carriers replacement rate
- Reversed LPC removal from indies/persean/pirates
- Adjusted CR bar color to match native UI
- Added combat UI notification on CR loss for strikecraft when CR <= 40%
- adjusted starship legends hull damage impact on rating for aleste & einhander to account for repairs to hull
-added minor turret angle offsets to all weapons - should improve accuracy esp. against smaller objects like fighters and missiles

-Einhänder:
-DP: 8->11
-Phase Cost & Upkeep: 0.08->0.1
-Phase Damper Cooldown: 2->3
-Cr/Deployment ->40%
-Fixed bug where permanent time dilation would be applied when player-piloted einhander was destroyed in certain scenarios

-Garegga:
-DP: 8->9

-Garegga(TT):
-Added glow sprite to pulse lasers
-System: Plasma Jets -> Silversword
-Fixed incorrect turret arcs

-Aleste:
-Added glow sprite to Rynex Pulse Rifle
-DP: 5->6
-Ground Support Bonus: 25->15
-Stake Driver:
-Burst Size: 2->6
-Ammo: I forgot->18
-Stake Driver proj is now bit more visually prominent
-Minor fx/sfx tweaks to Laser Blade

V1.4.8
--------
-Added Overload FX + SFX for Strikecraft
-Fixed missing desc for exceliza grenade launcher
Aleste:
-Increased LS-99 Turn Rate
-Added missing desc for microburn
-Fixed aleste's microburn having 2 charges when it should have 3
- Added FX + SFX for Aleste's microburn

V1.4.7
---------

-Removed LPCs from vanilla factions since there's no easy way to control their usage in fleets
-Scavengers still have access

- Fixed missing description for Gallant LPC

- Cataphract(Hullmod)
   -Reduced Ground Support Bonus: 30->25
   -Ships with hullmod can no longer install Advanced Optics

- Aleste
   - Equipped missiles with per shot damage > 200 will now increase refit time(Multiplied by number of barrels for LINKED, by 2 for DUAL_LINKED, and by the number of missiles for MIRVs), up to 30%
   - AIleste equipped with LS-99 will actively attempt to use the melee weapon with ...varying degrees of success (Thanks Sinosauropteryx!)
   - Reduced flux cost of Dispersal Grenade

V1.4.6
----------
- Fixed hulls not being procurable in nex
- Soft removal of Einhander (LPC version)
- Soft removal of Recordbreaker
- added missing bp to nex starts; adjusted starting ships for carrier(small) start
- Lowered indie reputation requirement for meshan submarket to favorable (25->10)
- Submarket now only sells armaa ships, but stock has been reduced by 25%
- All blueprints should now be discoverable through exploration, or added to the pool of BPs the historian offers

- ADDITIONS:
   -Aleste(pilotable) - 5 DP
   -Mechanically similar to Einhänder
   -More modular, less flashy
   -2x universal hardpoints
   -Revamped sprite to more closely resemble high-tech,minor variations between pilotable and lpc version
   -left and right built-ins can be swapped
      - Laser Blade,
      - Stake Driver,
      - Pulse Rifle,
      - Plasma Flamer,
      - Heavy Pulse Rifle
      - Dispersal Grenade

----balance changes---

Altagrave:
   -fixed shotgun bug with altagrave[ex]
   -Increased DP: 15->18
   -Increased price to better match ships around DP value
   -removed emp emitter from modules
   -increased bullet HP for Vajra: 300->450

-Valken X:
   -renamed LS-99 to LS-2001
   -DPS: 300->125

-Valken:
   -Wing Size: 4->3
   -IR Pulse Laser(High Delay)->IR Pulse Laser
   -Fixed weird deco weapon spacing
   -minor sprite adjustments

-Ilorin:
   -minor sprite adjustments
   -Sol rocket pod: 15 ammo->8; burst size: 15->4
   -removed fast missile racks

-Strikecraft(Hullmod)
   - Refit Time: 20->30
   - Fix inordinately long refit time caused by landing with very little hull remaining
   - AI will return to carrier to resupply only when all weapon ammo is exhausted, previously would return as soon as one weapon was empty

-Einhänder:
   - Reduced scale of some on-hit effects
   - Armor: 300->275
   - DP: 6->8
   - Added High Maintenance Hullmod

V1.4.5d
----------
-Crushed the elusive FighterAI bug/crash, hopefully once and for all
-fixed bad logic that allowed Einhänder to land on enemy carriers
-add temporary workaround to vanilla's infinite overload bug affecting fighters

V1.4.5
----------
- fixed crash caused by case sensitivity for linux (probably?)

-Einhänder:
   - Flux Caps: 1100->1000
   - Flux Diss: 175->200
   - Juno Mk. I
      -Burst Size: 8->10
   - AS Glaive:
      - DMG: 450->500
   - Will now opt for the nearest viable carrier to land on instead of traveling to one across the map
   - Can now land on station hangar modules
   - If friendly carrier with launch bays is targetted before activating autopilot, will attempt to use it to refit
   - Minimum refit rate can no longer reach lower threshold than 30%
   - Added random chatter text based on condition when landing(only if flagship)

V1.4.4
----------
- Reduced Trihänder spam in Tri-Tachyon fleets and markets
- Garegga:
   Ship System:
      -Weapon RoF: +30%->+40%
-Trihänder:
   -Pulse Laser Flux/Shot: 100->80

-Fixed up some descs, courtesy of Avanitia

-Added Altagrave(s) and Garegga to known hulls for the independent faction, at reduced frequency

-Garegga now can appear on black market
-Garegga + Trihander indevo support
-removed sound files that were in jar for some reason

-Einhänder:
   - DP: 6->7
   - Added slightly different after-action raid report based on if player is piloting an Einhänder or not
   - Fixed extra 1 DP being deducted on deployment
   -Replaced Repair/Rearm drone system with a modified version of Harupea's Combat Docking Module(https://fractalsoftworks.com/forum/index.php?topic=20415.0)
      -AIhänder will attempt to resupply at various thresholds determined by pilot personality type
      -Activating autopilot on player-controlled einhander will have it return to carrier if:
         - CR <= 40% or
         - HP <= 50%
         - non-ammo regen weapon exhausted
      - Once landed, 'assigned' the carrier as a mothership and will attempt to return to it in the future
      - Refit restores 20% CR and fully replenishes hp, armor, ammo, and PPT
      - Refit time is proportional to the carrier's replacement rate, with reduced rates increasing refit time
      - Destruction of the carrier will also destroy Einhänder
   -AI use should be much more viable now
   -Autopilot is immediately engaged upon opening Command UI
      -Should prevent crashes caused by null AI pointer/AIhänder ceasing to move with
      autopilot enabled
   -Juno Mk. I:
      DMG: FRAG->ENERGY;
      -Range: 500->600
      -Cooldown: 1.6->1
      -Altered enhanced Juno projectile/fx to more closely resemble the other weapons in the Juno fam
      -110 DP/SHOT -> 85 DP/SHOT;
      -FLUX/SHOT-> 55->85
   -Can now use Ship System without disabling Phase Damper Field
   -Phase Damper Field
      -Should now benefit from Phase Mastery
      -Time Dilation: 55%->85%
      -DMG Resistance: 35%->15%
      -Damage Dealt: +0% ->-15% when active
   -Energy Surge
      - Max Damage Bonus: 100%->70%
      - Can now use with defensive systems
   -AIhänder without any explicit orders assigned will retreat to nearest carrier with highest CR for repairs if HP or CR drops below a certain threshold
      -70% for cautious+timid
      -50% for steady
      -30% for aggressive
      -10% for reckless

-Bihänder:
- Juno Mk. II Damage/Sec: 1500->1050

-Set Altagrave/garegga to priorityhulls at the special market on New Meshan, which should generally increase their frequency there
-Fix Altagrave Karma desc to include details on both variants
-Fix Altagrave[G] desc
-Fix Altagrave[C] desc
-Increase Flux cap/diss for Altagrave[G]
-Caps:5850->6000
-Dis:360->400
----------
V1.4.3c
-----------
- minor hullmod description fixes
- fixed occurence where Einhänder would suffer an infinite overload
-added magiclib and lazylib as dependencies in modinfo.json


V1.4.3b
-----------
-  Trihänder Pulse Lasers reflect the statistics of .95a pulse laser
- fixed crash caused by emp arc with Einhander Experimental

V1.4.3
-----------
- 0.95a compat
- removed some glib stuff temporarily
- removed some drone stuff since it was causing a crash
V1.4.2
-----------
- Fixed Altagrave[G]'s getting [EX]'s backpack and EX being CC'd in missing modules. / [C] backpack module missing drones

V1.4.1
------------
-Fixed crash caused by duplicate class name

V1.4
------------
ADDITIONS:
   -Aleste:
      -  14 OP, single wing with two support drones
      -  +20 ground bonus to equipped carrier
      -  Primarily energy+frag DPS with some KE and HE
   -Gallup-9A:
      -  15 op
      -  wingsize: 2 single shot sparkly beam bomber
      - cannot move or turn during firing sequence, very vulnerable
   -Garegga:
      - Dakka
      - 1x small energy, 2x small composites, 2x built-ins
      - Short-Range
      - 8 DP
   -Trihänder:
      - Tri-tachyon modified Garegga
   -Einhänder:
      - Single wing - 25 OP
      - +30 ground bonus to equipped carrier
      - only can be obtained by finding its blueprint through normal exploration
      - only here in prep for some 0.95a modding features, may be altered considerably

-Added two new Altagrave variants, revised [C] variant
   -Altagrave[G]
      -Exceliza Grenade Launcher, 300 shield radius, Plasma Jets as ship system
      -upsized central small hybrid to medium energy
   -???
      - HVB, appears at level 30 + certain fleet strength
   -Altagrave[C]
      - Syrinx MRM
      - Backpack Module: Active Flare Launcher
      - Karma[C]: Grants all friendly ships(except itself) within 1000 SU a degrading time dilation bonus based on  the total of the karma gauge. At full charge, the bonus granted is 15%, and maximum duration is 20 seconds.

-Added 3 new nex starts for base Altagrave, Altagrave[G], and Garegga

MISC:
-Reduced LPC frequency chance in fleets across the board by 40-60% depending on rarity
-Fixed LPCs never appearing in PL markets/fleets due to a incorrectly named faction file
-Implemented MagicSettings missile resistance modsetting for Altagrave's system
-Changed portrait for meshan admin + fixed missing parameters in cataphract defense base planet condition
-armaa lpcs should now appear in persean league markets/fleets

Valken-X:
- nerfed paintjob saturation by 40%
- minor gfx changes to make head more prominent/distinguishable
-Removed omni shields
-HP -> 575->850
- Light Mortar -> Ion Cannon(High Delay)
- Assault Chaingun(Fighter) DMG -> 45->60
-LS-99 MOONLIGHT Range: 35->45; Cooldown: .33->1
   -interruptibleBurst -> true
   -beamFireOnlyOnFullCharge -> true
   -empDamage: 500->50

Einhänder:
-Removed Delicate Machinery
-AS Glaive Ammo:4->10
-Hullmods can no longer be equipped to the dummy drone (these had no effect, so nothing was lost)
- Pila Drone system: Teleporter->Temporal Shell(2x dilation)

Bihänder:
- Ship System: Phase Damper Field -> None
   - Can actually be killed before firing beam now

Kouto:
- Engagement Range: 2000 -> 4000
- Plasma Gatling:
   - Range: 500->600
   - Damage: 15->30
   - Recoil:
      -Min: 15->0
      -Max: 30->10

   - Damage Type: ENERGY-> FRAG
-Shield Radius: 70->360

Altagrave:
-There appears to be a bug with ships that use modules that makes them much more aggressive than they should normally be. This seemingly is fixed in 0.9.5a, but if you want to prevent this behavior from occuring with AItagrave's, destroying their back module with a console command or assigning them a ship to escort resolves the issue.
-For this reason, modules no longer confer any statistical bonus/malus to speed/manuverability.

-Fixed weird interaction with shipsystem and missiles using custom AI
-DP: 14->15
-Shield Radius -> 120
-Seeker Damage 250->150
-HP -> 2500->3000
-Flux Cap -> 5750-> 5850
-Armor -> 450 -> 375
-Leg modules: system -> low-grade EMP
-Backpack Module: System-> Pila UWS
-Modules vent & overload with core




V1.2.4b
------------
-Cleaned up some descriptions courtesy of Avanitia
-Increased hull frequency for Altagrave on New Meshan's market by 15%

Fighters:

-Reduced Valken engagement range to standard 4k su

-Reduced Valken wing size from 5->4

-Increased Ilorin engagement range to 4k su, speed 110->140, OP->16

Bihänder:
-Increased Juno Mk. II DPS from 400->1.5k


Altagrave:
-Increased DP: 12->14
-Modules no longer consume additional fleet points on deployment

-Added BACK_OFF AI flag to encourage AI altagrave's to back down in certain scenarios. It's not 100% reliable but should improve survivability somewhat. AI gonna AI

-Previouly ship system would absorb up to 2000 points of damage, and when maxing out gauge generate 10 projectiles worth 2.5k damage in total, even if the amount absorbed exceeded the threshold.

-Adjusted system to generate a scaling number of seeker projectiles based off the total amount of damage absorbed, up to 5,000 at 20 projectiles. The default amount generated has been decreased to 8 from 10 to equate to the base threshold of absorbed damage, however.

-added small trail fx to seeker projectiles.

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%

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]
Known Issues:

What's Next:

- idk lol


Credits
MesoTroniK Consult, some SFX
Tartiflette - Scripting
Harupea - Initial Docking System
Nia Tahl - Scripting, trail patterns
Dark.Revenant - Scripting
Avanitia, Randall, Phantasia, Karleen, Finn, Unit9461,TheSoldier,Caymon Joestar, Selkie - Feedback / Testing
Some of these may be modifications of the original work.
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: Mayu 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.
Title: Re: [0.9.1a] Arma Armatura 1.2.3
Post by: shoi on February 27, 2021, 11:16:57 AM
Thanks for the heads up, this won't be an issue in the coming release.
Title: Re: [0.9.1a] Arma Armatura 1.2.3
Post by: hydremajor on March 08, 2021, 12:28:01 PM
so whats planned for that next release anyhow ?
Title: Re: [0.9.1a] Arma Armatura 1.2.3
Post by: shoi on March 10, 2021, 03:15:56 AM
Three new fighter wings, an Ion Cannon sidegrade that's focused on front-loaded EMP damage instead of dealing it continously, two new altagrave variants + a revised one, and this guy. Shouldn't be much longer... i think

(https://i.imgur.com/xYlV7cb.gif)
Title: Re: [0.9.1a] Arma Armatura 1.2.3
Post by: hydremajor on March 10, 2021, 03:21:01 PM
sprite work reminds me of a guy making shoot'em up games going by the handle "Astro port"

https://www.youtube.com/watch?v=rxWyfwwRIk4

example of said work, he used to have a shoot em up where the bosses were mechs but I can't seem to remember the name, though that was one of his harder games
Title: Re: [0.9.1a] Arma Armatura 1.2.3
Post by: shoi on March 11, 2021, 12:11:57 PM
That's interesting! While I did paint a good bit, lot's of it is a bash from the hyperion+wolf+omen with a dash of DA.
Maybe it's the color scheme that makes it more similar looking
Title: Re: [0.9.1a] Arma Armatura 1.2.3
Post by: hydremajor on March 14, 2021, 06:43:05 AM
AHA !

THERE IT IS

god, thats been bugging me for a while now....

https://www.youtube.com/watch?v=TGPZQj_VpLQ

game name reads: Urban Uprising Dark New World

P.S.: I know of one more free mech game that could be interesting to you should you be so inclined...
Title: Re: [0.9.1a] Arma Armatura 1.2.3
Post by: shoi on March 25, 2021, 03:07:20 AM
Before I fall any deeper into the feature creep rabbit hole

V1.4 Update

This update adds 3 new fighter wings, including *gasp* a non-mech LPC! There are some buffs and nerfs as well, and one major thing I want to note is that the "suicidal altagrave" issue seems to be a bug that affects module ships, which makes them much more aggressive than they should normally be. Alex couldn't replicate my results, so this seemingly is fixed in 0.9.5a. In the meantime, if you want to prevent this behavior from occuring with AItagrave's, destroying their back module with a console command should make them revert to the proper AI threat evaluation. (Oddly enough, assigning them a ship to escort also resolves the issue).
(https://i.imgur.com/EWvo3Z2.png)

Since none of my gifs never load, I made another video.
https://youtu.be/Mc089z_-IIo

(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.2 for 0.9.1a - Probably Save Compatible (market changes need a new game tho)
 (https://tinyurl.com/y59a8k3x)


full changelog
ADDITIONS:
   -Aleste:
      -  14 OP, single wing with two support drones
      -  +20 ground bonus to equipped carrier
      -  Primarily energy+frag DPS with some KE and HE
   -Gallant:
      -  15 op
      -  wingsize: 2 single shot sparkly beam bomber
      - cannot move or turn during firing sequence, very vulnerable
   -Garegga:
      - Dakka
      - 1x small energy, 2x small composites, 2x built-ins
      - Short-Range
      - 8 DP
   -Trihänder:
      - Tri-tachyon modified Garegga
   -Einhänder:
      - Single wing - 25 OP
      - +30 ground bonus to equipped carrier
      - only can be obtained by finding its blueprint through normal exploration
      - only here in prep for some 0.95a modding features, may be altered considerably

-Added two new Altagrave variants, revised [C] variant
   -Altagrave[G]
      -Exceliza Grenade Launcher, 300 shield radius, Plasma Jets as ship system
      -upsized central small hybrid to medium energy
   -???
      - HVB, appears at level 30 + certain fleet strength
   -Altagrave[C]
      - Syrinx MRM
      - Backpack Module: Active Flare Launcher
      - Karma[C]: Grants all friendly ships(except itself) within 1000 SU a degrading time dilation bonus based on  the total of the karma gauge. At full charge, the bonus granted is 15%, and maximum duration is 20 seconds.

-Added 3 new nex starts for base Altagrave, Altagrave[G], and Garegga

MISC:
-Reduced LPC frequency chance in fleets across the board by 40-60% depending on rarity
-Fixed LPCs never appearing in PL markets/fleets due to a incorrectly named faction file
-Implemented MagicSettings missile resistance modsetting for Altagrave's system
-Changed portrait for meshan admin + fixed missing parameters in cataphract defense base planet condition
-armaa lpcs should now appear in persean league markets/fleets

Valken-X:
- nerfed paintjob saturation by 40%
- minor gfx changes to make head more prominent/distinguishable
-Removed omni shields
-HP -> 575->850
- Light Mortar -> Ion Cannon(High Delay)
- Assault Chaingun(Fighter) DMG -> 45->60
-LS-99 MOONLIGHT Range: 35->45; Cooldown: .33->1
   -interruptibleBurst -> true
   -beamFireOnlyOnFullCharge -> true
   -empDamage: 500->50

Einhänder:
-Removed Delicate Machinery
-AS Glaive Ammo:4->10
-Hullmods can no longer be equipped to the dummy drone (these had no effect, so nothing was lost)
- Pila Drone system: Teleporter->Temporal Shell(2x dilation)

Bihänder:
- Ship System: Phase Damper Field -> None
   - Can actually be killed before firing beam now

Kouto:
- Engagement Range: 2000 -> 4000
- Plasma Gatling:
   - Range: 500->600
   - Damage: 15->30
   - Recoil:
      -Min: 15->0
      -Max: 30->10

   - Damage Type: ENERGY-> FRAG
-Shield Radius: 70->360

Altagrave:
-There appears to be a bug with ships that use modules that makes them much more aggressive than they should normally be. This seemingly is fixed in 0.9.5a, but if you want to prevent this behavior from occuring with AItagrave's, destroying their back module with a console command or assigning them a ship to escort resolves the issue.
-For this reason, modules no longer confer any statistical bonus/malus to speed/manuverability.

-Fixed weird interaction with shipsystem and missiles using custom AI
-DP: 14->15
-Shield Radius -> 120
-Seeker Damage 250->150
-HP -> 2500->3000
-Flux Cap -> 5750-> 5850
-Armor -> 450 -> 375
-Leg modules: system -> low-grade EMP
-Backpack Module: System-> Pila UWS
-Modules vent & overload with core



[close]
Title: Re: [0.9.1a] Arma Armatura 1.4.1
Post by: shoi on March 25, 2021, 07:21:21 AM
Double post, but I made a mistake in the latest release that would cause a crash with certain mods. It's been fixed now, so if you happened to download prior to this message, you should redownload the updated version in the previous post, or here: https://tinyurl.com/y59a8k3x
Title: Re: [0.95a] Arma Armatura 1.4.3
Post by: shoi on March 27, 2021, 07:43:37 AM
Quick 0.95a update. Requres the latest MagicLib


(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.3 for 0.95a - Probably Save Compatible (market changes need a new game tho)
 (https://tinyurl.com/p3naamtc)
Title: Re: [0.95a] Arma Armatura 1.4.3
Post by: Mosthra on March 27, 2021, 07:53:43 AM
Holy Great =]]] I am a Gundam fan and fortunately this mod is already 9.5 years old
Title: Re: [0.95a] Arma Armatura 1.4.3
Post by: Cy420 on March 27, 2021, 09:11:52 AM
Link aint working for me
Title: Re: [0.95a] Arma Armatura 1.4.3
Post by: henryho96 on March 27, 2021, 10:06:48 AM
Something about the fighter wings added in your mods is not playing nice when using "allwings" command with console command. Everytime I try to access the storage it crashed my game.
Title: Re: [0.95a] Arma Armatura 1.4.3
Post by: Achilles42x on March 27, 2021, 01:09:21 PM
URL Broken :(
Thanks for getting this up for .95 so quickly!

EDIT I want that cataphract BAD
Title: Re: [0.95a] Arma Armatura 1.4.3
Post by: shoi on March 27, 2021, 03:04:34 PM
Something about the fighter wings added in your mods is not playing nice when using "allwings" command with console command. Everytime I try to access the storage it crashed my game.

Sorry for the delay on this, should be fixed now  :'(

-removed phase field hullmod from fighter that would cause ctd
-temporarily removed fighter systems that would cause ctd from being phase based
Requres the latest MagicLib


(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.3 for 0.95a - Probably Save Compatible (market changes need a new game tho)
 (https://tinyurl.com/fn34x444)
Title: Re: [0.95a] Arma Armatura 1.4.3
Post by: cbxzcm on March 28, 2021, 08:43:41 AM
Sorry for the delay on this, should be fixed now  :'(

-removed phase field hullmod from fighter that would cause ctd
-temporarily removed fighter systems that would cause ctd from being phase based
Requres the latest MagicLib


(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.3 for 0.95a - Probably Save Compatible (market changes need a new game tho)
 (https://tinyurl.com/fn34x444)


Hi. I'm trying out this mod for the first time and it's really cool!

I was using the console commands to experiment with the Einhänder and I ran into a crash when homing laser is used while on autopilot. This seems to happen for the piloted and strikecraft version of Einhänder:

66459 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.weapons.armaa_einhanderEffectC.advance(armaa_einhanderEffectC.java:266)
   at com.fs.starfarer.combat.entities.ship.super.O0oO.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Has anyone else encountered this error?
Title: Re: [0.95a] Arma Armatura 1.4.3
Post by: shoi on March 28, 2021, 05:06:02 PM
long story short, I missed something in a script that needed to be updated for 0.95a. Here is yet another quick update, should be fixed now.


-fixed some strings
-fixed crash with einhander experimental


(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.3b for 0.95a - Probably Save Compatible (market changes need a new game tho)
 (https://tinyurl.com/9sf6r992)
Title: Re: [0.95a] Arma Armatura 1.4.3b
Post by: Achilles42x on March 28, 2021, 09:47:40 PM
I adore the Iloren. Trident, Broadsword, Iloren on a Heron and they're gonna have a bad day.
Title: Re: [0.95a] Arma Armatura 1.4.3b
Post by: shoi on March 29, 2021, 12:26:57 PM
I adore the Iloren. Trident, Broadsword, Iloren on a Heron and they're gonna have a bad day.

Haha, can't go wrong with annihilator spam!

Here's another tiny update, hopefully the last for a while and things are relatively stable for a bit


-fixed grammar on some hullmods
-fixed infinite overload bug with einhander


(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.3c for 0.95a - Probably Save Compatible (market changes need a new game tho)
 (https://tinyurl.com/7cszhbs4)
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: ShpunkY on March 31, 2021, 08:13:40 AM
can i get a 0.9.1a download ?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Flunky on March 31, 2021, 11:26:16 AM
So I picked up an Einhander Experimental from salvage and it's currently missing a description. Intended that I should have found one that way?

(Running it in a militarized Gemini for TV-ish authenticity, and turns out to be an excellent combo.)
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on March 31, 2021, 04:43:23 PM
can i get a 0.9.1a download ?

This should be the latest version for 0.9.1a :)
https://mega.nz/file/CEkyxJAI#pXE6qMDsy7czUWCe1Zz8DOfAm7ue6FV8-0Jsq4o_YNg

So I picked up an Einhander Experimental from salvage and it's currently missing a description. Intended that I should have found one that way?

(Running it in a militarized Gemini for TV-ish authenticity, and turns out to be an excellent combo.)

Yeah, it's meant to drop from salvage, but at the time I wasn't sure what exactly I was going to do to differentiate it from the player version and so I left the desc empty. It'll be corrected in the next update!
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: hydremajor on April 01, 2021, 07:05:48 AM
I keep gettig a crash in the mission simulations when trying to fire the small mech's main gun when using the ship system....
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 01, 2021, 08:31:45 AM
I keep gettig a crash in the mission simulations when trying to fire the small mech's main gun when using the ship system....

1. Do you have the log?

2.  I had a similar issue that was fixed a while ago, are you on the latest version?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: hydremajor on April 01, 2021, 11:16:18 AM
False alarm seems you fixed it....

Say will you make mechs for every major stage of the game ?
like you can go through the whole game using nothing BUT mechs ?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: ShpunkY on April 01, 2021, 12:43:12 PM
can i get a 0.9.1a download ?

This should be the latest version for 0.9.1a :)
https://mega.nz/file/CEkyxJAI#pXE6qMDsy7czUWCe1Zz8DOfAm7ue6FV8-0Jsq4o_YNg
thank you very much

Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 01, 2021, 03:10:38 PM
False alarm seems you fixed it....

Say will you make mechs for every major stage of the game ?
like you can go through the whole game using nothing BUT mechs ?

'm not sure.

You can probably do pretty well with a pure mech fleet at this point, especially with the buffs to frigates and destroyers in .95a. The EX Altagrave is pretty absurd for tackling destroyer+ threats, and failing that, there are the regalia from Tahlan Shipworks (https://fractalsoftworks.com/forum/index.php?topic=14935.0) that are in the cruiser weight class.

If you specifically mean, like...cruiser and capital sized mechs, though, I probably don't have the skill to tackle that yet. For Altagrave and the Garegga, my design process was basically "smash ship parts together with no clear goal" until I had something I kind of liked, and then refining that  over a period of time..which probably won't end well for large scale things  ;D.

We'll see, I guess.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: hydremajor on April 01, 2021, 03:38:32 PM
Seeing that most additions are named after bullet hell games
I'm wondering if some of the Shmups I played will get representation

R-Type
Axelay
Strikers 1945 2
XII Stag

I'd mention indie Shmups I played on steam but thats a stretch...
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 02, 2021, 12:02:46 AM
There's already a R-Type reference!

(https://i.imgur.com/EWvo3Z2.png)
This guy is based off the R-9A2 from Delta, complete with a notWave Cannon.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Jet Black on April 02, 2021, 11:02:05 AM
Cant wait to play with this mod. Currently waiting on a few other mods to update for my next game! You are truly talented!
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Harpuea on April 02, 2021, 10:43:34 PM
Hello Shoi,

I have been working on something for personal playthrough for a while now. I really like your mod and think it would be of great benefit to yours as well. It's a hullmod that let ships land on other ships for repairs.

https://fractalsoftworks.com/forum/index.php?topic=20415.0

https://i.imgur.com/sX3vdi7.mp4

The landing AI is based off Sundog's and Ed's code, similar to your repair drones. You can take all of my spaghetti code if you wish. Thank you for all the work you put into your mod.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 03, 2021, 09:39:20 PM
Thanks! That's pretty cool, will look into it.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: dk1332 on April 04, 2021, 02:57:27 AM
Hey man, I got a question about the Einhander and Garegga.

Is it a fighter or a ship? I found a guy in an independent world that sells a production slot and one of the ships was the Einhander. Ordered one for 65,000 credits. When I received it, its stats is pretty much more or less fighter tier and died instantly against a simulator Cerberus.

And about the Garegga, the only Garegga models I can find are the Tri-Trachyon conversions. Does the standard model not spawn in markets?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 04, 2021, 05:02:54 AM
It's better to think of the Einhänder as a super fighter than a frigate. Even then, losing to a Cerberus - especially instantly - would be pretty bizzare. The only way I can imagine that happening is if it attacked the ship directly from the front without using its defensive system..and even then, i've never seen AI do that terribly when using it.

As for the Garegga, if you added the mod to an existing save, the only way you'd be able to come across it would be by finding the blueprint. In new saves there's a new system that's added with an independent market that sells everything.

This can be kind of a pain, so the next update will have them and most of the mod roster show up  in independent + black markets at a reduced rate, while they wil appear at the mod added planet at higher rates.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: speeder on April 04, 2021, 03:59:24 PM
What vehicle on this mod is the best one for a flagship?

The mod introduces, even if hard to find, any kind of "ace custom" vehicle? (some stronger version of a normal vehicle that has special features or something and is worth dumping story points in it to improve it even further)
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 04, 2021, 11:10:26 PM
Altagrave EX is probably what you are looking for. You can't get it normally in 0.95a due to the lack of HVBs and nexerelin, but if you want to play around with it you can add it via console commands with "addship armaa_altagrave_ex_standard"
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: dk1332 on April 05, 2021, 12:35:22 AM
It's better to think of the Einhänder as a super fighter than a frigate. Even then, losing to a Cerberus - especially instantly - would be pretty bizzare. The only way I can imagine that happening is if it attacked the ship directly from the front without using its defensive system..and even then, i've never seen AI do that terribly when using it.

As for the Garegga, if you added the mod to an existing save, the only way you'd be able to come across it would be by finding the blueprint. In new saves there's a new system that's added with an independent market that sells everything.

This can be kind of a pain, so the next update will have them and most of the mod roster show up  in independent + black markets at a reduced rate, while they wil appear at the mod added planet at higher rates.

I think I got the possible reason why the Einhander lost to a sim Cerberus. I set it to "auto pilot". During one of my encounters with a pirate fleet, I tried to use it but had to switch to auto pilot due to irl reasons. I did get the "Auto Pilot Engaged" message on the top left of the screen. Needless to say, I saw it just drifted straight on its own. No movements or what-so ever. Is this intended as if the unit is only designed to be used by players?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: It_that_watches on April 05, 2021, 02:13:48 AM
The Einhanders are kinda scary in my experience.
They remind me of the larger Neutrino Corp strike craft, not quite a frigate, moreso a corvette, for sure a grade above an ordinary fighter.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 05, 2021, 03:48:16 PM
It's better to think of the Einhänder as a super fighter than a frigate. Even then, losing to a Cerberus - especially instantly - would be pretty bizzare. The only way I can imagine that happening is if it attacked the ship directly from the front without using its defensive system..and even then, i've never seen AI do that terribly when using it.

As for the Garegga, if you added the mod to an existing save, the only way you'd be able to come across it would be by finding the blueprint. In new saves there's a new system that's added with an independent market that sells everything.

This can be kind of a pain, so the next update will have them and most of the mod roster show up  in independent + black markets at a reduced rate, while they wil appear at the mod added planet at higher rates.

I think I got the possible reason why the Einhander lost to a sim Cerberus. I set it to "auto pilot". During one of my encounters with a pirate fleet, I tried to use it but had to switch to auto pilot due to irl reasons. I did get the "Auto Pilot Engaged" message on the top left of the screen. Needless to say, I saw it just drifted straight on its own. No movements or what-so ever. Is this intended as if the unit is only designed to be used by players?

Yeah, seems like a bug. Should be AI capable as well. I'll look into it
Title: Re: [0.9.1a] Arma Armatura 1.4.1
Post by: #Negi on April 06, 2021, 09:46:35 PM
Double post, but I made a mistake in the latest release that would cause a crash with certain mods. It's been fixed now, so if you happened to download prior to this message, you should redownload the updated version in the previous post, or here: https://tinyurl.com/y59a8k3x

When I download and extract this, it says its version 1.4, not 1.4.2, and it crashes on startup.  Do you still have this version?  Thank you. 
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: SakuraMai_Enka on April 06, 2021, 11:14:13 PM
Hello, I really like this mod and am using it, sorry I am not an English user so I am trying to communicate with you using translation software.
I am still using version 1.4 and am not sure if this issue was fixed in 1.4.3C. However, I do not see a fix in the changelog.
When I try to use the "Bihänder" carrier, his purple beam weapon crashes my game.
When I try to use the 'Einhänder-Class Cataphract', his tactical system crashes my game.
I'm not sure if this is a personal problem for me. But I hope this problem is solved.
I have "GraphicsLib 1.5.0" "LazyLib 2.6" "MagicLib 2.6" installed.
The error message when it crashes is as follows
Spoiler
18158754 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.weapons.armaa_einhanderEffectC.advance(armaa_einhanderEffectC.java:266)
   at com.fs.starfarer.combat.entities.ship.super.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thank you for providing such a wonderful mod.
And I apologize for any grammar, order of words, etc. errors.
Thanks again for your dedication!
Title: Re: [0.9.1a] Arma Armatura 1.4.1
Post by: shoi on April 07, 2021, 12:49:50 AM
Double post, but I made a mistake in the latest release that would cause a crash with certain mods. It's been fixed now, so if you happened to download prior to this message, you should redownload the updated version in the previous post, or here: https://tinyurl.com/y59a8k3x

When I download and extract this, it says its version 1.4, not 1.4.2, and it crashes on startup.  Do you still have this version?  Thank you.

That version is 1.4.2, the mod info just wasn't updated. can you post the crash log?

Hello, I really like this mod and am using it, sorry I am not an English user so I am trying to communicate with you using translation software.
I am still using version 1.4 and am not sure if this issue was fixed in 1.4.3C. However, I do not see a fix in the changelog.
When I try to use the "Bihänder" carrier, his purple beam weapon crashes my game.
When I try to use the 'Einhänder-Class Cataphract', his tactical system crashes my game.
I'm not sure if this is a personal problem for me. But I hope this problem is solved.
I have "GraphicsLib 1.5.0" "LazyLib 2.6" "MagicLib 2.6" installed.
The error message when it crashes is as follows
Spoiler
18158754 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.weapons.armaa_einhanderEffectC.advance(armaa_einhanderEffectC.java:266)
   at com.fs.starfarer.combat.entities.ship.super.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thank you for providing such a wonderful mod.
And I apologize for any grammar, order of words, etc. errors.
Thanks again for your dedication!

No problem! This was fixed in the latest update. It was an error with EMP Arcs caused by some background stuff being changed in .95a. If you update, it should work without any problems :)
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: th3boodlebot on April 07, 2021, 04:38:58 AM
love this mod very nice additions and update was instant!
just started my first 95 run and have yours and pretty much all the other updated mods on
adventure!
dont ya love it?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Jet Black on April 07, 2021, 05:24:32 AM
Power wise, how do these compare to the Diable Avionics wanzers?

Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: speeder on April 07, 2021, 06:32:59 AM
The ones you can pilot at least are VERY, VERY strong.


It would be cool if the cataphracts, wanzers and rosenritters were all compatible, and you could have diable avionics carriers shuttling cataphracts around, or rosenritter filled with wanzers and whatnot.

So mod author: would you consider talking to Tahlan and Tartiflette and making this happen?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 07, 2021, 08:36:52 AM
Power wise, how do these compare to the Diable Avionics wanzers?

They should be (I say should, because there is it at least 1 wing im aware of that's a little overtuned) weaker across the board without the restriction of needing a gantry to be readily replaced. Basically easier to kill, but faster to replace.

Like speeder said, the exception is Einhänder which is more or less a super fighter on drugs, and one of the other LPCs..Aleste, I think

The ones you can pilot at least are VERY, VERY strong.


It would be cool if the cataphracts, wanzers and rosenritters were all compatible, and you could have diable avionics carriers shuttling cataphracts around, or rosenritter filled with wanzers and whatnot.

So mod author: would you consider talking to Tahlan and Tartiflette and making this happen?

I don't think there's any special mechanic for Tahlan's RR stuff, is there? As for DA compatibility, it'd probably be a bad idea for the reason I mentioned above. They already have a lower replacement rate so letting them be affected by the gantry would make very spammable
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: speeder on April 07, 2021, 09:22:25 AM
They could at least not disable the gantry.

If I remember correctly the gantry only works if all slots are occupied by wanzers.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Jet Black on April 07, 2021, 06:53:57 PM
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.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: speeder on April 07, 2021, 10:44:53 PM
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 :(
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: DeltaPangaea on April 08, 2021, 03:59:08 AM
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.

Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: cbxzcm on April 08, 2021, 08:29:37 AM
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?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Jet Black on April 08, 2021, 02:11:09 PM
Is that not plenty? lol
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Chronia on April 08, 2021, 05:14:19 PM
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?

Not that I'm aware of!

It would be pretty cool if there was some interpretably between them, I really like Arma's way of adding ground support modifiers, and Tahlan and Diable have similar ideas about needing a ship with support gantries, but they're not compatible with each other. (I get that there's design reasons the authors might not want to do this, but I think it would be neat).
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: dk1332 on April 08, 2021, 07:58:35 PM
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.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: DeltaPangaea on April 08, 2021, 10:09:21 PM
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.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi 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 (https://fractalsoftworks.com/forum/index.php?topic=20415.0) 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.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: dk1332 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.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Flunky 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:


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.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: DeltaPangaea 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'.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: DeltaPangaea 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.

(https://i.imgur.com/TVHHDbf.png)

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

(https://i.imgur.com/6U4tIkE.png)

Also what do you mean about clicking onto modules? Einhander doesn't have any modules, does it?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Flunky on April 11, 2021, 12:39:28 AM
I can say that I had a pirate contact offer me production, and they had blueprints for two different pilotable Einhanders - one with DP and such, and one with 0/0/0 stats and no description. I bought the former and it works fine, and suspect the latter would have gotten me what DeltaPangaea has.

Back to Altagraves... is it intended that the standard variant's KARMA system build-up doesn't decay? Not too hard to nearly fill it up for a permanent +28% or +29% ROF increase, which feels far more useful than the few seconds of fighter buffs the command variant gets. (Though part of that may be related to fighters feeling more flimsy in general this patch.)
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Seita on April 11, 2021, 02:36:11 AM
Just an appreciation post! This is amazing and I think mechs implementations in SS has just been getting better & better! I loved the mission on defense on Meshan. Still couldn’t get a win yet but the amount of work that went into it showed so much you’ve considered to write out the stories. I haven’t finished my play through yet, but I’m kind of half expecting seeing old Meshan as a volcanic world somewhere :3. This is amazing work and I appreciate every effort that went into this.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 11, 2021, 03:47:52 AM
the KARMA system for C isn't a fighter (only) buff - it gives a scaling time dilation bonus to every friendly ship within 1000 su (at max it's like ..15%?), which is why it decays. It technically uses the same code as the normal version, so I updated the description to include details on both.

Re: Garegga, they indeed do spam the system when retreating, since the huge speed bonus is pretty desireable in that scenario. The system is based off of DR's Overdrive in II, which does the same thing.

I raised Alta G's flux cap/diss to match the Medusa, hopefully that will make things easier.

As for EX, hmm..maybe I increase pellet damage by 10%


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


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

okay, that explains it. There's two different versions of the Einhander. There's one that's supposed to be unobtainable except through exploration as an LPC and another that is the "normal", actually pilotable version. It looks like I gave the fighter version a ship blueprint, so it's possible to build it with custom production - which is why you were able to acquire it. The useable version has a module next to it that can be used to change the weapons it's drones use. will fix

Just an appreciation post! This is amazing and I think mechs implementations in SS has just been getting better & better! I loved the mission on defense on Meshan. Still couldn’t get a win yet but the amount of work that went into it showed so much you’ve considered to write out the stories. I haven’t finished my play through yet, but I’m kind of half expecting seeing old Meshan as a volcanic world somewhere :3. This is amazing work and I appreciate every effort that went into this.
Thanks :) it's not actually in game, but i probably will stick it in somewhere and do something special with it once i get a chance

Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Jet Black on April 11, 2021, 08:37:35 AM
How would I go about changing it so in Nex the Alt EX is an option to start with?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Flunky on April 11, 2021, 09:05:08 AM
Thanks for all the responses, and of course many thanks for the amazing mod.

Re: Garegga, they indeed do spam the system when retreating, since the huge speed bonus is pretty desireable in that scenario. The system is based off of DR's Overdrive in II, which does the same thing.

Ah, makes sense. Only concern I have is that I'm usually ordering the Garegga to retreat because it's hit the PPT limit, which SILVERSWORDing might exacerbate. Given that it's a frigate any extra CR loss isn't a big deal, though.

As for EX, hmm..maybe I increase pellet damage by 10%

No idea how much of a pain it'd be, but based on the description perhaps giving it a minor version of the Breach SRM effect? That is, a bit of extra damage to armor but not hull - it's already pretty devastating to unarmored hull.

Of course, the EX is already powerful enough that maybe a buff isn't needed.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 11, 2021, 09:58:47 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.
-get near carrier with no enemy in 2000 su and ship will launch drones to repair or rearm. There's a delay between them if one gets destroyed
carrier will still glow red tho sometimes even when it can't do anything, not sure why this was since I completely replaced this system for something better
-the one that was built was a fighter LPC that I gave a blueprint on accident
Ill fix add garegga and trihander for indevo support

How would I go about changing it so in Nex the Alt EX is an option to start with?

goto \mods\armaa\data\config\exerelinFactionConfig and open armaarmatura.json

look for  "startShipsSuper":[["armaa_altagrave_c_Standard","wayfarer_Standard"],["armaa_altagrave_standard","wayfarer_Standard"],["armaa_altagrave_g_Standard","wayfarer_Standard"],["armaa_garegga_standard","wayfarer_Standard"]],

and paste over it with this:   "startShipsSuper":[["armaa_altagrave_c_Standard","wayfarer_Standard"],["armaa_altagrave_standard","wayfarer_Standard"],["armaa_altagrave_g_Standard","wayfarer_Standard"],["armaa_garegga_standard","wayfarer_Standard"],["armaa_altagrave_ex_Standard","wayfarer_Standard"]],

it'll appear as the fifth option under super ship
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Jet Black on April 11, 2021, 10:40:00 AM
Thanks! XD
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: speeder on April 11, 2021, 10:37:35 PM
So about my Altagrave EX adventures.

1. About it being weak: With nocooldown + infiniteflux active, it still takes a quite long time to kill some larger, lategame or rarer ships (paragon, [redacteds] of various kinds, a bunch of capital ships from mods).

2. With infiniteflux and infinitecr active, enemies still somehow, shoot off parts of it, I dunno how but seemly they can poke through the shield and blast off the rear parts, had to stay on my stoes even with blatant cheating, some fights I had nocooldown, inifniteflux, infinitecr and inifniteammo all active at same time, and still had to actually pilot, because risking getting shot too much by fighters and or explosive weapons could still kill me through the shield somhow.

3. The special system it has is no match for phase ships and some other special systems frigates have, unless you abuse mods to make the ship faster, but then your CR is screwed. So some endgame fights (for example "Ordo" ones) were a pain: big ships just shrugged off my damage, and frigates kept hunting me, and if I tried to kill them they would just lure me away from my own ships and leave them undefended.

Still, had a blast playing with it :)

Must ask though... why you need Nexerelin to get the EX without cheating?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Jet Black on April 12, 2021, 06:18:13 AM
How does one get a hold of the trihander?
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: Flunky on April 12, 2021, 06:35:56 AM
I found it from a (pirate, I think) contact offering custom production.

And as for EX, it is only a 20 DP superdestroyer - having something that can take out a cruiser or even capitals for only 20 DP is pretty good already, hah.
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: dk1332 on April 12, 2021, 05:17:11 PM
How does one get a hold of the trihander?

You can most likely find one from Tritrachyon controlled planets, usually in Military market and Blackmarket. On rarer occasions, you can find one in the open market.
Title: Re: [0.95a] Arma Armatura 1.4.4(4/13/2021)
Post by: shoi on April 13, 2021, 11:27:08 AM
(https://i.imgur.com/DfThmlM.gif)
  • Removed drone system used by Einhänder in lieu of a modified version of Harupea's Combat Docking Module (https://fractalsoftworks.com/forum/index.php?topic=20415.0). Can refit at any time the conditions are met by activating autopilot (CR <= 40% /HP <= 50% /non-ammo regen weapon exhausted. AI controlled will refit at different thresholds based off of personality. Refit time increases as the carriers replacement rate and Einhänder's HP decreases ). Any refitting craft will instantly be destroyed if the carrier it is aboard is destroyed
  • Several buffs were made to make Einhänder more viable for AI use and mid-late gameplay
  • the armaa "faction" now prioritize the mods hulls, making them appear more frequently on New Meshan
  • Added indevo support for Garegga and TriHander
  • Added slightly different after-action raid report based on if player is piloting an Einhänder or not, if any are in the fleet
  • Readded phase based systems to several drones and fighters
Requires the latest MagicLib + LazyLib


(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.4 for 0.95a - Save Compatible (market changes may need a new game, unconfirmed)
 (https://tinyurl.com/2jtxmsk2)

changelog
V1.4.4
----------
- Reduced Trihänder spam in Tri-Tachyon fleets and markets
- Garegga:
   Ship System:
      -Weapon RoF: +30%->+40%
-Trihänder:
   -Pulse Laser Flux/Shot: 100->80

-Fixed up some descs, courtesy of Avanitia

-Added Altagrave(s) and Garegga to known hulls for the independent faction, at reduced frequency

-Garegga now can appear on black market
-Garegga + Trihander indevo support
-removed sound files that were in jar for some reason

-Einhänder:
   - DP: 6->7
   - Added slightly different after-action raid report based on if player is piloting an Einhänder or not
   - Fixed extra 1 DP being deducted on deployment
   -Replaced Repair/Rearm drone system with a modified version of Harupea's Combat Docking Module(https://fractalsoftworks.com/forum/index.php?topic=20415.0)
      -AIhänder will attempt to resupply at various thresholds determined by pilot personality type
      -Activating autopilot on player-controlled einhander will have it return to carrier if:
         - CR <= 40% or
         - HP <= 50%
         - non-ammo regen weapon exhausted
      - Once landed, 'assigned' the carrier as a mothership and will attempt to return to it in the future
      - Refit restores 20% CR and fully replenishes hp, armor, ammo, and PPT
      - Refit time is proportional to the carrier's replacement rate, with reduced rates increasing refit time
      - Destruction of the carrier will also destroy Einhänder
   -AI use should be much more viable now
   -Autopilot is immediately engaged upon opening Command UI
      -Should prevent crashes caused by null AI pointer/AIhänder ceasing to move with
      autopilot enabled
   -Juno Mk. I:
      DMG: FRAG->ENERGY;
      -Range: 500->600
      -Cooldown: 1.6->1
      -Altered enhanced Juno projectile/fx to more closely resemble the other weapons in the Juno fam
      -110 DP/SHOT -> 85 DP/SHOT;
      -FLUX/SHOT-> 55->85
   -Can now use Ship System without disabling Phase Damper Field
   -Phase Damper Field
      -Should now benefit from Phase Mastery
      -Time Dilation: 55%->85%
      -DMG Resistance: 35%->15%
      -Damage Dealt: +0% ->-15% when active
   -Energy Surge
      - Max Damage Bonus: 100%->70%
      - Can now use with defensive systems
   -AIhänder without any explicit orders assigned will retreat to nearest carrier with highest CR for repairs if HP or CR drops below a certain threshold
      -70% for cautious+timid
      -50% for steady
      -30% for aggressive
      -10% for reckless

-Bihänder:
- Juno Mk. II Damage/Sec: 1500->1050

-Set Altagrave/garegga to priorityhulls at the special market on New Meshan, which should generally increase their frequency there
-Fix Altagrave Karma desc to include details on both variants
-Fix Altagrave[G] desc
-Fix Altagrave[C] desc
-Increase Flux cap/diss for Altagrave[G]
-Caps:5850->6000
-Dis:360->400
[close]
Title: Re: [0.95a] Arma Armatura 1.4.3c
Post by: shoi on April 13, 2021, 11:41:28 AM
So about my Altagrave EX adventures.

1. About it being weak: With nocooldown + infiniteflux active, it still takes a quite long time to kill some larger, lategame or rarer ships (paragon, [redacteds] of various kinds, a bunch of capital ships from mods).

2. With infiniteflux and infinitecr active, enemies still somehow, shoot off parts of it, I dunno how but seemly they can poke through the shield and blast off the rear parts, had to stay on my stoes even with blatant cheating, some fights I had nocooldown, inifniteflux, infinitecr and inifniteammo all active at same time, and still had to actually pilot, because risking getting shot too much by fighters and or explosive weapons could still kill me through the shield somhow.

3. The special system it has is no match for phase ships and some other special systems frigates have, unless you abuse mods to make the ship faster, but then your CR is screwed. So some endgame fights (for example "Ordo" ones) were a pain: big ships just shrugged off my damage, and frigates kept hunting me, and if I tried to kill them they would just lure me away from my own ships and leave them undefended.

Still, had a blast playing with it :)

Must ask though... why you need Nexerelin to get the EX without cheating?

Nex is the fallback option. It was made for vayra's bounty stuff which is why it doesn't appear anywhere normally
Title: Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
Post by: Flunky on April 13, 2021, 01:52:09 PM
What determines which carrier the Einhander picks for refit? First time I tried it in battle it trucked past a number of other carriers to stop at one battlecarrier knee-deep in fighting.

Regardless, Einhander is good fun.
Title: Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
Post by: Jet Black on April 13, 2021, 03:43:27 PM
YES!!! Thanks for the update, your work is pure GOLD!

Edit: The einhand piloted by a officer just flew to the far left of the map and is just kind of.. wiggling lol
It is not obeying orders or anything XD It is saying overloaded over and over.

This is after I updated your mod with my old save. Maybe the old model is just kind of borked? I will buy a new one and check it out.
Title: Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
Post by: shoi on April 13, 2021, 05:27:06 PM
What determines which carrier the Einhander picks for refit? First time I tried it in battle it trucked past a number of other carriers to stop at one battlecarrier knee-deep in fighting.

Regardless, Einhander is good fun.

It works in a kind of roundabout way by looking for other fighters and then using that fighters assigned landing bay to decide where to land. So normally, it will look at every fighter within a certain radius and grab the carrier of the first valid fighter it sees and continue using that one until it can't for some reason (carrier gets destroyed, retreats, runs out of CR, etc) and then picks a new one. Because of this, it probably can select carriers that are really far away when there are better choices. I'll mess around with changing this so it iterates through every fighter and selects the nearest carrier out of them all
.

YES!!! Thanks for the update, your work is pure GOLD!

Edit: The einhand piloted by a officer just flew to the far left of the map and is just kind of.. wiggling lol
It is not obeying orders or anything XD It is saying overloaded over and over.
It should be save compatible. Infinite overload is unfortunately a vanilla bug affecting all fighters atm, but if the ships is just floating off in a single direction, that's more than likely a problem with the AI. Do you happen to remember what condition the Einhander was in? Was it a low HP/CR / Did you take control of it at any point? If I had to guess, it got stuck in some kind of evaluation loop, but I thought I accounted for that... :(
Title: Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
Post by: Jet Black on April 14, 2021, 05:50:16 AM
I played for another hour or two after that and it didnt happen again.
Title: Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
Post by: TrickyTidy on April 14, 2021, 09:54:41 PM
Hmm, I'm running into that issue with the faux bit module not appearing again in my Einhander skin despite it being assigned in the variant too.
Not sure when that happened as I missed a few updates. Thoughts?

Really liking the new docking functionality btw! It's a great addition.
Title: Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
Post by: dk1332 on April 15, 2021, 12:15:29 AM
The secret store is still selling random ships, but I did find some pristine Gareggas from time to time. Haven't found some in blackmarkets though.
Title: Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
Post by: shoi on April 15, 2021, 09:16:40 AM
Requires the latest MagicLib + LazyLib


(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.5 for 0.95a - Save Compatible
 (https://tinyurl.com/28pt7yyd)

V1.4.5
----------
- fixed crash caused by case sensitivity for linux (probably?)

-Einhänder:
   - Flux Caps: 1100->1000
   - Flux Diss: 175->200
   - Juno Mk. I
      -Burst Size: 8->10
   - AS Glaive:
      - DMG: 450->500
   - Will now opt for the nearest viable carrier to land on instead of traveling to one across the map
   - Can now land on station hangar modules
   - If friendly carrier with launch bays is targetted before activating autopilot, will attempt to use it to refit
   - Minimum refit rate can no longer reach lower threshold than 30%
   - Added random chatter text based on condition when landing(only if flagship)

The secret store is still selling random ships, but I did find some pristine Gareggas from time to time. Haven't found some in blackmarkets though.
yeah, they still know midline + high tech BPs, the chance for arma stuff showing up was just increased

I played for another hour or two after that and it didnt happen again.
Cool, good to hear!

Hmm, I'm running into that issue with the faux bit module not appearing again in my Einhander skin despite it being assigned in the variant too.
Not sure when that happened as I missed a few updates. Thoughts?


Really liking the new docking functionality btw! It's a great addition.
Thanks! I can't think of anything that's changed that would affect it, though. As long as the module is in the .variant, it should be fine.
I did have an issue before with the Altagrave's where the alternate versions would appear in markets without modules when they initially skin files, though. Is there any difference when you spawn in the variant hull vs the full variant id? (I.e. trickyTidy_einhander vs trickyTidy_einhander_Standard)

Title: Re: [0.95a] Arma Armatura 1.4.5 (4/15/2021)
Post by: Roka on April 15, 2021, 04:00:22 PM
I have this strange issue where sometimes when my Einhander docks, it randomly explodes, is there somthing im doing wrong when i do this?

Also sometimes itll get stuck in an infinite loop and rearming and wont launch again.
Title: Re: [0.95a] Arma Armatura 1.4.5 (4/15/2021)
Post by: shoi on April 15, 2021, 04:06:37 PM
I have this strange issue where sometimes when my Einhander docks, it randomly explodes, is there somthing im doing wrong when i do this?

Also sometimes itll get stuck in an infinite loop and rearming and wont launch again.

Not sure about the exploding, that should only happen if the carrier gets blown up
What version are you on? I remember fixing the second issue (or rather it seemed to be fixed) a while ago
Title: Re: [0.95a] Arma Armatura 1.4.5 (4/15/2021)
Post by: Roka on April 15, 2021, 04:14:23 PM
Current version i believe, SS-armaa-1.4.4RC2

EDIT: Looks like you updated it recently, ill try that out and see if the exploding happens still.
Title: Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
Post by: TrickyTidy on April 15, 2021, 04:29:25 PM
Thanks! I can't think of anything that's changed that would affect it, though. As long as the module is in the .variant, it should be fine.
I did have an issue before with the Altagrave's where the alternate versions would appear in markets without modules when they initially skin files, though. Is there any difference when you spawn in the variant hull vs the full variant id? (I.e. trickyTidy_einhander vs trickyTidy_einhander_Standard)

Thanks! It was exactly that, I was just using allhulls with the console commands and grabbing the hull from storage. Spawning the specific variant worked.
Title: Re: [0.95a] Arma Armatura 1.4.5 (4/15/2021)
Post by: cbxzcm on April 15, 2021, 07:09:40 PM
I tried version 1.4.5 and I noticed something weird but pretty cool.

I noticed my AI controlled Einhander dock with an enemy carrier. I'm guessing this was a bug, but it would be pretty cool if the Einhander decided to infiltrate the enemy carrier and attack the crew from the inside!
Title: Re: [0.95a] Arma Armatura 1.4.5 (4/15/2021)
Post by: dk1332 on April 15, 2021, 10:44:49 PM
Loving the new system with the Einhander but I got a serious error as shown in the attached file.
How it happened is that I was fighting a larger Pirate fleet and accidentally caused my Einhander to get overload. Needless to say it got stuck with the overload bug. Needing to retreat I opened the map but for some reason the unit automatically got set to Autopilot and went dead silent while drifting for a few seconds. Then the game crashed.


I tried version 1.4.5 and I noticed something weird but pretty cool.

I noticed my AI controlled Einhander dock with an enemy carrier. I'm guessing this was a bug, but it would be pretty cool if the Einhander decided to infiltrate the enemy carrier and attack the crew from the inside!

Happened to me too. I was able to trick an enemy Venture and disabled it's PD then docked in it and got a fresh supply of ammo. Went to destroy it afterwards. Would love to see that implemented where you dock inside an enemy carrier and cause damage like blocking it's ability to relaunch fighters or sabotage it's hangars.
Title: Re: [0.95a] Arma Armatura 1.4.5 (4/15/2021)
Post by: Scoper on April 15, 2021, 10:57:49 PM
Hi! First of all I love the mod. I'm always in favor of anything that adds more pilotable mecha to Starsector. I've been using this mod, Diable, and Combat Docking to have an awesome mecha/fighter pilot campaign playthrough and the Einhander has been hilarious fun. I'm still early-game so I'm flying off a Condor that has a couple of other Cataphract squadrons to back me up along with a Mule with fighter clamps and a squadron of Valkens.

I think I may have run into a bug with the Einhander in 1.4.5 Once it goes into flux overload the 7 second timer never starts counting down, and so the overload continues until I dock with a carrier and get rearmed and repaired. Is this intentional behavior? I can still fly okay, the weapons and systems just don't work. I've also noticed that sometimes the Einhander just doesn't want to dock while in that state, and will just stay escorting the carrier even with degraded CR. My Einhander also exploded inside a living carrier that was under fire at the time. The carrier died maybe 20 seconds after I did, so I'm not sure if it was combat damage or if it was the same problem Roka ran into. I've also had the game CTD a couple of times when trying to return to the carrier, but that happened after hitting U for autopilot, then going into the map screen and right-clicking on the carrier. When I do that the game crashes and I get this error:

Code
246437 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.cancelDirectOrdersForMember(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
at com.fs.starfarer.combat.OoOO.A.rightClickReleased(Unknown Source)
at com.fs.starfarer.combat.OoOO.floatsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

If you're taking suggestions for future units, a pilotable mass-produced cataphract along the lines of a Jegan would be awesome. To counter its weaker individual performance relative to the Einhander, perhaps it could have a couple of small hybrid "shoulder hardpoints" similar to the mounts on the Einhander's drones. That'd give the pilot some useful configurability and the ability to set it up like a "Jegan Cannon" or a variant with a couple of torps for extra punch while still leaving that Grunt Suit feel.

As far as extra Mobile Armor goes, I'd love to see something set up a bit like the Deep Striker from Gundam Sentinel or the GP-03 from 0083. It's fast and has impressive firepower, but its playstyle could be more based around maintaining momentum and making cavalry-style "slashing" attacks against a formation rather than getting stuck in.
Title: Re: [0.95a] Arma Armatura 1.4.5 (4/15/2021)
Post by: shoi on April 16, 2021, 04:30:36 AM
Requires the latest MagicLib + LazyLib


(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.5d for 0.95a - Save Compatible
 (https://tinyurl.com/pcfvpzvc)
V1.4.5d
----------
-Crushed the elusive FighterAI bug/crash, hopefully once and for all
-fixed bad logic that allowed Einhänder to land on enemy carriers
-add temporary workaround to vanilla's infinite overload bug affecting fighters
-add untested fix to prevent spontaneous death while on carrier


Thanks for the feedback, everyone.
This should fix the overload bug (well really it just prevents you from ever overloading for longer than a split second, will remove when alex pushes the next fix) and the FighterAI crashes.

I'm not 100% sure what the cause of the deaths on carriers is from. It's either that einhander is still vulnerable while docked and was taking hits, or the carrier somehow dereferenced...? either way, I made some changes to try and prevent this, but i couldn't reproduce the bug. Hopefully this is a valid fix.
Loving the new system with the Einhander but I got a serious error as shown in the attached file.
How it happened is that I was fighting a larger Pirate fleet and accidentally caused my Einhander to get overload. Needless to say it got stuck with the overload bug. Needing to retreat I opened the map but for some reason the unit automatically got set to Autopilot and went dead silent while drifting for a few seconds. Then the game crashed.


I tried version 1.4.5 and I noticed something weird but pretty cool.

I noticed my AI controlled Einhander dock with an enemy carrier. I'm guessing this was a bug, but it would be pretty cool if the Einhander decided to infiltrate the enemy carrier and attack the crew from the inside!

Happened to me too. I was able to trick an enemy Venture and disabled it's PD then docked in it and got a fresh supply of ammo. Went to destroy it afterwards. Would love to see that implemented where you dock inside an enemy carrier and cause damage like blocking it's ability to relaunch fighters or sabotage it's hangars.

This was a mistake on my part on not checking if the carrier targetted is even on the player's side, so unfortunately it's a bug..but might be something worth exploring for a different mech down the line

Hi! First of all I love the mod. I'm always in favor of anything that adds more pilotable mecha to Starsector. I've been using this mod, Diable, and Combat Docking to have an awesome mecha/fighter pilot campaign playthrough and the Einhander has been hilarious fun. I'm still early-game so I'm flying off a Condor that has a couple of other Cataphract squadrons to back me up along with a Mule with fighter clamps and a squadron of Valkens.

I think I may have run into a bug with the Einhander in 1.4.5 Once it goes into flux overload the 7 second timer never starts counting down, and so the overload continues until I dock with a carrier and get rearmed and repaired. Is this intentional behavior? I can still fly okay, the weapons and systems just don't work. I've also noticed that sometimes the Einhander just doesn't want to dock while in that state, and will just stay escorting the carrier even with degraded CR. My Einhander also exploded inside a living carrier that was under fire at the time. The carrier died maybe 20 seconds after I did, so I'm not sure if it was combat damage or if it was the same problem Roka ran into. I've also had the game CTD a couple of times when trying to return to the carrier, but that happened after hitting U for autopilot, then going into the map screen and right-clicking on the carrier. When I do that the game crashes and I get this error:
If you're taking suggestions for future units, a pilotable mass-produced cataphract along the lines of a Jegan would be awesome. To counter its weaker individual performance relative to the Einhander, perhaps it could have a couple of small hybrid "shoulder hardpoints" similar to the mounts on the Einhander's drones. That'd give the pilot some useful configurability and the ability to set it up like a "Jegan Cannon" or a variant with a couple of torps for extra punch while still leaving that Grunt Suit feel.

As far as extra Mobile Armor goes, I'd love to see something set up a bit like the Deep Striker from Gundam Sentinel or the GP-03 from 0083. It's fast and has impressive firepower, but its playstyle could be more based around maintaining momentum and making cavalry-style "slashing" attacks against a formation rather than getting stuck in.

FYI, I dont think that anything will happen if you give einhander an escort order on a carrier. At one point I think this wasn't the case, but im pretty sure that logic no longer exists. Now it's either

a.) activate autopilot and go to the nearest carrier
b.) target a carrier and then activate autopilot, go to targeted carrier

About the additional ideas, they're all pretty neat, i'll keep them in mind. Once this is a bit more stable and im sure things are working pretty well, I'll probably make another cat in the same vein as einhander but with more modularity, and then maybe an HVB version to appease the folks who insist that the base einhander is too weak. The biggest obstacle is trying to balance the ability to manuever over things with customized loadouts, since being able to fly on top of  stuff and dump say, a reaper would probably be pretty broken. Just making it harder to approach probably will fix this though (I.E. no phase-like ability/time dilation) but i'll be experimenting with stuff to see what works.

Thanks for the feedback!
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: TrickyTidy on April 16, 2021, 06:28:43 AM
I'm not sure what ideas you have for making a more modular Cataphract, but I also wanted to give a little more flexibility to my custom Einhander. Started with removing the Glaive and giving it modular shoulder mounts but different weapon sprites can clash pretty badly with the Einhander itself.

Now I've been tinkering around with using Tart's fire selector hullmod on the Versant to make my custom Einhander have different rifle selection options. It's worked pretty well so far because you can use weapon sprites that fit the mech properly. Now that you made a pile bunker and laser blade on the left arm, I've been seeing if I could do the same thing for the left arm weapons and shoulder mounted weapons.
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: Jet Black on April 16, 2021, 07:30:37 AM
I finally got a hold of a trihander and set it up. I must be missing something but it just feels overall much weaker than the bihander? What am I missing? Or was it designed to be worse?
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: shoi on April 16, 2021, 09:46:05 AM
I finally got a hold of a trihander and set it up. I must be missing something but it just feels overall much weaker than the bihander? What am I missing? Or was it designed to be worse?

Not sure what you mean, Trihander is a frigate and Bihander is an unplayable bomber with a railgun
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: speeder on April 16, 2021, 09:52:20 AM
Anyone know if it is possible to make a navy of cataphracts?
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: Jet Black on April 16, 2021, 10:31:02 AM
oh, I think im comparing trihander to gregga. nvm
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: shoi on April 16, 2021, 12:00:10 PM
Anyone know if it is possible to make a navy of cataphracts?

I mean you can just fill carriers full of the LPCs, unless you mean loading a fleet full of Einhanders. The latter isn't really viable since they have no cargo storage or fuel capacity

oh, I think im comparing trihander to gregga. nvm

ah, its base stats are higher than the garegga but the garegga is definitely more player-baity
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: Jet Black on April 16, 2021, 12:13:29 PM
How would you go about building a trihander?
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: Roka on April 16, 2021, 12:15:04 PM
Whatever you did, it seems to have fixed my instant death bug.

The Einhander is fun as hell to use, perfect for an overly aggressive person like me who tends to get themselves blown up by other ships exploding because im always too close and forget to use my shields.

Would love to try a Kouto or Valken at some point if that ever becomes possible, maybe as early game pilotable mechs.

Either way, i love this mod!
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: shoi on April 17, 2021, 06:23:34 AM
How would you go about building a trihander?

Like normally you can do so by stealing the blueprint or finding it. I need to add them to the historian so that is also an option.

Whatever you did, it seems to have fixed my instant death bug.

The Einhander is fun as hell to use, perfect for an overly aggressive person like me who tends to get themselves blown up by other ships exploding because im always too close and forget to use my shields.

Would love to try a Kouto or Valken at some point if that ever becomes possible, maybe as early game pilotable mechs.

Either way, i love this mod!

Either of those two seem like extreme hard mode picks, but I can look into it  ;D
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: Alildrink on April 17, 2021, 09:56:28 AM
1. I made a custom garegga with different stats for my “gundam themed” playthrough. How do I go about editing the TriTech garegga? I cant seem to find it in the ship_data file. Basically I want to make a new ship with the TriTech skin and arms and buff it’s stats.

2. Is there a blueprint for the TriTech Garegga?

Been using your mod for about a month now and absolutely love it.
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: Alildrink on April 17, 2021, 11:56:40 AM
I figured it out
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: dk1332 on April 19, 2021, 09:25:36 PM
Picking the ArmaA start sets your relation to everyone to 0, this includes Pirates, Pathers, and even [REDACTED].
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: jean287 on April 19, 2021, 11:34:51 PM
hello man i love the mod with my hearth it amazing what you have made but when i try to pilot the blue mecha the game crash what can i do ?
i add my log


<edit: removed quote that was having an odd effect on subsequent posts on the page -Alex>
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: captinjoehenry on April 20, 2021, 12:28:37 AM
Just want to say I'm totally loving this mod!  The mechs are awesome and a ton of fun to use :D
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: Jet Black on April 20, 2021, 05:59:21 AM
Picking the ArmaA start sets your relation to everyone to 0, this includes Pirates, Pathers, and even [REDACTED].

Ah, so that's why that happened. Was wondering why the redacted weren't attacking me.
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: shoi on April 20, 2021, 06:57:41 AM
Something must have changed with nex, im guessing. i'll fix this once I figure out the root of the cause

In the meantime, i'm working on adding something more customizeable based off of some stuff Tricky mentioned.
(https://i.imgur.com/BZSowvk.png)

Here's an aleste with some extra weapons and a laser blade.  I don't think it's possible to allow full customization for the arm weapons without breaking animations, but I was thinking of maybe a toggle that cycles between a few options..? (I.E. swap between laser blade, the notpilebunker, ...some other weapon i'll probably have to make..machinegun, etc)

Since w/ combat docking you can effectively regenerate lost HP/Armor so long as you are able to make it back to a carrier in one piece I'm thinking it won't have any defensive systems(or perhaps just a very inefficient shield). This should also deal with my concern of being able to dash on top of a ship and unload a reaper or double AMB on top of itm since getting close to big ships is a pretty tall order without them...I think. Anyway, I still have to make something so the arm swapping actually works, so this is more like an early proof of concept.
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: shoi on April 20, 2021, 05:36:08 PM
hello man i love the mod with my hearth it amazing what you have made but when i try to pilot the blue mecha the game crash what can i do ?
i add my log

Can you try posting it again? I didn't even notice your message in that giant quote, and I don't see the log anywhere.
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: hydremajor on April 22, 2021, 11:10:35 AM
So I had an idea

What if there was variants of the mechs based on vanilla factions ?

Like a Altagrave thats tri-tachyon themed that replaces the gun on the arm with a litteral jousting lance shaped tachyon lance ?
and a physical shield-shaped weapon in the other ?

A Hegemony themed Garegga with thumper-like minigun arms ?

and a Pirate themed Einhander with a shotgun and skull head motif ?

thoses are the only ones I can think of right now but I feel there could be potential there to expand the lineup...
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: Ouchanrrul on April 24, 2021, 12:10:29 PM
Hey! I love your mod, and I was wondering if you'll add a cruiser sized mech, or if you'll focus mostly on destroyer and frigate sized ships. Also, thanks for this mod, I love the Altagrave.
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: TrickyTidy on April 24, 2021, 01:54:25 PM
In the meantime, i'm working on adding something more customizeable based off of some stuff Tricky mentioned.
Nice! Yeah I've been struggling to get the weapon selector hullmods to change properly. I got it to work in .91 but in .95 it doesn't switch to the next hullmod in sequence when I remove it. If I strip the hull though it randomly assigns a weapon hullmod so I've just been doing that until it switches to the weapon I want lol


Here's an aleste with some extra weapons and a laser blade.  I don't think it's possible to allow full customization for the arm weapons without breaking animations, but I was thinking of maybe a toggle that cycles between a few options..? (I.E. swap between laser blade, the notpilebunker, ...some other weapon i'll probably have to make..machinegun, etc)
If you're thinking about more left arm weapon ideas, I made a flamethrower that used your old leftarm mkII sprite from previous versions and basically mashed in the plasma thrower stats from the Ship & Weapon Pack and the effect of the Cryoflamer. It looks great but ended up being super janky because the weapon rapid fires multiple projectiles so the animation of the left arm extension rapid triggers too lol.

Another idea I had was a defensive shield that absorbs impacts until it breaks, like the armor platings from SCY. Never got around to exploring it though and honestly have no idea where to start.


Anyways, just want to say great work again and thanks for putting the time into making this mod! It really inspired me to dive into SS modding myself even though I mostly just follow other people's patterns and bash stuff together. Maybe I'll get good enough to actually make my own stuff, but for now my enjoyment of the game has really skyrocketed following your example.
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: th3boodlebot on April 26, 2021, 09:55:53 AM
not saying i dont think youre doing a great job with this (this is my favorite content mod) but it would be great to have more pilotable fighters, maybe a superheavy low tech pirate inspired and a midline one of some sort and perhaps an ultra high tech bleeding edge with a medium universal point and two pairs of funnels instead of one (with each pair being separately upgradable).
if i was a wizard with code and sprite making i would just do it and give it to you to do as you please but sadly i specialize in music.
at this point all i have managed is copying a ship i like, changing the hull id and fiddling with stats and built in mods in order to "make upgrades" through the campaign (oddly enough this newest release makes it so i dont have to do that as much lol)
anyways just had what i thought was a neat idea anyone who has permission from op to do anything is more than welcome to run with my ideas
the more stuff like this to add the better imo
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: shoi on April 28, 2021, 10:02:08 PM
yep, making another right now. I want to try avoid bloat so I probably won't make every single possible mech combination possible. The new Aleste should cover most bases, and then i'll look at what to go for after that. Speaking of the new Aleste, here's a teaser:
(https://i.imgur.com/nC1RzGd.gif)

Right now it has six weapons that can be toggled between, three for the left arm and three for the right. Right arm weapons are basically the main weapons, while the left arm weapons are usually ammo-limited with some type of ancillary effect (the grenade launcher weapon above for example, is great for anti-fighter stuff, but it also does well against stuff large enough where the inaccuracy doesn't matter)

@Tricky: Great minds think alike, I guess, haha.
(https://i.imgur.com/H4yJdfG.gif)

I don't know if there is a good way to do a physical shield, mostly because for it to work, I would probably have to make it a module, and if it's a module, once it's destroyed/detached I don't believe there's any way to ...reattach it

Hey! I love your mod, and I was wondering if you'll add a cruiser sized mech, or if you'll focus mostly on destroyer and frigate sized ships. Also, thanks for this mod, I love the Altagrave.

I'll probably stick to smaller stuff for the time being. If you are looking for bigger mechs, I'd keep an eye out, since I know there are people in the community cooking up some stuff that look pretty interesting. though no idea when that'll drop :-X

Thanks for all the great feedbacks and suggestions folks!

So I had an idea

What if there was variants of the mechs based on vanilla factions ?

Like a Altagrave thats tri-tachyon themed that replaces the gun on the arm with a litteral jousting lance shaped tachyon lance ?
and a physical shield-shaped weapon in the other ?

A Hegemony themed Garegga with thumper-like minigun arms ?

and a Pirate themed Einhander with a shotgun and skull head motif ?

thoses are the only ones I can think of right now but I feel there could be potential there to expand the lineup...

Einhander's head is like 6 pixels wide lol, so sadly I doubt i'd be able to make that work. But a pirate-esque one could work. I'll keep these ideas in mind
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: Jet Black on April 29, 2021, 06:36:06 AM
For making a shield, if you made it a module and are worried about it breaking.. why not make it invincible? Or have massive armor/hull?

The maker of Kingdom of Tera would also probably be a good one to ask for help as well.

Your new work is amazing, cant wait to try it out. Will we ever see a melee mech? Or a standalone faction?
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: hydremajor on April 29, 2021, 08:40:14 AM
I know its a pretty stupid thing to ask, half expect you already got that question...

BUT

Would there be a chance you ever make a full on faction mod where the player starts off with very rudimentary mechs (like ships with makeshift arms) and have him work his way up a sort of tech tree to some Gundam levels of [email protected]@t ?

Like you start off with the equivalant of a "Ball" in gundam to eventually work your way up to some Zone of the Enders level tech ?

Also not just mechs but also ships built to support said mechs in combat, like a carrier that gives strike crafts a speed boost for X amount of time after being launched or even a massive shield that allows strike crafts to fight from within ?
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: dk1332 on April 30, 2021, 08:49:30 PM
I know its a pretty stupid thing to ask, half expect you already got that question...

BUT

Would there be a chance you ever make a full on faction mod where the player starts off with very rudimentary mechs (like ships with makeshift arms) and have him work his way up a sort of tech tree to some Gundam levels of [email protected]@t ?

Like you start off with the equivalant of a "Ball" in gundam to eventually work your way up to some Zone of the Enders level tech ?

Also not just mechs but also ships built to support said mechs in combat, like a carrier that gives strike crafts a speed boost for X amount of time after being launched or even a massive shield that allows strike crafts to fight from within ?

I don't think he has plans on making a full on faction atm.


I'm excited on the new pilotable mech. Don't get me wrong, the Einhander is sick and I loved piloting it even in mid-late parts of the game (soup up Einhander with an edited settings file to allow me to stuff it with 9 built-in hullmods + plus a powerful Remnant Burst PD on it's "bits" from another mod pretty much causes havoc on larger capitals by killing of their engines) but it does feel a bit too strong as a starter unit. Was planning on suggesting on a custom Valken (or X) as a starter unit since it feels more logical that a nameless captain gets a modified/customized Mass production unit rather than a rare and precious experimental unit.

On a side note, I saw a unit called Spriggan in the files, I don't remember seeing it being used in the game. Is it something like a left-over from previous version or something new for a future update?
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: TrickyTidy on May 01, 2021, 02:06:10 PM
yep, making another right now. I want to try avoid bloat so I probably won't make every single possible mech combination possible. The new Aleste should cover most bases, and then i'll look at what to go for after that. Speaking of the new Aleste, here's a teaser:

Right now it has six weapons that can be toggled between, three for the left arm and three for the right. Right arm weapons are basically the main weapons, while the left arm weapons are usually ammo-limited with some type of ancillary effect (the grenade launcher weapon above for example, is great for anti-fighter stuff, but it also does well against stuff large enough where the inaccuracy doesn't matter)

@Tricky: Great minds think alike, I guess, haha.

I don't know if there is a good way to do a physical shield, mostly because for it to work, I would probably have to make it a module, and if it's a module, once it's destroyed/detached I don't believe there's any way to ...reattach it

The new Aleste looks great! So hyped to try it out. Also equally excited to see how you got the weapon switching to work, because I haven't figured it out yet.

And that flamethrower is a beauty lol

As for the shield, you're right that the shield would likely be a module and should be restored in combat when the mech lands for rearm/refit. I don't think there're any mods that handle restoring a destroyed module. The only examples of destructible armour that I can think of are those SCY ships and the Draft from Diable. I might do some poking around there later.
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: Noir on May 02, 2021, 06:30:07 AM
First of all, thank you for bringing various mechs to starsector! Wouldn't be able to play without this one next lmao I mean, gundams! I really love seeing mechs bring down a very large starship all on its own and firing various armaments while at it.. it just really looks cool!

Though in regards to 'gundam' and seeing you're still (thankfully) active at creating new mechs, could you please add a variation of it? Just the thought of one gundam being able to fire laser beams, rockets, and what not is just really COOL! And I think it would nice to have a 'siege' type of mech which is kind of slow but has many weapon slots and able to deal a LOT of damage from a far. Just a suggestion! 

Oh, just realized @hydremajor already said what I wanted LMAO! But oh well still posting this x)
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: SenSayed on May 02, 2021, 07:41:25 AM
Hello! Going to straight forward to ask you for fix. So when altagrave(c) (command) activates "field" and meanwhile altagrave(ex) (remnant type hull) is being inside that field then his shotgun become harmless even after leaving karma field! Shotgun fires literally one bullet. Disclaimer: sometimes it fixes right away or dont even self-fix.(the way you do this, i think, is going inside that field again)
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: VonCrunchhausen on May 02, 2021, 03:49:43 PM
I can also confirm that the altagrave(c) temporal field also breaks the shotgun. Re-entering and exiting the field doesn't seem to fix it for me. Anyone know of a temporary fix?
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: shoi on May 04, 2021, 01:01:53 PM
For making a shield, if you made it a module and are worried about it breaking.. why not make it invincible? Or have massive armor/hull?

The maker of Kingdom of Tera would also probably be a good one to ask for help as well.

Your new work is amazing, cant wait to try it out. Will we ever see a melee mech? Or a standalone faction?

It wouldn't make a lot of sense for it to have invincibility or large amounts of HP. I.E, getting shot by a reaper (bear with me, I know this would be almost impossible given the mechs size) should not be something it should withstand


I know its a pretty stupid thing to ask, half expect you already got that question...

BUT

Would there be a chance you ever make a full on faction mod where the player starts off with very rudimentary mechs (like ships with makeshift arms) and have him work his way up a sort of tech tree to some Gundam levels of [email protected]@t ?

Like you start off with the equivalant of a "Ball" in gundam to eventually work your way up to some Zone of the Enders level tech ?

Also not just mechs but also ships built to support said mechs in combat, like a carrier that gives strike crafts a speed boost for X amount of time after being launched or even a massive shield that allows strike crafts to fight from within ?
I probably won't make a faction. Just from personal taste, I don't really like faction bloat. Anyway, really low level mechs just aren't viable - trying to play with a regular valken for example would be next to impossible. That said, maybe there could be some sort of individual upgrade system for mechs. idk about that.

I have a converted carrier idea in my head.. I was thinking of giving it some kind of AOE bonus at the expense of having no weapons itself and bad armor or something, but I haven't done any work on it.

I don't think he has plans on making a full on faction atm.


I'm excited on the new pilotable mech. Don't get me wrong, the Einhander is sick and I loved piloting it even in mid-late parts of the game (soup up Einhander with an edited settings file to allow me to stuff it with 9 built-in hullmods + plus a powerful Remnant Burst PD on it's "bits" from another mod pretty much causes havoc on larger capitals by killing of their engines) but it does feel a bit too strong as a starter unit. Was planning on suggesting on a custom Valken (or X) as a starter unit since it feels more logical that a nameless captain gets a modified/customized Mass production unit rather than a rare and precious experimental unit.

On a side note, I saw a unit called Spriggan in the files, I don't remember seeing it being used in the game. Is it something like a left-over from previous version or something new for a future update?

Yeah, einhander is a bit too flashy for my tastes. There's basically two different crowds, people who want every single mech to be a gundam blowing up entire fleets near- singlehandedly and people who just like mechs..and i fall in the latter. So the Aleste is a bit more enjoyable for me while still keeping things challenging.

As for "Spriggan", that's basically the proto einhander. Some of the files still retained the name as to not break saves. I used some of the sprites for the aleste, but at some point i'll probably correct the naming so I can use that name for something in the future.

I can also confirm that the altagrave(c) temporal field also breaks the shotgun. Re-entering and exiting the field doesn't seem to fix it for me. Anyone know of a temporary fix?

No temporary fix, but i'll just drop what I have done including a fix tonight
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: th3boodlebot on May 05, 2021, 06:17:35 AM
so stoked for the new pilotable mech!  I love how you make them fairly strong on their own and how theyre set up so that if youre good theyre super powerhouses IF you have the skill to fly!
the thing about gundam is YES they are "overpowered" IF you can fly it at all!! (i know some of the series get to be a bit much)
while these may not seem to be overpowered in the right hands they Certainly are but in the wrong hands you may as well put a buzzard in a talon.
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: TrickyTidy on May 05, 2021, 07:41:16 AM
Anyway, really low level mechs just aren't viable - trying to play with a regular valken for example would be next to impossible. That said, maybe there could be some sort of individual upgrade system for mechs. idk about that.
Yeah that's something I've been toying with. I converted unpilotable mechs into pilotable versions but as you said some are really weak. What I've been exploring is just using a custom hullmod on them.

Basically just created a 'Commander-type' hullmod that just buffs some base stats and damage by a percentage. To add a bit of a progression I added in some of Nia's code for the Regalia in Tahlan Shipworks. The mechs there get more powerful when there's an officer piloting that's high enough level. So with that I made larger percentage increases at levels 5, 10, and 15. Obviously there's a big difference in base performance between a Valken MP and a Bihander or Aleste for example so it probably shouldn't be the same buff percentage for both. Fluff wise I compare it to a capable officer piloting a custom MP mech like Char Aznable and his custom Zaku II.
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: shoi on May 05, 2021, 08:48:31 AM
Requires the latest MagicLib + LazyLib


(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.7 for 0.95a - Save Compatible
 (https://tinyurl.com/762m248)
V1.4.7
----------
Quote
V1.4.7
---------

-Removed LPCs from vanilla factions since there's no easy way to control their usage in fleets
-Scavengers still have access

- Fixed missing description for Gallant LPC

- Cataphract(Hullmod)
   -Reduced Ground Support Bonus: 30->25
   -Ships with hullmod can no longer install Advanced Optics

- Aleste
   - Equipped missiles with per shot damage > 200 will now increase refit time
(Multiplied by number of barrels for LINKED, by 2 for DUAL_LINKED, and by the number of missiles for MIRVs), up to 30%
   - AIleste equipped with LS-99 will actively attempt to use the melee weapon with ...varying degrees of success (Thanks Sinosauropteryx!)
   - Reduced flux cost of Dispersal Grenade



Title: Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
Post by: Patrick Swayze on May 05, 2021, 09:06:43 AM
Link on the front page is okay but the one above is busted and linking to 1.4.5 instead of 1.4.6
Title: Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
Post by: th3boodlebot on May 05, 2021, 10:34:57 AM
Just made a custom nex start via the command console.  3 officers, einhander, 2 aleste frigates, and a kassadari supership: the metafalica!
And by this I mean I chose the nex kassadari start and added the fighter/frigates
Hey that's a new class of ship!  The Corvette/Fighter-Frigate
Going to be a very fun run through.  Looks like my current build will be the go to for quite some time.  I think I've got close to 30 mods total lol

Side note:  if you get time a tutorial on how to make your own fighter frigates would be neat!
Or if anyone would do something like that
I'm sure a lot of spriters who arent code wizards would appreciate it.


edit- having serious einhander issues.  after a short time it goes overloaded stating tenseconds however does not count down-it turns out that this only occurs if you overload (like any phase ship can) however whether in mission campaign or sim if the einhander overloads it stays that way.
 was this intentional to nerf it?
. i cannot (and havent) been able to dock the einhander with carriers in the simulator. the grenade weapon on the aleste doesnt fire manually, on auto, or when piloted by ai.  not sure if this is just me or what i may have done wrong (other than possibly using the console commands)
Title: Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
Post by: captinjoehenry on May 05, 2021, 12:58:46 PM
I’m a bit sad that the Einhander is getting removed as a fighter wing.  Personally I love it as a super high end fighter wing as it feels like one of the few really high cost gunship wings that are actually worth their massive OP cost.  Personally I’d prefer keeping them as a fighter wing but increasing their OP cost even more to balance it some?
Title: Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
Post by: shoi on May 05, 2021, 01:28:20 PM


edit- having serious einhander issues.  after a short time it goes overloaded stating tenseconds however does not count down-it turns out that this only occurs if you overload (like any phase ship can) however whether in mission campaign or sim if the einhander overloads it stays that way.
 was this intentional to nerf it?
.

Update to the latest RC of starsector
Quote
i cannot (and havent) been able to dock the einhander with carriers in the simulator.
you can only dock when HP < 50% or out of ammo

Quote
the grenade weapon on the aleste doesnt fire manually, on auto, or when piloted by ai.  not sure if this is just me or what i may have done wrong (other than possibly using the console commands)
The grenade launcher has a higher flux requirement than the aleste default capacity. (1100 vs 850) just add more caps

I’m a bit sad that the Einhander is getting removed as a fighter wing.  Personally I love it as a super high end fighter wing as it feels like one of the few really high cost gunship wings that are actually worth their massive OP cost.  Personally I’d prefer keeping them as a fighter wing but increasing their OP cost even more to balance it some?

I think you can still use it if you already had it, and you should still be able to console it in...? Anyway, i'll add it back in at some point, i just wanted to make it a little more different from the normal einhander
Title: Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
Post by: th3boodlebot on May 05, 2021, 03:45:51 PM
everything is working now just had to update the game



updatehave to say am having a blast with the new aleste class they work great as escorts
Title: Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
Post by: TrickyTidy on May 06, 2021, 12:36:57 PM
Makes sense. Well, I thought of doing something similar, like making the laser sword shoot a beam(how? no one knows!) based off having a skill or something

Oh sweet, like Armored Core's blade wave PLUS Human enhancement? That would be super cool. And 'mysterious technology' is reason enough for shenanigans in Starsector lol

That got me thinking though, you mentioned an upgrade system for the Cataphracts... maybe some enhancements can be obtained like hullmods vs something tied to skills/level? Except they're specific to Cataphract hulls. There's already a blueprint/loot system for hullmods so that could be a way to add some more Cataphract-specific progression.

Actually, extrapolating that idea it could be possible to create modular weapons that are hullmod based instead of weapon slot based. Which would be pretty cool, but a metric ton of work. That's also assuming most of the mechs have the same 'shape' in their limb/weapon placements so the sprites aren't all janky.

Going back to making lower level Cataphracts more viable for officer pilots though, one idea that occurred to me is somehow preserving their status as a wing. So a pilotable wing leader Valken MP comes with two Valken MP escorts that only rearm/refit when the lead Valken lands at a carrier.

Anyways, awesome new update. Really enjoying the Aleste and the flexibility of the different weapons + modular shoulder weapons. Build options are a big part of what makes Starsector fun, so being able to do that with the Aleste has been a blast.
Title: Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
Post by: shoi on May 06, 2021, 03:12:19 PM
Small update available on the first post and the earlier post above. Accidentally edited that one instead of posting a new one, whoops. The update allows AI to use the laser blade, among other things
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Killsode on May 07, 2021, 05:45:21 AM
this is probably pretty out there, but i'd love to see what you'd come up with for cruiser sized armor. the idea of putting weaponry in the chest of a mecha-ship just seems really neat to me
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Killsode on May 08, 2021, 12:32:16 AM
i think there's a small typo in the "Cataphract LSM" hullmod's description, or at least a better way to word it.

"33% more resistant to EMP effect, and weapons and engines are 66% less likely to fail."
i think it could work well/better as "Emp effects, while weapons and engines."

btw, got two of these little buggers and they're damn good, but they do seem a little OP. they perform a lot like tempests but just better, which is nice, but i think their deployment cost could go up a little, and they probably dont need phasefield. just seems like they've got A LOT going for them with little downside except for doubled maintenance.

EDIT: Actually nvm, they're probably ballanced fine, i forgot they're still technically fightercraft, and as such, get NUKED... good thing i found a blueprint >:3
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 09, 2021, 04:03:30 AM
i think there's a small typo in the "Cataphract LSM" hullmod's description, or at least a better way to word it.

"33% more resistant to EMP effect, and weapons and engines are 66% less likely to fail."
i think it could work well/better as "Emp effects, while weapons and engines."

btw, got two of these little buggers and they're damn good, but they do seem a little OP. they perform a lot like tempests but just better, which is nice, but i think their deployment cost could go up a little, and they probably dont need phasefield. just seems like they've got A LOT going for them with little downside except for doubled maintenance.

EDIT: Actually nvm, they're probably ballanced fine, i forgot they're still technically fightercraft, and as such, get NUKED... good thing i found a blueprint >:3

Yeah, balancing the fighter craft has been...kinda weird. Right now, a tempest will reliably get dunked on about 75% of the time by an einhander, but an omen can effortlessy crush one. I'm pretty sure they suffer the +100% damage penalty vs captains with the point defense skill as well, so I think 8-10 DP range is probably a good spot to be. That said, it does feel a tad bit overtuned right now. I'll probably make some more adjustments, most likely some kind of nerf to its syste, like increasing the cooldown time and decreasing the damage bonus a smidgen. Thanks for the feedback!
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: th3boodlebot on May 09, 2021, 06:47:13 AM
i think there's a small typo in the "Cataphract LSM" hullmod's description, or at least a better way to word it.

"33% more resistant to EMP effect, and weapons and engines are 66% less likely to fail."
i think it could work well/better as "Emp effects, while weapons and engines."

btw, got two of these little buggers and they're damn good, but they do seem a little OP. they perform a lot like tempests but just better, which is nice, but i think their deployment cost could go up a little, and they probably dont need phasefield. just seems like they've got A LOT going for them with little downside except for doubled maintenance.




EDIT: Actually nvm, they're probably ballanced fine, i forgot they're still technically fightercraft, and as such, get NUKED... good thing i found a blueprint >:3

Yeah, balancing the fighter craft has been...kinda weird. Right now, a tempest will reliably get dunked on about 75% of the time by an einhander, but an omen can effortlessy crush one. I'm pretty sure they suffer the +100% damage penalty vs captains with the point defense skill as well, so I think 8-10 DP range is probably a good spot to be. That said, it does feel a tad bit overtuned right now. I'll probably make some more adjustments, most likely some kind of nerf to its syste, like increasing the cooldown time and decreasing the damage bonus a smidgen. Thanks for the feedback!







I personally think it's balanced perfectly well for the modiverse, if perhaps a bit OP in the vanilla sector.
Starting with an Aleste and a Condor is a challenge even if offset by the low costs to field.  That's really the main saving grace.
I do think perhaps the Aleste should cost 8 to deploy, however, that's the way I pilot it.
Considering balance for the AI, 6 or 7?  More playtesting before I would weigh in.
The Einhander however should Definitely be 8 or maybe even 10 or perhaps 12 for un upscale variant.  Whatever upscale variant would definitely need to be offset by having the monthly cost of your average midline cruiser or maybe even capital ship.  The normal Einhander could do with using what a high tech borderline-high-maintenance destroyer would use monthly.
Fuel costs should be nill (if supported by a carrier) with perhaps the exception of the Einhander (maybe it has some kind of crazy power core that constantly eats fuel perday or else loses cr rapdly)
I would say stay away from combat nerfs and mainly go for campaign nerfs, for the most part.  Obviously these are my SUGGESTIONS and I'm happy with whatever you do!

I really would love to see other creator play around with the "pilotable fighter" idea, with respect to
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Killsode on May 09, 2021, 07:14:36 AM
i think there's a small typo in the "Cataphract LSM" hullmod's description, or at least a better way to word it.

"33% more resistant to EMP effect, and weapons and engines are 66% less likely to fail."
i think it could work well/better as "Emp effects, while weapons and engines."

btw, got two of these little buggers and they're damn good, but they do seem a little OP. they perform a lot like tempests but just better, which is nice, but i think their deployment cost could go up a little, and they probably dont need phasefield. just seems like they've got A LOT going for them with little downside except for doubled maintenance.




EDIT: Actually nvm, they're probably ballanced fine, i forgot they're still technically fightercraft, and as such, get NUKED... good thing i found a blueprint >:3

Yeah, balancing the fighter craft has been...kinda weird. Right now, a tempest will reliably get dunked on about 75% of the time by an einhander, but an omen can effortlessy crush one. I'm pretty sure they suffer the +100% damage penalty vs captains with the point defense skill as well, so I think 8-10 DP range is probably a good spot to be. That said, it does feel a tad bit overtuned right now. I'll probably make some more adjustments, most likely some kind of nerf to its syste, like increasing the cooldown time and decreasing the damage bonus a smidgen. Thanks for the feedback!







I personally think it's balanced perfectly well for the modiverse, if perhaps a bit OP in the vanilla sector.
Starting with an Aleste and a Condor is a challenge even if offset by the low costs to field.  That's really the main saving grace.
I do think perhaps the Aleste should cost 8 to deploy, however, that's the way I pilot it.
Considering balance for the AI, 6 or 7?  More playtesting before I would weigh in.
The Einhander however should Definitely be 8 or maybe even 10 or perhaps 12 for un upscale variant.  Whatever upscale variant would definitely need to be offset by having the monthly cost of your average midline cruiser or maybe even capital ship.  The normal Einhander could do with using what a high tech borderline-high-maintenance destroyer would use monthly.
Fuel costs should be nill (if supported by a carrier) with perhaps the exception of the Einhander (maybe it has some kind of crazy power core that constantly eats fuel perday or else loses cr rapdly)
I would say stay away from combat nerfs and mainly go for campaign nerfs, for the most part.  Obviously these are my SUGGESTIONS and I'm happy with whatever you do!

I really would love to see other creator play around with the "pilotable fighter" idea, with respect to

Oh yeah, after using them for a bit i've realized they actually are pretty ballanced. They can more or less replace frigates in my fleet, but they do have quite a hefty maintenance profile and without an officer with the right skill they can be quite quickly lost due to the fact they can be nuked by any officer with the right PD skills. As if i understand the fighter-frigate thing correctly, they're counted as fighters in combat, meaning that all skills, hullmods, and even unique weapon effects apply to them, meaning that you can nuke with them a decent PD setup. Although, do skills that give fighters bonuses in combat apply to them? This is probably something worth noting somewhere and making sure its consistent.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: th3boodlebot on May 09, 2021, 09:23:59 AM
i never thought about any of that i just fly.  good questions.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Kahnmir on May 09, 2021, 01:15:56 PM
This mod is pretty polished, and fits into vanilla very well, which is something most mods don't do. but I would like to request some configuration options to get rid of the new system, and allow the LPCs to spawn regularly in vanilla factions.

my reasons for this are simple: I don't really like fixed system spawns, because it messes with the world gen (I really only want random systems generating since exploration is a big part of the appeal of the game to me), and in this case in particular I don't think there is any need for a "special system" as a lore requirement to explain why mechs exist, since its already established power suits are a thing; also most new systems that get added by mods don't really fit into the ecosystem of the core worlds, which sours me on them in general.

As for the LPCS, I don't know why you removed them? presumably because they're supposed to be rare? that said part of the appeal of a mod is not just to use the stuff in the mod but to fight against it as well, which removing the LPCS prevents. It would be nice to have the option to choose. That said, perhaps a "middle road" option would be to add vanilla carrier ships variants to the game that use the mech LPCS, that way they are rare, but you can control how frequently those variants appear? Just an idea.

Anyway, it would just be nice to be able to customize things a bit.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 09, 2021, 02:31:06 PM
Honestly removing the LPCs was a bad call and will be reversed - lots of people brought up the same thing over discord. It was a kneejerk reaction to seeing a fleet spawn with like ... 8 bihanders, and now that I think about it, i'm pretty sure the reason why the AI seems to favor them specifically  is because I accidentally set them at a higher tier than any other vanilla LPC.



Oh yeah, after using them for a bit i've realized they actually are pretty ballanced. They can more or less replace frigates in my fleet, but they do have quite a hefty maintenance profile and without an officer with the right skill they can be quite quickly lost due to the fact they can be nuked by any officer with the right PD skills. As if i understand the fighter-frigate thing correctly, they're counted as fighters in combat, meaning that all skills, hullmods, and even unique weapon effects apply to them, meaning that you can nuke with them a decent PD setup. Although, do skills that give fighters bonuses in combat apply to them? This is probably something worth noting somewhere and making sure its consistent.
It's kind of a strange mixture between fighter and frigate characteristics.
Anything that relies on fighter wing to give bonuses/malus doesn't apply, but they benefit from frigate skills. I'm guessing these bonuses are applied on ship "creation" and since the ship is a frigate at this point, it's treated as such. So they get the wolfpack bonus, but not fighter uplink.

A lot of other bonuses that aren't granted at ship creation that  affect fighters won't affect them, because they don't have a mothership to get the bonuses from (For example, Strike Commander works by being applied to fighter wings of the piloted carrier, but since they're unattached fighters, there is no way for them to receive the bonus. A mod example of this is the kadur fighter iff thing, which weakens every fighter from a carrier that doesn't have the hullmod - it does nothing to these ships, because they have no carrier to check against).  Hmm, yeah, probably a good idea to note this all down somewhere..

However, any mechanics that are determined DURING combat that SPECIFICALLY checks if the affected ship is a fighter will affect them accordingly. PD skill for example seems to be calculated when damage is dealt, so from my tests they fully are affected by that. One of the Tiandong weapons have special behavior when fired near a fighter, and these ships are fully affected by that as well. Additionally, AI sees them as fighters, which has them treat them a bit differently than they would a normal frigate, preventing a few things like them sending torpedo strikes against them, or larger ships trying to turn in order to face them.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Killsode on May 10, 2021, 01:16:33 AM
Aye, more balance notes. Just got my hands on a stock altgrave and i've gotta say, the altgrave's vajra is, unfortunately, nearly useless... The pseudo-missile attribute is neat, but i've just tested it against a load of ships and 50%+ of the shots are destroyed before they even get to the target. when they actually connect they do some decent damage, but just about any PD shuts its primary damage source down completely...

PS, there appears to be a shading bug in the arma armatura's system, gamlin, everything is completely green. I've tested it with just graphic/magic/lazy-lib, arma armatura and console commands.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: th3boodlebot on May 10, 2021, 04:35:33 AM
I think the biggest issue currently is that the ai doesnt recognize what is in your universal slots (or doesnt seem to)

you mentioned how they wont turn and face an aleste, a ship with forward shield and exposed engines, it is easy to fly up and hit it with two reapers because like you say it doesnt turn.  if you were in a regular frigate it seems like it would turn.

im not sure what could be done but a lot of times it seems like they almost dont realize the threat, however, im not an ai pilot either lol
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 10, 2021, 07:51:27 AM
I think the biggest issue currently is that the ai doesnt recognize what is in your universal slots (or doesnt seem to)

you mentioned how they wont turn and face an aleste, a ship with forward shield and exposed engines, it is easy to fly up and hit it with two reapers because like you say it doesnt turn.  if you were in a regular frigate it seems like it would turn.

im not sure what could be done but a lot of times it seems like they almost dont realize the threat, however, im not an ai pilot either lol

AI knows the DPS potential of ships, it's just not gonna turn to expose itself to a greater long-term threat. Cruisers-Caps treat frigs the same unless they panic.

Aye, more balance notes. Just got my hands on a stock altgrave and i've gotta say, the altgrave's vajra is, unfortunately, nearly useless... The pseudo-missile attribute is neat, but i've just tested it against a load of ships and 50%+ of the shots are destroyed before they even get to the target. when they actually connect they do some decent damage, but just about any PD shuts its primary damage source down completely...

PS, there appears to be a shading bug in the arma armatura's system, gamlin, everything is completely green. I've tested it with just graphic/magic/lazy-lib, arma armatura and console commands.

I havent messed with any shader-related stuff so im pretty sure that's not an arma bug. have you tried without glib?
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: th3boodlebot on May 10, 2021, 09:10:16 AM
I havent done as much playtesting as I would like, so some things are still a bit of a mystery lol.


Just out of curiosity, what is everyones current Aleste build?
I like built in heavy armor and shields with saftey overrides, then use two arc emitters a sword and a rynex as my kit
that's my final build though i have several depending on application (ai usage/support)
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Killsode on May 10, 2021, 11:43:06 PM
Aye, more balance notes. Just got my hands on a stock altgrave and i've gotta say, the altgrave's vajra is, unfortunately, nearly useless... The pseudo-missile attribute is neat, but i've just tested it against a load of ships and 50%+ of the shots are destroyed before they even get to the target. when they actually connect they do some decent damage, but just about any PD shuts its primary damage source down completely...

PS, there appears to be a shading bug in the arma armatura's system, gamlin, everything is completely green. I've tested it with just graphic/magic/lazy-lib, arma armatura and console commands.

I havent messed with any shader-related stuff so im pretty sure that's not an arma bug. have you tried without glib?

Just tried, it still bugs out and turns green/orange O.o
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: hydremajor on May 13, 2021, 09:32:02 AM
I know its gonna *** peoples off when I say this, because I assume you're getting hundreds of suggestions to add mechs in the mod

but I was curious about your opinion on a certain mech design not everyone may have heard of

I'm talking about the High-Macs from Gungriphon (Saturn game)

The High Mac is designed like a mix between a IFV and a Gunship:

The legs are designed to function as heavy duty suspention and to assist the mech in take-off, the feets are fitted with wheels on the inside that poke from under, allowing the mech to go remarkably fast, meanwhile standard "walking", although slow, provides much greater grip for fine movements and rough terrain

The torso is the interresting part, its effectively designed not unlike a fighter jet, the sides of the torso can mount weapon pods in the spaces between the arms and its sides, such weapon pods provide the mech with weapons typically found on aircrafts, mostly explosive ordinance such as rocket pods set to fire in bursts to affect a large area and homing Anti-Tank Missile launchers
The rear part of the torso fits two jet-fighter-esque jumpjets that enable the mech to perform a huge upward jump wich then deploys somewhat short wings to act as "parachutes" by granting a limited gliding ability, such jumps allow the mech to pivot from a ground warfare role not unlike a main battletank to short stints of close air support not unlike a proper airborne gunship
the last part of the torso being the head, a camera with added optics such as night vision and various range finders to target the mech's weaponry

The mech's design is rounded out with human-like arms, ending with hands, often equipping weapons through the use of a "gun assembly" wich enable the mech to hold its handheld weapon with greater ease, the assembly is effectively a frame that allows the mech to aim its gun by simply bringing up its forearms to point toward the ennemy with a additionnal brace going across the mech's width and allowing the second arm to provide extra lifting power...
The guns fitted on the assembly are a Tank-Grade autocannon (most likely a 155 mm) that provides a heavy punch able to work through armored targets such as tanks in a 2 to 4 shots...
To provide the mech with a sidearm of sorts, a vulcan cannon is also fitted onto the gun assembly and set to be easily switched to during combat should autocannon ammunition run out mid-engagement

lemme just round this out with a picture
(https://i.imgur.com/hYu5Itsh.jpg)
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: th3boodlebot on May 14, 2021, 03:12:53 PM
Happy announcement time!  My capture card is in and I'm about to begin work on my first ever video!

Starring:  The Aleste!

My goal will be to find an einhander and assemble a team of alestes and possibly some einhanders.

It will be set up to be an "overpowered" light-medium patrol, at least until I get a colony to store the big ships at.  Can just go grab one when I need it for that big invasion.

Anyway thanks so much I really enjoy dogfighting cruisers and capitals with my -totallynotagundam-
Lol
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: KDR_11k on May 15, 2021, 04:06:20 AM
Given the shmup theming of it all and the recent release of Final 2 I'd love to see something based on the R-9A Arrowhead (R-Type) with its detachable nigh-indestructible frontal shield. Having a drone with a fortress shield or something like that on it just hovering in front of an enemy, getting in the way of shots would be funny.

Also as a more practical matter I think it'd help players if smaller pilotable mechs had a certain level of time dilation associated with them. My reaction speed isn't great :P.

the feets are fitted with wheels on the inside that poke from under

I think the original Assault Suit Valken has those (in the SNES game), and it seems based on the Scopedog from Armored Trooper VOTOMS.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: JUDGE! slowpersun on May 15, 2021, 02:01:37 PM


Oh yeah, after using them for a bit i've realized they actually are pretty ballanced. They can more or less replace frigates in my fleet, but they do have quite a hefty maintenance profile and without an officer with the right skill they can be quite quickly lost due to the fact they can be nuked by any officer with the right PD skills. As if i understand the fighter-frigate thing correctly, they're counted as fighters in combat, meaning that all skills, hullmods, and even unique weapon effects apply to them, meaning that you can nuke with them a decent PD setup. Although, do skills that give fighters bonuses in combat apply to them? This is probably something worth noting somewhere and making sure its consistent.
It's kind of a strange mixture between fighter and frigate characteristics.
Anything that relies on fighter wing to give bonuses/malus doesn't apply, but they benefit from frigate skills. I'm guessing these bonuses are applied on ship "creation" and since the ship is a frigate at this point, it's treated as such. So they get the wolfpack bonus, but not fighter uplink.

A lot of other bonuses that aren't granted at ship creation that  affect fighters won't affect them, because they don't have a mothership to get the bonuses from (For example, Strike Commander works by being applied to fighter wings of the piloted carrier, but since they're unattached fighters, there is no way for them to receive the bonus. A mod example of this is the kadur fighter iff thing, which weakens every fighter from a carrier that doesn't have the hullmod - it does nothing to these ships, because they have no carrier to check against).  Hmm, yeah, probably a good idea to note this all down somewhere..

However, any mechanics that are determined DURING combat that SPECIFICALLY checks if the affected ship is a fighter will affect them accordingly. PD skill for example seems to be calculated when damage is dealt, so from my tests they fully are affected by that. One of the Tiandong weapons have special behavior when fired near a fighter, and these ships are fully affected by that as well. Additionally, AI sees them as fighters, which has them treat them a bit differently than they would a normal frigate, preventing a few things like them sending torpedo strikes against them, or larger ships trying to turn in order to face them.

The other interesting part I find for this is that some of the mechs are incapable of capturing tactical objectives since the game consider it a fighter for the purposes of the fight map but a frigate on the campaign layer.

Also, would be cool to add one or two support style ships that aren't just converted freighters, but actual destroyer or cruiser carriers that exist to resupply the mechs and also launch two or three wings and include decent fuel, crew and cargo capacity, militarized subsystems, with the trade-off of being high-maintenance (literally, both hull d-mod and just higher supply consumption/inefficiency).  Plus maybe ground support packages with another bad trade-off, like no real long-range weapons except pilum (maybe not the best example, but you get idea).
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: GreeM on May 16, 2021, 01:01:12 PM
Is there a way of lowering the amount of time i need to stay inside a carrier when im docking with the einhander? Been looking around abit but cant find any config or the likes that would help med here.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 18, 2021, 01:15:01 AM
There's no way to modify that, no. Unless you want to dive into some scripts
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Tecrys on May 18, 2021, 07:26:00 AM
Yo!

I was thinking about using drones as mobile weapon platforms and with the Einhander got a real good example in your mod.
Now I just want to know if I got it correct or if i missed something while looking at your code:
you're using a hullmod that looks for the weapon slot WS0001 and compares it to the fighter variant, changes it's weapon if it's been changed by the player and as soon as battle starts you replace that module with a fighter that uses that variant.
I found the hullmod, the fighter and all variants, the Einhander ship file and I can make sense of it. The only thing I don't get is how you get rid of the module ...
please enlighten me
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: th3boodlebot on May 18, 2021, 09:06:18 AM
Yo!

I was thinking about using drones as mobile weapon platforms and with the Einhander got a real good example in your mod.
Now I just want to know if I got it correct or if i missed something while looking at your code:
you're using a hullmod that looks for the weapon slot WS0001 and compares it to the fighter variant, changes it's weapon if it's been changed by the player and as soon as battle starts you replace that module with a fighter that uses that variant.
I found the hullmod, the fighter and all variants, the Einhander ship file and I can make sense of it. The only thing I don't get is how you get rid of the module ...
please enlighten me


Really wish I understood any of that LOL

me fly starship make things go boom





Oh btw, my capture card is in and I have everything working: mic and camera.  However, the tree company clearing under the powerlines where I live completely destroyed the little green box that relays my internet connection to me.
So yea that's a bit of an issue as far as uploading is concerned lol
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 18, 2021, 01:30:22 PM
Yo!

I was thinking about using drones as mobile weapon platforms and with the Einhander got a real good example in your mod.
Now I just want to know if I got it correct or if i missed something while looking at your code:
you're using a hullmod that looks for the weapon slot WS0001 and compares it to the fighter variant, changes it's weapon if it's been changed by the player and as soon as battle starts you replace that module with a fighter that uses that variant.
I found the hullmod, the fighter and all variants, the Einhander ship file and I can make sense of it. The only thing I don't get is how you get rid of the module ...
please enlighten me

Line 125 of the Script where ship = module
Code
						ship.setHitpoints(0);
Global.getCombatEngine().removeEntity(ship);

and viola, no more module  :)

Really wish I understood any of that LOL

me fly starship make things go boom





Oh btw, my capture card is in and I have everything working: mic and camera.  However, the tree company clearing under the powerlines where I live completely destroyed the little green box that relays my internet connection to me.
So yea that's a bit of an issue as far as uploading is concerned lol

oof
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Mytre on May 20, 2021, 08:06:35 PM
Something strange, windows defender marked the download file for 1.4.7 as a virus and quarantined it, anyone else had this issue?
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Nottic on May 20, 2021, 09:23:32 PM
 ??? getting same here
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 21, 2021, 12:27:28 AM
nope, never seen that. i know win defender throws a lot of false positives, but odd 2 people report it for the first time in such short order.
Ran it through some other AV software and got nothing, though.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Arcagnello on May 21, 2021, 03:47:44 AM
Hello! I was wondering if the mod can be stapled into an already ongoing campaign or if I need a new campaign for it! I'm definetly playing with this bad boy!

Addendum: I was also wondering if you were planning to design/reskin some new mobile suits for the Luddic Church or even the Path.
Main concept would revolve around brutish firepower/ballistic&missile weapons/low mobility for Luddic Church, very aggressive playstile with missiles for path!
Oh, and all sorts of purity seals and the like stapled over them, Ordo Hereticus, Black Templars & Grey Knights from WH40K style.
Spoiler
(https://www.belloflostsouls.net/wp-content/uploads/2019/07/BTFallOfCadia.jpg)(http://www.frontlinegaming.org/wp-content/uploads/2020/03/Grey-Knights-Storm-Bolter.jpg)(https://i.imgur.com/rkFn3ro.png)
[close]
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 21, 2021, 05:17:58 AM
Hello! I was wondering if the mod can be stapled into an already ongoing campaign or if I need a new campaign for it! I'm definetly playing with this bad boy!

Addendum: I was also wondering if you were planning to design/reskin some new mobile suits for the Luddic Church or even the Path.
Main concept would revolve around brutish firepower/ballistic&missile weapons/low mobility for Luddic Church, very aggressive playstile with missiles for path!
Oh, and all sorts of purity seals and the like stapled over them, Ordo Hereticus, Black Templars & Grey Knights from WH40K style.
Spoiler
(https://www.belloflostsouls.net/wp-content/uploads/2019/07/BTFallOfCadia.jpg)(http://www.frontlinegaming.org/wp-content/uploads/2020/03/Grey-Knights-Storm-Bolter.jpg)(https://i.imgur.com/rkFn3ro.png)
[close]

It's save compatible, though it'll be a bit harder to get the gear. Normally, a planet on new game start is generated that exclusively sells the mod content. With an existing save, your options would be stealing/procuring  them  from indie/persean worlds with nex,  very rarely come across them in their markets/fleets, or finding them through exploration as rare blueprints.

As for luddic mechs, i've been toying around with a few concepts but it'll probably be a bit before a make anything like that. It's definitely in the books as something I plan to do, though.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Arcagnello on May 21, 2021, 05:38:37 AM
Hello! I was wondering if the mod can be stapled into an already ongoing campaign or if I need a new campaign for it! I'm definetly playing with this bad boy!

Addendum: I was also wondering if you were planning to design/reskin some new mobile suits for the Luddic Church or even the Path.
Main concept would revolve around brutish firepower/ballistic&missile weapons/low mobility for Luddic Church, very aggressive playstile with missiles for path!
Oh, and all sorts of purity seals and the like stapled over them, Ordo Hereticus, Black Templars & Grey Knights from WH40K style.
Spoiler
(https://www.belloflostsouls.net/wp-content/uploads/2019/07/BTFallOfCadia.jpg)(http://www.frontlinegaming.org/wp-content/uploads/2020/03/Grey-Knights-Storm-Bolter.jpg)(https://i.imgur.com/rkFn3ro.png)
[close]

It's save compatible, though it'll be a bit harder to get the gear. Normally, a planet on new game start is generated that exclusively sells the mod content. With an existing save, your options would be stealing/procuring  them  from indie/persean worlds with nex,  very rarely come across them in their markets/fleets, or finding them through exploration as rare blueprints.

As for luddic mechs, i've been toying around with a few concepts but it'll probably be a bit before a make anything like that. It's definitely in the books as something I plan to do, though.

Nice, I'll slap it on right away then  :)

Praise be onto Ludd for these new upcoming instruments of holy war against the Tri-Weebs Slaves of Moloch! We Should have falafel hot tea togheder sometimes.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: th3boodlebot on May 21, 2021, 06:52:57 PM
Hello! I was wondering if the mod can be stapled into an already ongoing campaign or if I need a new campaign for it! I'm definetly playing with this bad boy!

Addendum: I was also wondering if you were planning to design/reskin some new mobile suits for the Luddic Church or even the Path.
Main concept would revolve around brutish firepower/ballistic&missile weapons/low mobility for Luddic Church, very aggressive playstile with missiles for path!
Oh, and all sorts of purity seals and the like stapled over them, Ordo Hereticus, Black Templars & Grey Knights from WH40K style.
Spoiler
(https://www.belloflostsouls.net/wp-content/uploads/2019/07/BTFallOfCadia.jpg)(http://www.frontlinegaming.org/wp-content/uploads/2020/03/Grey-Knights-Storm-Bolter.jpg)(https://i.imgur.com/rkFn3ro.png)
[close]

It's save compatible, though it'll be a bit harder to get the gear. Normally, a planet on new game start is generated that exclusively sells the mod content. With an existing save, your options would be stealing/procuring  them  from indie/persean worlds with nex,  very rarely come across them in their markets/fleets, or finding them through exploration as rare blueprints.

As for luddic mechs, i've been toying around with a few concepts but it'll probably be a bit before a make anything like that. It's definitely in the books as something I plan to do, though.




SUPER stoked to see some more mechs to fool with!
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: McBlackjack on May 22, 2021, 09:29:24 PM
I also have a trojan warning from the file.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 23, 2021, 12:47:53 AM
Like I mentioned above, i've run the archive through HybridAnalyis, VirusTotal (https://www.virustotal.com/gui/file/6f1242822718c0bec9b0c126e92725ee38ce18892aa9f4271c70d2e16b38d689/detection), Jotti and MalwareBytes, but none of them returned anything, so i'm pretty convinced it's a false positive. You're more than welcome to run it through those services as well if you want peace of mind.

Since I don't have defender, I don't know what file in the archive is setting it off, but i'll investigate
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: JUDGE! slowpersun on May 23, 2021, 12:58:35 AM
Hello! I was wondering if the mod can be stapled into an already ongoing campaign or if I need a new campaign for it! I'm definetly playing with this bad boy!

Addendum: I was also wondering if you were planning to design/reskin some new mobile suits for the Luddic Church or even the Path.
Main concept would revolve around brutish firepower/ballistic&missile weapons/low mobility for Luddic Church, very aggressive playstile with missiles for path!
Oh, and all sorts of purity seals and the like stapled over them, Ordo Hereticus, Black Templars & Grey Knights from WH40K style.
Spoiler
(https://www.belloflostsouls.net/wp-content/uploads/2019/07/BTFallOfCadia.jpg)(http://www.frontlinegaming.org/wp-content/uploads/2020/03/Grey-Knights-Storm-Bolter.jpg)(https://i.imgur.com/rkFn3ro.png)
[close]

It's save compatible, though it'll be a bit harder to get the gear. Normally, a planet on new game start is generated that exclusively sells the mod content. With an existing save, your options would be stealing/procuring  them  from indie/persean worlds with nex,  very rarely come across them in their markets/fleets, or finding them through exploration as rare blueprints.

As for luddic mechs, i've been toying around with a few concepts but it'll probably be a bit before a make anything like that. It's definitely in the books as something I plan to do, though.

That's legit, looking forward to that.  Still, can you take some time first and mod in some added animations for the mech?  Mine never flips over when changing directions (ie, does an Immelmann), I have to literally turn around every time (although I'll admit that might be a limitation of the game engine).  Also, maybe I'm doing it wrong, but I can't seem to get your plasma cutter to auto-fire and wreck stuff when I fly/boost over a ship.  Trying to aim/fire it without auto-fire is... ridiculous with its weapon arc.

Also some different hull mod weapons for Ludd would be cool (although I guess that would mean different weapons for low vs medium vs high tech)!
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: KDR_11k on May 23, 2021, 03:13:41 AM
The Valken or especially the mechs from VOTOMS seem low tech enough for the LP to like. Just go crazy, deploy a swarm of Valkens with just the powder-actuated punches and a detachable one-way booster!
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 23, 2021, 08:56:19 PM
That's legit, looking forward to that.  Still, can you take some time first and mod in some added animations for the mech?  Mine never flips over when changing directions (ie, does an Immelmann), I have to literally turn around every time (although I'll admit that might be a limitation of the game engine).  Also, maybe I'm doing it wrong, but I can't seem to get your plasma cutter to auto-fire and wreck stuff when I fly/boost over a ship.  Trying to aim/fire it without auto-fire is... ridiculous with its weapon arc.

Also some different hull mod weapons for Ludd would be cool (although I guess that would mean different weapons for low vs medium vs high tech)!

I'm not 100% sure what you mean when you talk about animations..it sounds like you are saying the turn speed is too slow, but not positive.

About the laser blade. if anything it's too easy to use. I've seen AI carve destroyers to bits with it when conditions are right and a few people have shown they can easily achieve a 3000%+ starship legends damage rating when using it. I'd suggest trying to "joust" with it by using the blade in combination with microburn for an easier time. I believe ITU increases the blade length as well, which should give a wider margin of error
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: radekplug on May 24, 2021, 06:25:06 AM
I had reports viruses archive not windows defender bout other programs have same reports.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: TrickyTidy on May 24, 2021, 08:15:03 AM
A balance idea about the laser blade.
Since you can do monstrous damage just camping on top of a ship with the blade on autofire, maybe the blade damage can be tweaked to be much lower over time but on first contact do more damage? The Ethniu beam from Tahlan has a proc effect where it causes an explosion on first contact with hull/armor once per beam activation.

I think that would make it more viable to hit and run with the blade as dashing in to stab could still do considerable damage. Players that are good enough can still camp on top of a ship but at least they would have to manually stab with the blade to maximize damage instead of just having it autofire.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Ichaival on May 24, 2021, 08:14:51 PM
I am trying to create my own versions of the mobile suits, specifically creating skins of the Altagrave with different arm weapons. I can get the submodules/new weapons to spawn on the model itself when I look at the fleet screen, but opening the refit screen causes this error:
Code
216344 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:225)
Is there something big that I am missing? Thanks for any assistance

Edit cause I realize I didn't provide much info: I'm primarily just copying the skin / variant files and just changing id's + changing weapons on the skin file
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 24, 2021, 08:42:59 PM
A balance idea about the laser blade.
Since you can do monstrous damage just camping on top of a ship with the blade on autofire, maybe the blade damage can be tweaked to be much lower over time but on first contact do more damage? The Ethniu beam from Tahlan has a proc effect where it causes an explosion on first contact with hull/armor once per beam activation.

I think that would make it more viable to hit and run with the blade as dashing in to stab could still do considerable damage. Players that are good enough can still camp on top of a ship but at least they would have to manually stab with the blade to maximize damage instead of just having it autofire.
That might be a good idea. Blading stuff to death seems to be a lot harder to pull off at lower levels, but pretty easy to perform once the pilot has a few combat skills. will look into this to hopefully not make it as braindead late game

I am trying to create my own versions of the mobile suits, specifically creating skins of the Altagrave with different arm weapons. I can get the submodules/new weapons to spawn on the model itself when I look at the fleet screen, but opening the refit screen causes this error:
Code
216344 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:225)
Is there something big that I am missing? Thanks for any assistance

Edit cause I realize I didn't provide much info: I'm primarily just copying the skin / variant files and just changing id's + changing weapons on the skin file
line 225 is:
Code
shoulderR.getSprite().setCenterY(armR.getBarrelSpriteAPI().getCenterY()); 
Unless you removed the shoulder for some reason, it's crashing because your gun doesn't have a barrelsprite, which altagrave script uses to simulate shoulder recoil (for alta's weapons the barrelsprite is the entire arm, with the actual weaponsprite being blank)
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Ichaival on May 24, 2021, 09:06:41 PM
Unless you removed the shoulder for some reason, it's crashing because your gun doesn't have a barrelsprite, which altagrave script uses to simulate shoulder recoil (for alta's weapons the barrelsprite is the entire arm, with the actual weaponsprite being blank)

Ah so it is crashing because the weapon I am using doesnt have a "turretGunSprite" field and instead uses "turretSprite"? I'm guessing there isn't that much I can do to work around this other than creating duplicates of the weapons I want to add but changing moving their turret sprite to turretGun?
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: JUDGE! slowpersun on May 25, 2021, 12:46:16 AM
That's legit, looking forward to that.  Still, can you take some time first and mod in some added animations for the mech?  Mine never flips over when changing directions (ie, does an Immelmann), I have to literally turn around every time (although I'll admit that might be a limitation of the game engine).  Also, maybe I'm doing it wrong, but I can't seem to get your plasma cutter to auto-fire and wreck stuff when I fly/boost over a ship.  Trying to aim/fire it without auto-fire is... ridiculous with its weapon arc.

Also some different hull mod weapons for Ludd would be cool (although I guess that would mean different weapons for low vs medium vs high tech)!

I'm not 100% sure what you mean when you talk about animations..it sounds like you are saying the turn speed is too slow, but not positive.

About the laser blade. if anything it's too easy to use. I've seen AI carve destroyers to bits with it when conditions are right and a few people have shown they can easily achieve a 3000%+ starship legends damage rating when using it. I'd suggest trying to "joust" with it by using the blade in combination with microburn for an easier time. I believe ITU increases the blade length as well, which should give a wider margin of error

Dunno, just Google Immelmann turn and you'll figure out what I'm referring to.  Normal ships shouldn't be able to do this, but since your mechs are frigates that turn into fighters... would be cool.  So like Z key or something flips your ship around (animation would be cool, though not technically necessary).  So I can zip across and cut a ship (EMP blade would be legit), instead of just trying keep sitting on top of a ship.  But I accept this might exceed the capabilities of the game engine.

A balance idea about the laser blade.
Since you can do monstrous damage just camping on top of a ship with the blade on autofire, maybe the blade damage can be tweaked to be much lower over time but on first contact do more damage? The Ethniu beam from Tahlan has a proc effect where it causes an explosion on first contact with hull/armor once per beam activation.

I think that would make it more viable to hit and run with the blade as dashing in to stab could still do considerable damage. Players that are good enough can still camp on top of a ship but at least they would have to manually stab with the blade to maximize damage instead of just having it autofire.
That might be a good idea. Blading stuff to death seems to be a lot harder to pull off at lower levels, but pretty easy to perform once the pilot has a few combat skills. will look into this to hopefully not make it as braindead late game

This is more or less what I'm referring to with the laser blade, just also want it to auto fire when I boost over ships.  So I can concentrate on aiming long range, not wildly swinging short range weapon with weird arc.  Though maybe I just haven't been clicking the auto fire option and need to fix it.  Merely a suggestion, though.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Tecrys on May 25, 2021, 01:38:21 AM
Dunno, just Google Immelmann turn and you'll figure out what I'm referring to.  Normal ships shouldn't be able to do this, but since your mechs are frigates that turn into fighters... would be cool.  So like Z key or something flips your ship around (animation would be cool, though not technically necessary).  So I can zip across and cut a ship (EMP blade would be legit), instead of just trying keep sitting on top of a ship.  But I accept this might exceed the capabilities of the game engine.
Having modded SS myself with a huge amount of animations I have to say that you are asking a lot here. It is a considerable amount of spriting and coding work to animate a maneuver like that, I'm talking tens of hours here, for a minor graphical feature that migbt be unnoticably better (or even worse) then just high turn speed. The Battlesuits as they are in this superb mod are heavily coded already to do all that fancy animation stuff. TLDR not worth the effort
About turning a frigate into a fighter: That's a code limitation thing since you can't normally pilot fighters. It is not meant to be taken literally.

Edit: I should have quoted your original post in which you were asking for this to make it clearer what I am replying to. I hope my point still comes across
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Noviastar on May 25, 2021, 10:52:03 PM
I see i might not be the only one i get virus notifications when trying the download link...  Anyone else?
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on May 26, 2021, 12:02:54 AM
Unless you removed the shoulder for some reason, it's crashing because your gun doesn't have a barrelsprite, which altagrave script uses to simulate shoulder recoil (for alta's weapons the barrelsprite is the entire arm, with the actual weaponsprite being blank)

Ah so it is crashing because the weapon I am using doesnt have a "turretGunSprite" field and instead uses "turretSprite"? I'm guessing there isn't that much I can do to work around this other than creating duplicates of the weapons I want to add but changing moving their turret sprite to turretGun?

yep

Dunno, just Google Immelmann turn and you'll figure out what I'm referring to.  Normal ships shouldn't be able to do this, but since your mechs are frigates that turn into fighters... would be cool.  So like Z key or something flips your ship around (animation would be cool, though not technically necessary).  So I can zip across and cut a ship (EMP blade would be legit), instead of just trying keep sitting on top of a ship.  But I accept this might exceed the capabilities of the game engine.

This is more or less what I'm referring to with the laser blade, just also want it to auto fire when I boost over ships.  So I can concentrate on aiming long range, not wildly swinging short range weapon with weird arc.  Though maybe I just haven't been clicking the auto fire option and need to fix it.  Merely a suggestion, though.

It already does/can autofire, so you might have just had it off. Anyway, i've been messing around with making the attack itself a slash instead of a stab, which seems like it'll be easier to use
(https://i.imgur.com/FaLzBVd.gif)

@tecrys: Yeah, basically that. if turn speed is bad, i'd rather just increase it instead of dumping hours making an animation that achieves the same thing. though IMO, the turn speed is fine as is.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Katsumi on May 28, 2021, 12:55:59 AM
Hey Shoi. Huge fan of Arma Armatura. It's rapidly become one of my most favourite mods, and I've been using it extensively. It's an absolute joy! I have, however, been having a persistent issue with the Aleste's in my fleet. They seem to turn around and return to hangar extremely often. In most fights, I've seen them land at my flagship for a refit, take off and fly to the enemy, fire exactly one shot, and then turn around and come back for a refit again. They've been doing this repeatedly. At first I thought it had something do with limited ammo weapons, but when I swapped to unlimited weapons they still repeated this behaviour. It seems to happen at any CR rating, too. I also took the Landing override off of all fire groups, and that also didn't have an effect. Any idea what might cause this behaviour? As cool as they are, spending so much time in turnaround is really limiting how much they can contribute to any fight. The Einhänders don't seem to have this problem.

I've included a couple screenshots of their loadouts.

(https://media.discordapp.net/attachments/312568778103980033/847744110206386196/unknown.png?width=990&height=676)
(https://media.discordapp.net/attachments/312568778103980033/847744384589234176/unknown.png?width=988&height=676)
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: th3boodlebot on May 28, 2021, 05:37:46 AM
I think you should make two swords: a stab sword that's kinetic (maybe a spear?) And a slashing sword that is high explosive.
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: hydremajor on May 28, 2021, 01:27:13 PM
Here's thought

what if we had a mech who had a punching weapon ?
Was thinking something like EDF's Jackhammer series of weapons, litterally a giant metal fist set to get propelled forward by detonating propellant charges rapidly behind the fist

Come to think of it I'd LOVE a mech that can be customised  such as changing out the arms....
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: KDR_11k on May 28, 2021, 01:40:41 PM
Here's thought

what if we had a mech who had a punching weapon ?
Was thinking something like EDF's Jackhammer series of weapons, litterally a giant metal fist set to get propelled forward by detonating propellant charges rapidly behind the fist

Come to think of it I'd LOVE a mech that can be customised  such as changing out the arms....

The assault suit Valken from Cybernator has such a punch built into its arms.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on May 28, 2021, 02:43:31 PM
Small update. I'm too lazy to post the link twice, so you can grab it on the front page.
Quote
-Added landing beacon to Einhander
-Fixed alternating weapon bug with Garegga's Pulse laser
- Aleste:
   -Laser Blade:
      -Laser Blade attacks are now swings instead of stabs; should generally be easier to connect with
      -First strike with Laser Blade now slightly knocks back the user
      -Added Hit and swing fx
      - Burst Damage is dealt on first strike

V1.4.8RC2
--------------
- Stopped recordbreaker from always being in the title screen battles
- Added more details on what fighter-related skills apply to Strikecraft to Strikecraft hmod desc
- Strikecraft will no longer kill themselves if the carrier they are on retreats
   - will retreat as well
- Fixed crash caused by Strikecraft retreating while on carrier

- Refit rate should be properly clamped and no longer go below 30%
- Max Refit Time Penalty (w/ missiles equipped) 30%->35%
- Refitting at carrier now reduces that carriers replacement rate
- Reversed LPC removal from indies/persean/pirates
- Adjusted CR bar color to match native UI
- Added combat UI notification on CR loss for strikecraft when CR <= 40%
- adjusted starship legends hull damage impact on rating for aleste & einhander to account for repairs to hull
-added minor turret angle offsets to all weapons - should improve accuracy esp. against smaller objects like fighters and missiles

-Einhänder:
-DP: 8->11
-Phase Cost & Upkeep: 0.08->0.1
-Phase Damper Cooldown: 2->3
-Cr/Deployment ->40%
-Fixed bug where permanent time dilation would be applied when player-piloted einhander was destroyed in certain scenarios

-Garegga:
-DP: 8->9

-Garegga(TT):
-Added glow sprite to pulse lasers
-System: Plasma Jets -> Silversword
-Fixed incorrect turret arcs

-Aleste:
-Added glow sprite to Rynex Pulse Rifle
-DP: 5->6
-Ground Support Bonus: 25->15
-Stake Driver:
-Burst Size: 2->6
-Ammo: I forgot->18
-Stake Driver proj is now bit more visually prominent
-Minor fx/sfx tweaks to Laser Blade

snip
This update should fix your issue..or well I think it should , sinc I couldn't replicat, but I recall running into it beforehand. Limited ammo Aleste's should return to carrier as soon as they run out of all ammo, tho, but otherwise they should not. I think there was an issue with the landing override still being used by AI

Re: Melee weapons
I'll probably try to make it so I can rig two laser swords being used at once without breaking every animation first, then save extra stuff for other new mechs. The spear idea, for example, should be pretty easy to achieve. I also thought about some kind of Rocket Punch thing, though I suppose that's not really a melee weapon
 
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Katsumi on May 28, 2021, 05:04:55 PM
This update should fix your issue..or well I think it should , sinc I couldn't replicat, but I recall running into it beforehand. Limited ammo Aleste's should return to carrier as soon as they run out of all ammo, tho, but otherwise they should not. I think there was an issue with the landing override still being used by AI

Just gave it a test, and whatever you changed seems to have fixed it. My Aleste's are behaving normally now, with no change to their officers or fittings. Radical. ^.^

New sword animation is rad as heck, too!
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Kenshkrix on May 29, 2021, 05:16:15 PM
Just started using this mod, pretty great so far and I haven't run into any significant problems yet.

I did notice an insignificant problem, however, which is that the ship systems don't utilize ship system range modifications (such as from the Systems Expertise skill).
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: JUDGE! slowpersun on May 30, 2021, 11:43:37 AM
Just started using this mod, pretty great so far and I haven't run into any significant problems yet.

I did notice an insignificant problem, however, which is that the ship systems don't utilize ship system range modifications (such as from the Systems Expertise skill).

Probably because the mod I guess only considers the pilotable mechs as frigates/ships in the campaign layer, but considers them fighters in the battle mode.  Thus, mod doesn't apply such bonuses (though whether this is intentional by Shoi or a bug, I couldn't say).
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on May 30, 2021, 02:47:42 PM
The fighter-frigs and altagrave definitely benefit from systems expertise, so I can only guess as to what Kenshkrix is talking about. Probably SILVERSWORD, which I don't think would fit in any of the categories to benefit from sys expertise without me adding some code to it
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Kenshkrix on May 30, 2021, 10:38:36 PM
The KARMA system is unaffected by modified ship system range, to be more specific.
I noticed because I was testing extreme modifiers to the MutableShipStats to figure out what they do.
Most of the ship systems in the game (and mods) don't have an appreciable 'range' component, so the ones that do were more obvious during that part of the testing, it's not exactly important but I just figured I'd mention it anyways.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on May 31, 2021, 01:54:27 AM
AH! I see. I was under the impression the skill was an if-else kind of deal.

how I 'checked' was just seeing if charges increased for altagrave and the other ships, which they did; but I never thought to check anything else.Sounds like this is wrong, though? I'll go and get that fixed, then.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Killsode on June 02, 2021, 03:32:29 AM
(https://i.imgur.com/upnBBg0.png)
hmmmm, what could be wrong here?

found this funny little guy after updating and looting a research station. doesnt cause any crashes and i just found this amusing. I dont think i have any mods that would cause this so its probably worth checking.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 02, 2021, 08:26:52 AM
yeah, wip weapon that I forgot to remove from release.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: IonDragonX on June 02, 2021, 11:04:46 AM
yeah, wip weapon that I forgot to remove from release.
48.000 EMP damage every 10s? Whoa!
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on June 03, 2021, 12:18:53 AM
IF you want some inpiration for mech design, might I suggest Hardcore Mecha on Steam ?
sidescrolling mech game that plays kinda like metal slug

Comes with a tech tree for its mechs in the simulation mode
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: 6chad.noirlee9 on June 04, 2021, 02:52:59 PM
.......not saying I dont absolutely love the balancing and new animations, but I think in the future you should use the old version of the sword for a *veryspecial pilotable something because ALTHOUGH SUPER OVERPOWERED it was really a ton of fun to use.

Aside from that, I REALLY like the changes and the valken x is magnificent!  ......now to go buy a new microphone
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Harpuea on June 05, 2021, 03:54:11 PM
Loving the new Aleste! It almost got everything I ever wanted for a pilotable mech! Various armaments, beam sabers, and new and improved Docking AI. Very nice. Do you mind if I steal some of the improvements you made for the Docking AI?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Katsumi on June 05, 2021, 06:19:02 PM
yeah, wip weapon that I forgot to remove from release.

Well, I hope you put it on something in the future, because I was playing around with it and it's rad.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 05, 2021, 08:24:45 PM
Loving the new Aleste! It almost got everything I ever wanted for a pilotable mech! Various armaments, beam sabers, and new and improved Docking AI. Very nice. Do you mind if I steal some of the improvements you made for the Docking AI?

Wouldn't be possible without you! By all means, go ahead.

.......not saying I dont absolutely love the balancing and new animations, but I think in the future you should use the old version of the sword for a *veryspecial pilotable something because ALTHOUGH SUPER OVERPOWERED it was really a ton of fun to use.

Aside from that, I REALLY like the changes and the valken x is magnificent!  ......now to go buy a new microphone

Thanks! The old version will return at some point, although it probably won't be as a sword.

IF you want some inpiration for mech design, might I suggest Hardcore Mecha on Steam ?
sidescrolling mech game that plays kinda like metal slug

Comes with a tech tree for its mechs in the simulation mode

sure, will check it out

yeah, wip weapon that I forgot to remove from release.
48.000 EMP damage every 10s? Whoa!
yeah, its pretty nuts at the moment, though the EMP isnt even the worst thing about it
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: FUBARSOB on June 09, 2021, 12:58:15 PM
I’m going to start off with saying THANK YOU for pilotable/customizable mechs since that’s been a fantasy since I first saw Diable and bought Starsector. Unfortunately, I also have a problem since the last update with the laser sword poke to slash change. Ever since the update any time the sword is used it crashes the game. (both aleste sword and valken X) I think I’ve included the crash correctly and the error is at the bottom.
I believe the problems on my end since no one has posted a similar problem I just cant find out what Please help.    T_T

327611 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
   at data.scripts.weapons.armaa_valkenBlade.advance(armaa_valkenBlade.java:105)
   at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 09, 2021, 01:52:32 PM
Updating MagicLib should fix that error

Thanks, btw :)
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: FUBARSOB on June 09, 2021, 02:07:16 PM
Thank you so much
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on June 09, 2021, 11:20:57 PM
Hm there's a thought

What if some mechs had versions with extra armor add on that gets shed upon losing all HP ?
and the ship "transforms" into the "basic" version of that mech without the armor ?

Would that even be possible ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: JUDGE! slowpersun on June 10, 2021, 04:15:24 PM
Hm there's a thought

What if some mechs had versions with extra armor add on that gets shed upon losing all HP ?
and the ship "transforms" into the "basic" version of that mech without the armor ?

Would that even be possible ?

That would be cool, but seems kinda like a reactive armor version of that new hull mod Alex said he is adding in the next update (kinda basically the damper field hull mod).  Still would be cool to see a low tech version of a mech that doesn't have shield, but extra armor and the damper fields instead of shields.  Or maybe just modify the Garegga mech?  Doesn't matter if some damage is taken, since you can land the mechs for refit/repair... I'm assuming missiles get reloaded, haven't actually tested that yet.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 10, 2021, 05:28:04 PM
I'm sure its possible to do with a damagelistener, though i dont know if its possibleto swap the player into the newly spawned ship automatically.

Anyway, I am working on a midline mech and right now no shields + damper field is the avenue I want to pursue. Not sure how viable it will actually be, because it probably would still be lighter armored than most frigates, but we'll see. If I do end up doing it,  I can hopefully use magiclib to get around the UI issue with making damper field a right click until there's native support.  So while it's not exactly the same, its more or less similar to what you might be looking for. I have to build up a roster of weapons that it can toggle between first and then i'll really look into that aspect
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on June 11, 2021, 01:35:56 AM
The one issue I see with ANY "no shield" ship in Starsector as a whole is if any ship has a EMP weapon, that ship without shields is basically fodder

EDIT: having sat on it for a while I thought of something about the whole "multi-phase" mechs (the whole armor shedding thing mentionned earlier)

What if you layered sprites on top of the ship in such a way that the first "phase" would only have the armor itself take hits and after HP reaches zero that extra layer is despawned ?

the problem being wether you could remove the arms and replace them with new arms fitting the "basic" mech ?
uless you could also layer a sprite atop the arms and just have the mech "transform" by de-spawning the armor as the HP hits 0 ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: HELMUT on June 13, 2021, 11:42:20 AM
After playing a (tiny) bit of 0.95a. I rapidly felt like spicing things up a little bit with mods, but not too much so i could still try the newest vanilla additions. On top of the standard QOL mods, i wanted to add ArmaA on top of it. Because big robots.

I didn't played very far into the campaign, but still enough for me to get a feel of the faction. My fleet started off as a mix of vanilla/ArmaA ships, until i translated into a full mecha warband. That's when i realized ArmaA isn't meant to be played as faction like Diable or Shadowyard. They have too many holes in their roster to fullfill every required roles. ArmaA offers a mix of support and striker mechs, but they have to rely on ships from other factions to perform optimally. Early and mid game proved easy enough, but late game was painful.


During this campaign,  the Garegga (https://i.imgur.com/sgrRl9A.mp4) was the first ArmaA craft i used. It proved to be a top of the line frigate/mech. A close range brawler that can even go toe to toe against destroyers.

By itself, it would be a pretty decent frigate, but what makes the Garegga really good is its SILVERSWORD system that further boost it's rate of fire, mobility and accuracy. It's a Safety Override switch an command. And just like SO, it comes at the cost of ripping through its peak performance when used. Hardened subsystems is pretty much mandatory for the Garegga once there's more than a few enemy ships to deal with.

Still, it was my fleet workhorse for the whole campaign. The built-in Mutilators's monstrous DPS allows the Garegga to be a threat to nearly anything, even during late game. The SILVERSWORD's speed buff also makes it to easily engage and disengage a specific target, making it very difficult to pin down. On top of it, the build-in SILVERSWORD hullmod (yes, it's named like the ship system) is pretty much an Integrated Point Defense AI, as such the Garegga is more than capable of defending itself against fighters and missile swarms.

On the other hand, it's as expensive to deploy as most destroyers, and like any ArmaA craft, it have virtually no cargo space whatsoever. It's made purely for fighting. And while it's an impressive combat tool, it won't win the battle by itself and will need support to crack open the strongest shields and armors.

There's also the Tri-Tachyon high-tech variant, the Trihänder. It does come with built-in Flux Coil Adjunct and custom, more efficient pulse lasers. I don't like it as much as its original version though. The pulser lasers have worse tracking and rate of fire than the mutilators, making them less useful at shooting down fighters and missiles. And i prefer the composite turrets over the synergy ones. Still, it works, but not as well in my opinion.


I also got my hands on an Aleste (https://i.imgur.com/lPXZ08I.mp4). The frigate mech, not the fighter one (yeah, ArmaA tends to call multiple things with the same name). It's a small glass cannon of a ship. It can dish out quite a lot of damage, but is absolutely not qualified for a frontal assault, even on a frigate. The tiny flux capacity means the Aleste can easily overload under pressure, and because of its low hull and flimsy armor, it rarely gets a second chance in battle.

Instead of rushing in, the Aleste prefers to flank or go for an already pressured targets. I like the use my Alestes as quick objectives cappers, then ordering them to escort frontliners like Gareggas. When they're not the focused by an enemy, the Aleste can make use of its variety of built-in weapons to do its job. Flamers, grenade launcher, laser blades... It got quite a few options. The loadout won't change its role much, but it adds some variety at how it'll poke holes through the enemy's hull. While it can be used by the AI with respectable results, it's clearly intended to be used as a flagship, where the player can push the craft in a way the AI wouldn't. It's no Hyperion, it won't win the battle by itself, far from it. But it's fun, it's really fun to fly. One annoying thing i spotted when used by the AI, it tends to waste its Heavy Rifle shots on fighters. Come on, that's a 700 energy shot! Keep that for the big ships! It should have the "strike" tag to avoid that.

One thing to note, the Aleste appears as a frigate but is technically a strike craft. It needs carriers on the battlefield to repair and resupply. Having an aggressive carrier, or a ship with converted hangar close to the frontline is an easy way for a quick pit stop in the middle of the battle.


Similar to the Aleste is the Einhänder (https://i.imgur.com/7RHRM8P.mp4) strike craft/frigate. Faster, tougher but also much more expensive. Unlike the Aleste, the Einhänder can survive a direct confrontation with bigger opponents. Not really with tanking, but more with dodging. Thanks to its time dilatation enhanced maneuverability, it can juke through projectiles with surprising ease. I used my Einhänders as oversized Thunders interceptors. Their incredible mobility allows them to even circumvent omni-shields, and deliver massive EMP damage with their Juno MK.I.

Add some homing lasers to handle fighters, the Glaive cannon to punch through armor and the dreaded Pilas drones, the Einhänder can do a little bit of everything. Juggling through all the guns can get confusing in battle, so i prefer to let the AI use this ship instead, especially since it can pilot it reliably. The Pilas drone can also be customized with their synergy hardpoint. Ion cannons seemed to be the safe loadout in my experience, everything that can hamper the enemy's ability to fight back is extremely useful for ArmaA crafts. But for more aggressive variants, a Needler or a Rift Lance are very strong options, especially since the Pilas do share the same time-dilatation effect as their parent ship.

Unfortunately, its small size and limited weaponry limits its influence on the battlefield. Just like the Aleste, it's here to help, but it won't win the battle for you.


In the heavyweight category comes the Altagrave (https://i.imgur.com/ZLaiMYT.mp4). A very expensive destroyer mech with decent stats for its price. But you don't get one of those for its raw stats, you get it for the utility it provides to your fleet. The Altagrave shine in a support role, covering allied ships with its K.A.R.M.A system that can redirect missiles and absorb projectiles only to spit them back as its own missiles. It's an extremely powerful defensive system particularly useful against the hardest hitters. The missile blowback effect can be quite impressive against swarms of Piranhas bombers.

Alas, the Altagrave is a capricious beast in battle. Making it behave the way you want often require extensive testing in the simulator before being combat ready. The few weapon mounts limit the customisation possibilities, even more so if you take in account range-matching with the built-in Vajra cannon. From my experience, it tends to behave with extreme aggressiveness, with little regard for its own safety. Which works very well when your fleet is steamrolling the enemy, but not so much against opponents that can hold their own.

I found that tethering my Altagraves to other ships with an escort order, like the Garegga, rein in their aggressivity to more manageable levels. On the other hand, their limited weaponry hampers their capabilities at medium to long range. Finding the right balance between longer range survivability and close range efficiency can be a difficult thing. Altagraves tends to either overperform for a short period of time before prematurely exploding, or survive with little contribution to the battle. I was ready to retire my unreliable big mechs until i got my hands on a command variant that changed everything.


That variant, the the Altagrave(C) (https://i.imgur.com/z5JJRKL.mp4) is a bit different from the standard version in that it's a purely support build. It trades the direct fire Vajra for the Syrinx MRM launcher. Its K.A.R.M.A variant still do absorbs projectiles, but instead of spitting back missiles, it instead create a time dilation AOE for friendlies around it. It's only a 1000 range bubble though, so it doesn't want to sit too far from the frontline so its allies can benefit from it. What really changed the (C) variant for me though is the built-in Operation Center.

ArmaA crafts tends to be offensive based with very little in the way of defense, and often need to be closely managed. With OPcenter, you can now micro your fleet to vastly improve their effectiveness. ArmaA mechs are fairly limited in peak performance, and don't want to be mired in an endurance battle. With regenerating command points, timing eliminate/avoid/rally orders to quickly take down specific targets becomes a huge advantage. Those reckless Altagraves you carefully set to escort duty? You can now remove the leash and let them go wild just long enough to burst down that capital ship. Frigate capturing your objective? Ask that Einhänder to quickly take care of it. Altagrave trying to suplex an Onslaught in the middle of the enemy's fleet? Come back here buddy. The back and forth ordering ensue your mechs are performing to their best capacities while limiting the risks. In that way, the Altragave(C) was the biggest game changer in my campaign. My fleet could now properly take on end-game fleets without catastrophic losses. This new way of playing also allowed me to build my standard Altagraves the way they are supposed to be (at least to me) by focusing on close range builds with high flux capacity and dissipation.

The (C) variant isn't just a mobile command center though. The Syrinx launcher is a nasty weapon, and downright brutal with missile specialization. Because most of the weapons i used on it didn't generated flux, i used my mech as a front line shield tank/torpedo boat. To keep the enemy busy and finishing off those in difficulty.


The third variant is the Altagrave(G) (https://i.imgur.com/KSuM1qv.mp4), (G) standing for grenadier. Unlike the other two, this one lacks the K.A.R.M.A system, instead relying on plasma jets and a slightly upsized weapon layout.  It's fast, and better armed. Its role is clearly being a hunter killer, the one you give an eliminate order to and watch the firework. The Exceliza grenade launcher is unfortunately quite unreliable, my ship will often flail around with its gun, relying on spray and pray rather than proper aiming. Properly setting the launcher to be linked with a more reliable gun in the weapon groups makes it a bit better. Still, a lot of grenades bouncing around, fired in inexplicably wide arcs, is a common sight with the Altagrave(G). It's probably the least useful of its siblings. It works, but at 18 deployment points, i expected a bit more from it. I wish it had customizable Pila drones instead of its standard hunter-killer ones.


There's also a fourth variant, the (EX) version, but it's a boss ship and i haven't tried it in this campaign.


I also did use the fighters, although i didn't looked into them as deeply as i did with the ships. From my experience they were... Okay. I guess? I think it's because ArmaA fighters do not work very well as part of an ArmaA exclusive fleet. Most couldn't fill the roles i needed at the moment, and those that could, could only in theory but not really in practice. The R9 Gallant is a prime exemple. A long range kinetic beam bomber. Pretty useful in theory. On the battlefield however, they tend to miss a lot. By comparison, its immediate competitor, the Longbow, is cheaper, more reliable, deal hard flux and is even armed with PD.

It's possible that my brain haven't yet moved on from Starsector 0.8.1 when the carriers were all powerful. So take my opinion on the fighters with a grain of salt. It's possible i expected more of them than i should have.


My campaign ended relatively early. A pure ArmaA fleet only got me so far. I struggled against Remnants, and got thoroughly trounced by Omega. A mixed fleet would have worked much better i think. Their limited roster prevent them from filling every roles they need. In this version, it's easy to make them work, but difficult to make them excel.  ArmaA mechs require to be carefully managed if they want to win a battle in late game.

It was still very fun to play, although i couldn't shake off that feeling of jankiness when using the mod. Strange AI behavior and some other oddity happening here and there. Nothing game breaking, aside perhaps from a recurring issue where the battle wouldn't finish without using the EndCombat command. I did played with Secrets of the Frontier though, so maybe it comes from there?

There's also some little things to iron out. A few missing descriptions here and there : the Syrinx launcher, the AMWS-G. The sword slash particles looks weird,  and can glitch pretty hard (https://i.imgur.com/F2BqySY.gif) when there's numerous Valken-X on the battlefield. The overload sound also do repeat itself on the Aleste and Einhänder, which can get pretty grating.

One thing i really wish to see in a future version is the fighter's weapon stats being shown in the stats card. Diable Avionics did that if i remember correctly, and it would greatly benefit ArmaA too since their fighters mostly use custom weapons.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: SafariJohn on June 13, 2021, 04:58:53 PM
You can look at fighter's weapons stats now by hitting F1 while you have the fighter's tooltip up.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: HELMUT on June 14, 2021, 03:15:09 AM
You can look at fighter's weapons stats now by hitting F1 while you have the fighter's tooltip up.

I guess i learned something new today. Thanks!
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 15, 2021, 11:11:46 PM
Thanks for the detailed feedback/review, HELMUT! I'll definitely comb over this prior to the next update

in the meantime, here's a little teaser of what i'm working on next.
(https://i.imgur.com/91ptxrZ.gif)
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: TimeDiver on June 16, 2021, 12:13:18 AM
I see a mecha's remotely-controlled/-guided fist and immediately think ROCKETO PUNCH!! Alternatively, BOOSTED KNUCKLE.

EDIT: All it needs is an optional drill bit for maximum armor penetration, and we're set for a (non-Super) Grungust Type-3.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 16, 2021, 01:13:20 AM
I see a mecha's remotely-controlled/-guided fist and immediately think ROCKETO PUNCH!! Alternatively, BOOSTED KNUCKLE.

EDIT: All it needs is an optional drill bit for maximum armor penetration, and we're set for a (non-Super) Grungust Type-3.

Boost Knuckle is the weapon name, so you're pretty on the mark
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on June 16, 2021, 01:15:03 AM
Wait

If THAT is possible, what of stuff like the Zeong's detachable arms and finger guns ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Damienov on June 16, 2021, 01:44:40 AM
Thanks for the detailed feedback/review, HELMUT! I'll definitely comb over this prior to the next update

in the meantime, here's a little teaser of what i'm working on next.
(https://i.imgur.com/91ptxrZ.gif)

you HAVE to add a Getta Robo Roketto Punch! text chatter on it, you just gotta! pretty please  ;D
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on June 16, 2021, 04:38:46 AM
Huh there's a thought

what about physical shields ?
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSfWxto3BVGbjeBrjdYfW7j9yt-iRjfCenmOA&usqp=CAU)

The trick here would be to make it so if a EMP weapon is used and hits the shield, the EMP arc doesn't go and hit systems on the mech, so you'd have to first destroy/damage the shield before EMP weapons would be effective

As a trade off the weapons would be somewhat less effective, either due to a lack of accuracy OR a slower firerate because the mech has to absorb the recoil with a single arm ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 16, 2021, 01:06:01 PM
Wait

If THAT is possible, what of stuff like the Zeong's detachable arms and finger guns ?

yeah. would it look good? probably not for smaller stuff, but it could work on the a frigate+ sized thing

Huh there's a thought

what about physical shields ?
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSfWxto3BVGbjeBrjdYfW7j9yt-iRjfCenmOA&usqp=CAU)

The trick here would be to make it so if a EMP weapon is used and hits the shield, the EMP arc doesn't go and hit systems on the mech, so you'd have to first destroy/damage the shield before EMP weapons would be effective

As a trade off the weapons would be somewhat less effective, either due to a lack of accuracy OR a slower firerate because the mech has to absorb the recoil with a single arm ?

it'd be easy enough to do, but the only way I see it working in broad terms (I.E. AI knows what to do with it) would be making it a custom right click. but at that point, isn't it just a worse damper field?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Killsode on June 16, 2021, 09:15:09 PM
Huh there's a thought

what about physical shields ?
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSfWxto3BVGbjeBrjdYfW7j9yt-iRjfCenmOA&usqp=CAU)

The trick here would be to make it so if a EMP weapon is used and hits the shield, the EMP arc doesn't go and hit systems on the mech, so you'd have to first destroy/damage the shield before EMP weapons would be effective

As a trade off the weapons would be somewhat less effective, either due to a lack of accuracy OR a slower firerate because the mech has to absorb the recoil with a single arm ?

it'd be easy enough to do, but the only way I see it working in broad terms (I.E. AI knows what to do with it) would be making it a custom right click. but at that point, isn't it just a worse damper field?

I think this could possibly work for an alternative for the altagrave, a more tanky variant with a slab of disposable armor.
(https://i.imgur.com/SseSFM4.png)
(for example ^)
a dumb slab of armor that the mech moves when aiming? slower by base but gets a speed boost when the shield is destroyed? IE, scy-nations modular armor.
The AI should get enough use out of it if just simply facing towards the enemies gives you enough cover.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Pep on June 18, 2021, 02:00:13 PM
Wow, this mod is something else! Playable fighters are super fun!! Do you plan to add more regular ones that are more vanilla adjacent? Like a playable xyphos?? (Btw, i think you did great trying to keep them close to the lore, but imo  the small mechs while vanilla friendly are not vanilla adjacent, hope this make sense)!!

Aleste is soooo much fun, i think the einhander might need a nerf though, it scales to absurd levels especially with lhase skills. Anyway excitrd to see what thr new mech is like!!
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: kikta on June 18, 2021, 05:50:13 PM
I guess we shouldn't be able to get curvy lasers, otherwise, it yields some interesting results... https://www.youtube.com/watch?v=BAke0lVnzEU&ab_channel=kikta%E2%80%9CSirKikta%E2%80%9D
(got one from research station and then bought 8 at prism port)
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 19, 2021, 12:34:09 AM
I guess we shouldn't be able to get curvy lasers, otherwise, it yields some interesting results... https://www.youtube.com/watch?v=BAke0lVnzEU&ab_channel=kikta%E2%80%9CSirKikta%E2%80%9D
(got one from research station and then bought 8 at prism port)
Yeah, haha.. they're very pretty , but certainly not balanced for regular play :'(

Wow, this mod is something else! Playable fighters are super fun!! Do you plan to add more regular ones that are more vanilla adjacent? Like a playable xyphos?? (Btw, i think you did great trying to keep them close to the lore, but imo  the small mechs while vanilla friendly are not vanilla adjacent, hope this make sense)!!

Aleste is soooo much fun, i think the einhander might need a nerf though, it scales to absurd levels especially with lhase skills. Anyway excitrd to see what thr new mech is like!!

thanks..re: other fighters, everyone seems to love mod bloat...so why not

Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on June 19, 2021, 02:13:35 AM

thanks..re: other fighters, everyone seems to love mod bloat...so why not



As a side note, you could probably make it its own side-mod
complete with A.I. wingmen following close to your own ship

Heck having a squad of mechs instead of just the one could be fun...
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 19, 2021, 02:25:13 AM
As a side note, you could probably make it its own side-mod
complete with A.I. wingmen following close to your own ship

Heck having a squad of mechs instead of just the one could be fun...


if this is what you're looking for, you might like the new one in dev... ;)
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Dr.Rumba on June 21, 2021, 12:01:48 AM
This is AMAZING I love mechs! Any ETA on the next update or just whenever its done? Im very excited! May I also suggest adding mechs with blunt, sword, and energy type melee weapons of the frigate variety, don't want to over burden you just spit ballin.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 21, 2021, 06:38:00 PM
Thanks! It'll probably be a few weeks, plus or minus some if I decide to succumb to feature creep. Some more melee stuff (and the oft requested physical shield(s)) is probably on the docket at some point in the future if I can find a good way for it to work with AI.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Dr.Rumba on June 21, 2021, 09:45:48 PM
LOVE YOU! I'm not exaggerating in the slightest when I say I'm absolutely grateful that you've created such a mod and allowed me to realize my mech dreams in this game; it scratches an itch nobody has been able to reach in a while. It might sound like I'm exaggerating, but this weird 2D spes shap game really hits the spot and then this mod is just another blessing on top.

Please keep doing what you are doing and don't give up the mod, but also don't become a bedroom goblin over modding. THANK YOU!
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: 6chad.noirlee9 on June 23, 2021, 10:52:51 AM
Spoiler
Thanks! It'll probably be a few weeks, plus or minus some if I decide to succumb to feature creep. Some more melee stuff (and the oft requested physical shield(s)) is probably on the docket at some point in the future if I can find a good way for it to work with AI.
[close]

Real excited for the update.

I'm about to start editing my first starsector video (I changed my username on here to match my youtube personality name)

The intro video actually showcases the aleste!
It has: built in hardened armor/shields
Aux thrusters
Reinforced bulkheads
7 capacitors
10 vents
1 reaper
1 small arc emitter

Currently using the plasma flamer and the laser sword

I'll send a message with the link when I'm done, ifnyou want me to
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Jinnigan on June 25, 2021, 01:02:24 PM
This thing showed up as a 0 ordnance small energy weapon. It should probably be in as a ~25-30ordance large energy weapon. Or taken out of the loot pool since it appears to be a station weapon? well, hope this helps

(https://i.imgur.com/BMFj4Kv.png)
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 26, 2021, 02:44:28 AM
Spoiler
Thanks! It'll probably be a few weeks, plus or minus some if I decide to succumb to feature creep. Some more melee stuff (and the oft requested physical shield(s)) is probably on the docket at some point in the future if I can find a good way for it to work with AI.
[close]

Real excited for the update.

I'm about to start editing my first starsector video (I changed my username on here to match my youtube personality name)

The intro video actually showcases the aleste!
It has: built in hardened armor/shields
Aux thrusters
Reinforced bulkheads
7 capacitors
10 vents
1 reaper
1 small arc emitter

Currently using the plasma flamer and the laser sword

I'll send a message with the link when I'm done, ifnyou want me to

sure :)

re the curvy laser, i rushed last release out and forgot to stop it from dropping. it's been rebalanced and probably going to be something you get from...well, I still have to figure that part out.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: JUDGE! slowpersun on June 26, 2021, 01:00:26 PM

sure :)

re the curvy laser, i rushed last release out and forgot to stop it from dropping. it's been rebalanced and probably going to be something you get from...well, I still have to figure that part out.

It does look cool though.  But definitely overflowing into regular weapons pool with current version, funny to watch pirates to sometimes drop them in fights.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: mora on June 29, 2021, 08:19:16 PM
Mouse-overing the "Cataphract LSM" hullmod on an Einhander with 5 or so D-mods caused a NPE crash.
Spoiler
Code
2280165 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract.getDescriptionParam(cataphract.java:108)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o?0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: Tecrys on June 29, 2021, 10:56:06 PM
Yo!

I was thinking about using drones as mobile weapon platforms and with the Einhander got a real good example in your mod.
Now I just want to know if I got it correct or if i missed something while looking at your code:
you're using a hullmod that looks for the weapon slot WS0001 and compares it to the fighter variant, changes it's weapon if it's been changed by the player and as soon as battle starts you replace that module with a fighter that uses that variant.
I found the hullmod, the fighter and all variants, the Einhander ship file and I can make sense of it. The only thing I don't get is how you get rid of the module ...
please enlighten me

Line 125 of the Script where ship = module
Code
						ship.setHitpoints(0);
Global.getCombatEngine().removeEntity(ship);



Just to make sure there is no misunderstanding here: Do you mind if I use that code in slightly varied and renamed form? Of course credit will be given  :)
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on June 30, 2021, 04:12:33 AM
Mouse-overing the "Cataphract LSM" hullmod on an Einhander with 5 or so D-mods caused a NPE crash.
Spoiler
Code
2280165 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract.getDescriptionParam(cataphract.java:108)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o?0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Thanks for the report, this might have been fixed in dev, since the line that's NPEing shouldn't in the current script..

@Tecrys: Yeah, thats fine. Go for it :)
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 01, 2021, 02:24:17 AM
Is there a way to start a campaign with this mod's stuff ?
If not: whats a good way to get it ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: 6chad.noirlee9 on July 01, 2021, 09:03:48 AM
get the nexerelin mod, follow instructions in new game
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 02, 2021, 03:37:12 AM
So wait you're telling I physically can't use that mod if I don't have Nexerelyn ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: IonDragonX on July 02, 2021, 05:57:49 AM
So wait you're telling I physically can't use that mod if I don't have Nexerelyn ?
He didn't say that. You asked "Is there a way to start a campaign with this mod's stuff" which is a much more specific question. your key words were "start Campaign - with Stuff". If you just want the stuff in your campaign but don't want to start with it immediately then the mod is all you need.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: TrickyTidy on July 02, 2021, 08:17:33 AM
So wait you're telling I physically can't use that mod if I don't have Nexerelyn ?

ArmaA + Nex allows you to pick a custom ArmaA start that begins the game with some ArmaA gear.
In vanilla you'd have to tweak the vanilla starting options to guarantee you begin the game with ArmaA stuff. Though if you pick the randomized start option you might get Cataphract LPCs in carriers, but I don't think any of the pilotable Cataphracts or Mobile Armors are in that randomized pool.

You can always hop over to New Meshan to get ArmaA gear when you start a new game. You can also just console the stuff you want in.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 02, 2021, 08:35:51 AM
You can always hop over to New Meshan to get ArmaA gear when you start a new game. You can also just console the stuff you want in.

What's this "New Meshan" you speak of ? a custom system/location ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Katsumi on July 02, 2021, 05:40:19 PM
You can always hop over to New Meshan to get ArmaA gear when you start a new game. You can also just console the stuff you want in.

What's this "New Meshan" you speak of ? a custom system/location ?

Yup. It's in the southwest of the core systems. Small yellow star with a single independent market. It has an Arma specific submarket. Though, sometimes I find their selection to be a little anemic...
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: KDR_11k on July 03, 2021, 05:39:03 AM
You can always hop over to New Meshan to get ArmaA gear when you start a new game. You can also just console the stuff you want in.

What's this "New Meshan" you speak of ? a custom system/location ?
Yeah, it only spawns if you start your game with the mod active. You can still find the blueprints through exploration even if you add the mod later, provided there's anything left to explore.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Deshara on July 06, 2021, 07:09:28 PM
i think a small frigate not capable of cruising on its own without a tender to keep it going would be referred to as a corvette
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on July 06, 2021, 08:04:10 PM
i think a small frigate not capable of cruising on its own without a tender to keep it going would be referred to as a corvette

If you're referring to the "Strikecraft" terminology, I followed the homeworld designation which rolls fighters, corvettes and other small things that can't operate without support under the same term
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 07, 2021, 09:30:51 AM
Kinda wondering why the Altagrave G's grenade don't detonate on impact ?

also just got to realising you could switch the arm weapons on the Aleste...then again it took me getting a fleet of over 100 points worth to even try them at all...

EDIT: what if every mech arms could be configured like the Aleste's ?

Such as changing the damage type of the Garegga's mutilators ?

or how certain weapons behave ? like the Altagrave's Vajra having a higher fire-rate but shorter range version or a longer range and higher damage version at the cost of higher flux and slower firerate ? and keeping the current setting as a "best of both worlds" setting ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: JUDGE! slowpersun on July 15, 2021, 10:54:36 PM
Well, very interested to see how this mod is affected by the eventual 0.95.1a/b release due in like September or October.  Mostly interested to see skill change interactions, plus the eventual low-tech mech(s?) with the damper fields that this mod might possibly add.  Although I guess that the Einhänder would therefore also be classified as high-tech?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on July 18, 2021, 03:58:51 PM
Yeah, though the newer ones might be closer to Midline (at least aesthetically?) I probably should drop another teaser or something. Feels like the update is pretty close, but I keep thinking about adding one more..

Kinda wondering why the Altagrave G's grenade don't detonate on impact ?

Because I didn't think about doing that until after I made the aleste's dispersal grenade  ;)
it'll explode on proximity in the update
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: 6chad.noirlee9 on July 18, 2021, 05:05:39 PM
NEWER ONESSSSS
more than one?!

how exciting
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 19, 2021, 03:56:42 PM
It occurs to me this mod has a LOT of strike crafts and not a single carrier to field them
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on July 19, 2021, 09:46:53 PM
There are vanilla carriers that do that just fine. I don't see a need to add one for no reason
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Pep on July 20, 2021, 08:09:45 AM
One od the new skills is called "cybernetic augmentation"
I saaw you talking about granting some kind of NEXT-esque bonus to characters but didnt know the best way to make it work, and i think a buff for officers with that skill would be a great way to increase their viability as a flagship late game
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 20, 2021, 08:35:18 AM
One od the new skills is called "cybernetic augmentation"
I saaw you talking about granting some kind of NEXT-esque bonus to characters but didnt know the best way to make it work, and i think a buff for officers with that skill would be a great way to increase their viability as a flagship late game

One way I could see this being happen would be some sort of built in hullmod whose effects increase with the levels the pilot puts into the various skill trees

To exemplify this

+1 level in Combat (red) tree gives more Range
+1 level in Command (green) tree gives more Top Speed
+1 level in Technology (blue) reduces Flux per damage on shields
+1 level in Industry (yellow) improves armor/hull

and each level further boosts that assuming its even possible
maybe call it "Human Plus"
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: JUDGE! slowpersun on July 20, 2021, 12:58:37 PM
There are vanilla carriers that do that just fine. I don't see a need to add one for no reason

Well, a not very good reason is just to clarify flavor of "faction," although this doesn't matter so much since the market added counts as independent.  However, it could present an good opportunity to play around with carrier ai as it relates to custom modded special abilities.  The lazy carrier special ability that could be added is something like a launch catapult (like launches one at a time, but very quickly and ships get huge temp speed/maneuverability boost coming out.  Or just the reverse of the Astral carrier and teleport mechs halfway to target, although I guess this version would require basically some sort of resupply mechanism to make it worthwhile, which might end up taking up an LRM slot and too much mucking around with fighter AI).  Or just that a better version of legion carrier that launches mechs/fighters with extra temporary shields or maybe a version the new damper fields UNDER shields for a legit combat carrier (although damper fields would have to be permanent until blocked X number of shots, then discarded, I guess).  Perhaps this would be the end result of the damaged mech sprite experiment, if that ever gets off the ground.

However, since all of this would essentially cut into the time necessary for just regular development and carriers are already available... maybe after 1.0 drops!  Not anytime soon...

Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 21, 2021, 03:39:12 AM
Hmmm

If the game dev adds in the ability to make one's own questline, will you be interrested in giving this mod its own storyline or not ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: TrickyTidy on July 22, 2021, 04:57:13 AM
Instead of building ArmaA ships there's always the option to make an ArmaA faction hullmod you can just slap onto other ships that adds bonuses to regular Cataphract LPCs (and pilotable Cataphracts, if you can swing it). Like what Diable Avionics' Wanzer Gantry does with reducing wanzer refit times. Add it to some vanilla ship skins and a fully fledged 'faction' is born lol

Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: DungusFungus on July 22, 2021, 11:44:04 AM
so this is gonna sound silly, but how do you actually pilot the strikecraft?
ive looked through the forum posts but none of them actively mention how to pilot the strikecraft.
for instance i have the einhander on an astral and no matter what i do i cant seem to pilot it.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 22, 2021, 01:31:23 PM
@DungusFungus

You need to aquire a pilotable version that is sold in the Ship Shop, mostly sold on New Mesha in the southwest of the core worlds

Beware thoses are somewhat expensive and mostly impossible to find in the open market, you'll have to buy them from the ArmaA shop wich requires good relations with the Indies...

EDIT:
While its not "Impossible" to find a mod ship in the open market, it is, however, VERY UNLIKELY to happen ....
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: JUDGE! slowpersun on July 22, 2021, 05:41:26 PM
so this is gonna sound silly, but how do you actually pilot the strikecraft?
ive looked through the forum posts but none of them actively mention how to pilot the strikecraft.
for instance i have the einhander on an astral and no matter what i do i cant seem to pilot it.

Or just try missions to get used to it.  The turn radius is so fast that sometimes hard to fly, but doable.  Though Sci Nation missions are cooler, custom backgrounds...
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: DracoLunaris on July 24, 2021, 06:13:26 PM
Got this crash to desktop when docked with the new market and opening the fleet menu:

Quote
1753967 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.cataphract.advanceInCampaign(cataphract.java:99)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.pruneShips(BaseSubmarketPlugin.java:561)
   at data.scripts.campaign.submarkets.armaa_subMarketPlugin.updateCargoPrePlayerInte raction(armaa_subMarketPlugin.java:86)
   at com.fs.starfarer.coreui.V.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.K$3.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on July 24, 2021, 10:30:35 PM
What version are you running?

Well, a not very good reason is just to clarify flavor of "faction," although this doesn't matter so much since the market added counts as independent.  However, it could present an good opportunity to play around with carrier ai as it relates to custom modded special abilities.  The lazy carrier special ability that could be added is something like a launch catapult (like launches one at a time, but very quickly and ships get huge temp speed/maneuverability boost coming out.  Or just the reverse of the Astral carrier and teleport mechs halfway to target, although I guess this version would require basically some sort of resupply mechanism to make it worthwhile, which might end up taking up an LRM slot and too much mucking around with fighter AI).  Or just that a better version of legion carrier that launches mechs/fighters with extra temporary shields or maybe a version the new damper fields UNDER shields for a legit combat carrier (although damper fields would have to be permanent until blocked X number of shots, then discarded, I guess).  Perhaps this would be the end result of the damaged mech sprite experiment, if that ever gets off the ground.

However, since all of this would essentially cut into the time necessary for just regular development and carriers are already available... maybe after 1.0 drops!  Not anytime soon...

The main hangup for me was trying to think up a gimmick for a carrier without making it the go-to pick, if that makes sense, but this gives me a few ideas

One od the new skills is called "cybernetic augmentation"
I saaw you talking about granting some kind of NEXT-esque bonus to characters but didnt know the best way to make it work, and i think a buff for officers with that skill would be a great way to increase their viability as a flagship late game

One way I could see this being happen would be some sort of built in hullmod whose effects increase with the levels the pilot puts into the various skill trees

To exemplify this

+1 level in Combat (red) tree gives more Range
+1 level in Command (green) tree gives more Top Speed
+1 level in Technology (blue) reduces Flux per damage on shields
+1 level in Industry (yellow) improves armor/hull

and each level further boosts that assuming its even possible
maybe call it "Human Plus"

ill wait to see how the new skills hash out, but thanks for the ideas.

Hmmm

If the game dev adds in the ability to make one's own questline, will you be interrested in giving this mod its own storyline or not ?
someone has been agonizing over a story mission for a few months now and I don't intend to put myself through that kind of suffering anytime soon, but i might add like some ruins or something referencing the missions in the main menu to discover
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 25, 2021, 12:27:12 AM
but i might add like some ruins or something referencing the missions in the main menu to discover

oh....with a salvage field ?

with a random chance to drop a Einhander/Aleste to get started with mod stuff ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Dr.Rumba on July 25, 2021, 03:53:12 AM
I definitely see reason in adding a carrier as you can add your own personal touch to a ship and add to the theme some more. I do agree there isn't a NEED but it could be a nice touch. Maybe a carrier that you can see mechs hanging off the side of, or one with an open service hangar you can see mechs being worked on. Again not a necessity but would be nice but if it was a choice between carriers or more mechs, I rather have more mechs.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: 6chad.noirlee9 on July 25, 2021, 04:04:22 AM
yea carrier vs mechs id rather have more mechs too
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 25, 2021, 04:45:16 AM
yea carrier vs mechs id rather have more mechs too

You know...one does not prevent the other, what if we had a mech that IS a carrier ?

Could be Cruiser/Capital sized

Field some large mounts to provide fire support to the little ones and put some pressure on larger ships
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Dr.Rumba on July 26, 2021, 01:08:24 AM
I think having a squad of three or more mechs is better and supposedly it's being worked on (unless I read wrong) which has me excited.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on July 26, 2021, 09:47:51 AM
That's more or less what's happening.
(https://i.imgur.com/CR9VVxS.png)
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: 6chad.noirlee9 on July 26, 2021, 12:08:15 PM
WOAH VERY COOL
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on July 26, 2021, 12:54:29 PM
So we're getting aces like in Ace combat/gundam/armored core, ETC, ETC.... ?

EDIT: can we edit their portraits and names or is that just not in our hands ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: JUDGE! slowpersun on July 27, 2021, 01:41:01 PM
WOAH VERY COOL

Need more VERYs.  And some exclamation points.  Like VERY VERY VERY2 COOL!!!
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: 6chad.noirlee9 on July 27, 2021, 03:59:23 PM
WOAH VERY COOL

Need more VERYs.  And some exclamation points.  Like VERY VERY VERY2 COOL!!!

hey now, i cant ALWAYS be that over the countertop
sometimes you gotta pay for the perscription (i like spelling it that way
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: TimeDiver on July 27, 2021, 04:44:53 PM
That's more or less what's happening.
*snip image embed*
shoi, what happened to that preview vid with a pilotable copyright-bait Macross-inspired variable fighter?

It's no longer on your Youtube channel, either.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on July 27, 2021, 05:22:21 PM
shoi, what happened to that preview vid with a pilotable copyright-bait Macross-inspired variable fighter?

It's no longer on your Youtube channel, either.

I think you have me confused with someone else

So we're getting aces like in Ace combat/gundam/armored core, ETC, ETC.... ?

EDIT: can we edit their portraits and names or is that just not in our hands ?

Names are random and portraits are randomly pulled from the player faction atm. I guess you can edit them if you know how to fiddle with saves, but it probably won't be an option in game until later
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: TimeDiver on July 27, 2021, 05:35:03 PM
I think you have me confused with someone else
You're correct; it was actually the dev behind YRXP... my bad.

Lack of sleep plus long, hot day equals slow brain and poor memory.
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: DeclanFrost on August 01, 2021, 10:00:01 AM
I'm so excited for the strikecraft dedicated hullmod and the new mech/s. I've been using nothing but ships from this mod as my flagships for the past month
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on August 02, 2021, 06:45:14 PM
Thanks! Hopefully it won't be much longer now, I just need make a few weapon sprites for the Curvy Laser and some other gfx going over and should be good to go
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on August 04, 2021, 09:17:14 AM
can you do something about the A.I. repeatedly depleting the overclock on the garegga ?
Seen one repeatedly hit the 0% when trying to retreat...
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: JUDGE! slowpersun on August 04, 2021, 06:17:27 PM
can you do something about the A.I. repeatedly depleting the overclock on the garegga ?
Seen one repeatedly hit the 0% when trying to retreat...

That might be just vanilla AI, phase ships sometimes will randomly phase to reach a destination, even though that is usually slower (especially with 0% flux speed boost).  I guess AI heuristics just can't think too laterally...
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on August 04, 2021, 10:40:00 PM
It is caused by the ship system AI, (same logic used by a ship in Interstellar Imperium, behaves the same - which makes sense IMO, since the speed + flux bonus would make it easier to get away while taking fire to say, shields, but obviously is a problem if you wait to retreat at low CR)
I can add some logic that has it not use the system at like < 25% CR or something when retreating
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on August 05, 2021, 04:48:40 AM
Kind of hesitating to put that here but have you heard of this ?
https://www.youtube.com/watch?v=ElTfcOwHw9U
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: SinopARTR on August 11, 2021, 07:30:59 AM
Hello, i got this mod like one day ago and it was running smoothly untill i got the Valken-X. When they go for their CQC attack my game freezes for 2 seconds and instantly crashes with this message

java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
    at data.scripts.weapons.armaa_valkenBlade.advance(armaa_valkenBlade.java:105)
    at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
    at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
    at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
    at com.fs.starfarer.combat.entities.Ship.advance(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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

I redownloaded the mod 3 times, nothing really changed and i still get crashes
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: FUBARSOB on August 11, 2021, 08:49:05 AM
update your magiclib, shoi helped me with the same problem XP
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: 6chad.noirlee9 on August 13, 2021, 06:21:05 AM
would be cool if you could make a hullmod (that only works with ships that have the cataprhact hullmod) that essentially makes them follow you real close/act like theyre in a wing with you when you have them escort something (theoretically youd only ever have them escort yourself or some other cataphract
i know youre making the addition that lets you have a wing right now, but i still think in the release after this one you should do something like that so you can even (in the future) have squads roll in/retreat in close formation and order strikes in between that
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: Hexadood on August 18, 2021, 05:03:30 AM
I have reawaken from my thousand year slumber, specifically to say how good this damn mod is.
I cannot find any words in the long, long list of human languages to even fathom an inkling of my joy for this mod. There's nothing quite like it out there, where Diable Avionics gives you the feeling of being a commander of a fleet of mech pilots, nothing compares to BEING the pilot with your rag-tag team, fighting pirates as a coordinated unit.
Playing Starsector without this mod feels hollow, boring, and uninteresting. But with the mod, by God does it elevate the experience to the heavens above and beyond!
I would 100 percent help with making sprites for this mod, my lack of experience in making sprites might make it daunting but I still want to help every way I can. This is something that is so up my alley that it'd be absurd not to pitch in somehow.

In summary, mod is amazing, if you're on the fence about it, download it. Now!
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: hydremajor on August 22, 2021, 09:16:14 AM
so how are things going ?
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: shoi on August 23, 2021, 06:53:33 AM

Arma Armatura V1.5.1 RC6
(https://i.imgur.com/jRmY3g3.png)
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v1.5.1RC6.zip)
Special Thanks:
Avanitia - Playtesting / Description revisions
Karleen - Playtesting / Feedback & Suggestions
Finn - Playtesting / Feedback & Suggestions

New Ship: Leynos - 6DP / Leynos(RS) - 10DP
(https://i.imgur.com/0wlMdvv.gif)
-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield

New Ship: Xyphos(AA) - 4DP
(https://i.imgur.com/JhhI86n.gif)
- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing

New Ship: Gunhazard - 3DP
(https://i.imgur.com/YfyHEyb.gif)
- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP
- Supported by a wing of Valkens
 
New Ship: Watchdog - 10DP
(https://i.imgur.com/UJ3CJWI.gif)
- Fire Support
- enhanced range and firepower for its class
- poor mobility / lacks flux to utilize weaponry indefinitely, esp. when pressured

New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier    returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted into elite officers (akin to vanilla officer promotion event)
- The Wing name is randomly generated from a list in data/config/modSettings, which you can add/remove from if you wish. At some point i'll try and find some way to allow user to input their own name.

-Added Nex Mercenary company, the rocket stars
- Curvy Laser should no longer spawn everywhere, and is now obtainable through normal exploration or loot from remnants, who will employ it sporadically. Has been rebalanced to not be as nuts before and has modified behavior when fired.

-Strikecraft will more intelligently attempt to return to a carrier when CR is low/ ammo depleted

Known Bugs:
-Leynos(RS) arms are not colored correctly for some weapons
-Waypoints that Strikecraft create when returning to a carrier are not removed, and when many enemies are around they will waste time and CR out instead of heading to the carrier. The former has no effect on gameplay but can lead to a cluttered command ui due to the latter. Both of these issues should be fixed in 0.95.1 with additions to the API and some AI stuff

 Full Changelog
V1.5
------------------------------------
New Ship: Leynos - 6DP / Leynos(RS) - 10DP
-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield

New Ship: Xyphos(AA) - 4DP
- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing

New Ship: Gunhazard - 3DP
- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP

New Ship: Watchdog - 10DP
- Fire Support; poor mobility and flux stats but enhanced range and firepower for its class

New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier    returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted into elite officers (akin to vanilla officer promotion event)

-Added Nex Mercenary company, the rocket stars
- Curvy Laser should no longer spawn everywhere, and is now obtainable through normal exploration or loot from remnants, who will employ it sporadically. Has been rebalanced to not be as nuts before and has modified behavior when fired.

-Only Einhander,Garegga, and altagrave were known to indies + PL, added remaining hulls
-Slightly bumped up frequency so they show up ocassionaly instead of once every few cycles

   -Fixed issue that caused custom Aleste/Einhander .skins to crash due to invalid ground support bonus by checking base hull instead

Strikecraft:
- Damage dealt popup/numbers should now properly display when taking damage
- Fixed bug where game would crash if player took control of enemy strikecraft and then retreated with it (.....somehow)
- Strikecraft will now always be disabled/destroyed after combat if hull is fully depleted, instead of a 50% chance of not needing to be recovered
- Fixed bug where landing ship would only choose bay 0 to land at
- Replacement Time reduction when refitting now occurs during refit time instead of after
- Fixed bug where combat would not end if an allied / enemy strikecraft were on the field after full retreat on the player's side
- Trimmed description to be more concise and less fluffy
- Strikecraft will (should?) no longer attempt to fly directly through enemy fleet to reach a carrier

-Altagrave's will purge all modules once the core ship's HP decreases below 55%
   - This is a (AI) buff and should improve survivability somewhat
   - AMWS for all head variants DMG: 350->400, IGNORES_FLARES, adjusted offset for better accuracy
   - Karma ship system now benefits from Systems Expertise
   - Karma Seekers:
      - Reduced number of projectiles generated
      -Launch Speed: 1500-> 800
      -Proj Speed: 1000->700
        - Fixed Ear killing shotgun sound used by altagrave ex
   - Default Altagrave's main weapon can no longer be intercepted by PD
      - Chargedown: 0.12 -> 0.2
      - Adjusted firing FX
Ilorin:
-Removed ECCM from Ilorin
-Ilorin Rocket Speed: 150->50
-Burst Size: 4->8 (now fires entire clip at once)

Valken X:
- Removed Vulcan Cannon
- Laser Blade DMG: 125->200

-Valken:
- swapped light mortar for light assault gun
- System now affects all weapons
- armor: whatever it was before -> 25
- adjusted sprite yet again

-Kouto
- Revised weapon loadout
- Wing Size: 2->1

Aleste:
- Changed name of playable version to Aleste(S) to better distinguish playable and LPC version
- increased flux capacity
-Heavy Rynex Laser will no longer target fighters
-Dispersal Mortar will immediately detonate in close proximity to enemies
-Added Laser Blade as an option for right arm
-Added SCTR-40 Minigun as an option for right arm
-Laser Blade trails reduced to a more reasonable width/length
-Fixed Laser Blade not doing additional emp damage on hit
-Fixed Laser Blade damage not scaling with energy weapon mastery bonus
-Fixed bug where laser blade trails from different ships would merge into eldritch map spanning megatrails
[close]



Kind of hesitating to put that here but have you heard of this ?
https://www.youtube.com/watch?v=ElTfcOwHw9U
I've never seen this, nope! Saved to my handy dandy reference folder tho

I have reawaken from my thousand year slumber, specifically to say how good this damn mod is.
I cannot find any words in the long, long list of human languages to even fathom an inkling of my joy for this mod. There's nothing quite like it out there, where Diable Avionics gives you the feeling of being a commander of a fleet of mech pilots, nothing compares to BEING the pilot with your rag-tag team, fighting pirates as a coordinated unit.
Playing Starsector without this mod feels hollow, boring, and uninteresting. But with the mod, by God does it elevate the experience to the heavens above and beyond!
I would 100 percent help with making sprites for this mod, my lack of experience in making sprites might make it daunting but I still want to help every way I can. This is something that is so up my alley that it'd be absurd not to pitch in somehow.

In summary, mod is amazing, if you're on the fence about it, download it. Now!

Thanks!
Title: Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
Post by: 6chad.noirlee9 on August 24, 2021, 04:46:55 AM
Spoiler

Arma Armatura V1.5.1 RC6
(https://i.imgur.com/jRmY3g3.png)
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v1.5.1RC6.zip)
Special Thanks:
Avanitia - Playtesting / Description revisions
Karleen - Playtesting / Feedback & Suggestions
Finn - Playtesting / Feedback & Suggestions

New Ship: Leynos - 6DP / Leynos(RS) - 10DP
(https://i.imgur.com/0wlMdvv.gif)
-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield

New Ship: Xyphos(AA) - 4DP
(https://i.imgur.com/JhhI86n.gif)
- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing

New Ship: Gunhazard - 3DP
(https://i.imgur.com/YfyHEyb.gif)
- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP
- Supported by a wing of Valkens
 
New Ship: Watchdog - 10DP
(https://i.imgur.com/UJ3CJWI.gif)
- Fire Support
- enhanced range and firepower for its class
- poor mobility / lacks flux to utilize weaponry indefinitely, esp. when pressured

New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier    returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted into elite officers (akin to vanilla officer promotion event)
- The Wing name is randomly generated from a list in data/config/modSettings, which you can add/remove from if you wish. At some point i'll try and find some way to allow user to input their own name.

-Added Nex Mercenary company, the rocket stars
- Curvy Laser should no longer spawn everywhere, and is now obtainable through normal exploration or loot from remnants, who will employ it sporadically. Has been rebalanced to not be as nuts before and has modified behavior when fired.

-Strikecraft will more intelligently attempt to return to a carrier when CR is low/ ammo depleted

Known Bugs:
-Leynos(RS) arms are not colored correctly for some weapons
-Waypoints that Strikecraft create when returning to a carrier are not removed, and when many enemies are around they will waste time and CR out instead of heading to the carrier. The former has no effect on gameplay but can lead to a cluttered command ui due to the latter. Both of these issues should be fixed in 0.95.1 with additions to the API and some AI stuff

 Full Changelog
V1.5
------------------------------------
New Ship: Leynos - 6DP / Leynos(RS) - 10DP
-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield

New Ship: Xyphos(AA) - 4DP
- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing

New Ship: Gunhazard - 3DP
- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP

New Ship: Watchdog - 10DP
- Fire Support; poor mobility and flux stats but enhanced range and firepower for its class

New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier    returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted into elite officers (akin to vanilla officer promotion event)

-Added Nex Mercenary company, the rocket stars
- Curvy Laser should no longer spawn everywhere, and is now obtainable through normal exploration or loot from remnants, who will employ it sporadically. Has been rebalanced to not be as nuts before and has modified behavior when fired.

-Only Einhander,Garegga, and altagrave were known to indies + PL, added remaining hulls
-Slightly bumped up frequency so they show up ocassionaly instead of once every few cycles

   -Fixed issue that caused custom Aleste/Einhander .skins to crash due to invalid ground support bonus by checking base hull instead

Strikecraft:
- Damage dealt popup/numbers should now properly display when taking damage
- Fixed bug where game would crash if player took control of enemy strikecraft and then retreated with it (.....somehow)
- Strikecraft will now always be disabled/destroyed after combat if hull is fully depleted, instead of a 50% chance of not needing to be recovered
- Fixed bug where landing ship would only choose bay 0 to land at
- Replacement Time reduction when refitting now occurs during refit time instead of after
- Fixed bug where combat would not end if an allied / enemy strikecraft were on the field after full retreat on the player's side
- Trimmed description to be more concise and less fluffy
- Strikecraft will (should?) no longer attempt to fly directly through enemy fleet to reach a carrier

-Altagrave's will purge all modules once the core ship's HP decreases below 55%
   - This is a (AI) buff and should improve survivability somewhat
   - AMWS for all head variants DMG: 350->400, IGNORES_FLARES, adjusted offset for better accuracy
   - Karma ship system now benefits from Systems Expertise
   - Karma Seekers:
      - Reduced number of projectiles generated
      -Launch Speed: 1500-> 800
      -Proj Speed: 1000->700
        - Fixed Ear killing shotgun sound used by altagrave ex
   - Default Altagrave's main weapon can no longer be intercepted by PD
      - Chargedown: 0.12 -> 0.2
      - Adjusted firing FX
Ilorin:
-Removed ECCM from Ilorin
-Ilorin Rocket Speed: 150->50
-Burst Size: 4->8 (now fires entire clip at once)

Valken X:
- Removed Vulcan Cannon
- Laser Blade DMG: 125->200

-Valken:
- swapped light mortar for light assault gun
- System now affects all weapons
- armor: whatever it was before -> 25
- adjusted sprite yet again

-Kouto
- Revised weapon loadout
- Wing Size: 2->1

Aleste:
- Changed name of playable version to Aleste(S) to better distinguish playable and LPC version
- increased flux capacity
-Heavy Rynex Laser will no longer target fighters
-Dispersal Mortar will immediately detonate in close proximity to enemies
-Added Laser Blade as an option for right arm
-Added SCTR-40 Minigun as an option for right arm
-Laser Blade trails reduced to a more reasonable width/length
-Fixed Laser Blade not doing additional emp damage on hit
-Fixed Laser Blade damage not scaling with energy weapon mastery bonus
-Fixed bug where laser blade trails from different ships would merge into eldritch map spanning megatrails
[close]



Kind of hesitating to put that here but have you heard of this ?
https://www.youtube.com/watch?v=ElTfcOwHw9U
I've never seen this, nope! Saved to my handy dandy reference folder tho

I have reawaken from my thousand year slumber, specifically to say how good this damn mod is.
I cannot find any words in the long, long list of human languages to even fathom an inkling of my joy for this mod. There's nothing quite like it out there, where Diable Avionics gives you the feeling of being a commander of a fleet of mech pilots, nothing compares to BEING the pilot with your rag-tag team, fighting pirates as a coordinated unit.
Playing Starsector without this mod feels hollow, boring, and uninteresting. But with the mod, by God does it elevate the experience to the heavens above and beyond!
I would 100 percent help with making sprites for this mod, my lack of experience in making sprites might make it daunting but I still want to help every way I can. This is something that is so up my alley that it'd be absurd not to pitch in somehow.

In summary, mod is amazing, if you're on the fence about it, download it. Now!

Thanks!
[close]




i love everything!
great job and great additions all around!


.....i have a slight bug report though: not sure if it is my poor 9th gen i3 or what, but i think there is too much code trying to be read and executed on larger battles and it is causing some of the fighter_frig to not properly go and dock when they get really damaged
is that possible?
Title: Re: [0.95a] Arma Armatura 1.5.1 RC6 (8/23/2021)
Post by: shoi on August 24, 2021, 05:56:07 AM
no, I mentioned this in the post, but I switched how they try returning to carriers. Previously they'd just fly straight for them, which would end up getting them needlessly killed often. They use waypoints to return to the carrier now, but for whatever reason, ships are pretty leisurely on how they go about getting to a waypoint, which leads to them CRing out if they happen to stray to far from a carrier with enough enemies around. It'll probably work out better in the next update based from what I have seen on alex's twitter, but i'm working on a bandaid rn; a carrier with a ship system that basically works like recall device and instantly teleports one into its vicinty per use.
Title: Re: [0.95a] Arma Armatura 1.5.1 RC6 (8/23/2021)
Post by: 6chad.noirlee9 on August 24, 2021, 06:03:43 AM
i was wondering where all the dang waypoints were coming from!!!!! lol

also not to sound ungrateful (love this mod and the progress) but i REALLY wish i could alter the portraits of fighter squads



edit: it would also be AMAZING to have a hullmod similar to strikecom except it just does it for regular carriers.  im thinking something that doesnt quite provide as much bonuses or nerf to replacement out the gate, but still lets you advance the pilots overtime, and also obviously just has them spawn from the carrier itself.  just an idea!
Title: Re: [0.95a] Arma Armatura 1.5.1 RC6 (8/23/2021)
Post by: shoi on August 24, 2021, 12:59:35 PM
i was wondering where all the dang waypoints were coming from!!!!! lol

also not to sound ungrateful (love this mod and the progress) but i REALLY wish i could alter the portraits of fighter squads



edit: it would also be AMAZING to have a hullmod similar to strikecom except it just does it for regular carriers.  im thinking something that doesnt quite provide as much bonuses or nerf to replacement out the gate, but still lets you advance the pilots overtime, and also obviously just has them spawn from the carrier itself.  just an idea!

if you're comfortable with editing saves you can change their information opening it and ctrl+f the name of the pilot whose info you want to change. I'll figure out a way to do this in-game eventually  :).

anyhow, small update. Makes the armaa valkyrie actually known to armaa and indies, and gives it an ability that allows it to instantly recall one strikecraft and cut out the travel time

1.5.2
(https://i.imgur.com/vyNBJ9O.gif)
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v1.5.2.zip)
Title: Re: [0.95a] Arma Armatura 1.5.2 (8/24/2021)
Post by: 6chad.noirlee9 on August 24, 2021, 01:45:42 PM
Very cool!
Also, I really think landing gear should be added to all strike craft
Title: Re: [0.95a] Arma Armatura 1.5.2 (8/24/2021)
Post by: JUDGE! slowpersun on August 24, 2021, 03:01:24 PM
New stuff look dope!!  However, I do have a completely unrelated question...  does using the ground support hull mod option for carriers when invading/attacking a colony reduce CR at all?  I wouldn't expect much, but for balance reasons I would assume that there is automatically some minimal CR reduction, and even more CR reduction if there is some check that considers whether some of the mechs are lost in ground operations and further reduces CR accordingly (since can't calculate actual losses, like for marines).  Food for thought (although I guess this might also require an option to NOT use mechs for ground support in invasion options screen)!
Title: Re: [0.95a] Arma Armatura 1.5.2 (8/24/2021)
Post by: shoi on August 24, 2021, 05:43:38 PM
Very cool!
Also, I really think landing gear should be added to all strike craft

I'm pretty sure it is, unless I missed one?

New stuff look dope!!  However, I do have a completely unrelated question...  does using the ground support hull mod option for carriers when invading/attacking a colony reduce CR at all?  I wouldn't expect much, but for balance reasons I would assume that there is automatically some minimal CR reduction, and even more CR reduction if there is some check that considers whether some of the mechs are lost in ground operations and further reduces CR accordingly (since can't calculate actual losses, like for marines).  Food for thought (although I guess this might also require an option to NOT use mechs for ground support in invasion options screen)!

There isn't any extra checks like that currently, with only the pilotable ones taking CR damage when they raid, but might be a good idea to add to carriers. i'll mark it down
Title: Re: [0.95a] Arma Armatura 1.5.2 (8/24/2021)
Post by: hydremajor on August 25, 2021, 01:32:06 AM
so I tried a few of the things in the patch (except the warthog, couldn't actually find one)

First up the Valkyrie CV, big fan of the concept, but it does feel a bit anemic in the OP department, I'd love it if it had anywhere between 10 to 20 max OP more to compensate for the increased strike craft costs (or if it didn't have the increased costs to begin with) but I also understand its a dedicated support craft for the mod's pilotable aircrafts and basically a glorified repair point

Missile Altagrave, eh I was able to take down a Venture in simulation in a one on one so I guess its good ? its my go to test for combat ships bigger than frigates and its yet to let me down...

EDIT: okay so a curvy laser fails to even hurt a Sheperd drone tender....

Thats what I got my hands on so far will report back once I get more stuff...

Title: Re: [0.95a] Arma Armatura 1.5.2 (8/24/2021)
Post by: shoi on August 25, 2021, 09:02:53 AM
EDIT: okay so a curvy laser fails to even hurt a Sheperd drone tender....

neither does every other large missile, except probably the locust. Firing a giant slow interceptable projectile isn't going to work out well without other things tying up PD

edit:there was a bug where strikecraft wouldn't fire after teleported, redownloading from previous link above will fix
but also here

Download V1.5.2B (https://github.com/gomarz/SS-armaa/archive/refs/tags/v1.5.2.zip)
Title: Re: [0.95a] Arma Armatura 1.5.2B (8/25/2021)
Post by: hydremajor on August 25, 2021, 02:24:20 PM
Okay so tried the Leynos

FUN FACT, Frigates ABSOLUTELY REFUSE to get anywere near that thing, they will try anything to stay well away from it ...
Title: Re: [0.95a] Arma Armatura 1.5.2B (8/25/2021)
Post by: 6chad.noirlee9 on August 27, 2021, 08:00:37 AM
Leynos doesnt have it, didnt check the gun hazard because I normally use it as an escort ship
Title: Re: [0.95a] Arma Armatura 1.5.2B (8/25/2021)
Post by: Timid on August 27, 2021, 12:05:51 PM
Wo-w-w-w-wow! shoi u r is a masterpiece artist and coder! Your work is so impeccable, majestic masterpiece rolls right off the tongue! very vanilla friendly! i wish u had a patreon or something that I can just forward a few cash to!
Title: Re: [0.95a] Arma Armatura 1.5.2b (8/25/2021)
Post by: 6chad.noirlee9 on August 28, 2021, 04:43:40 AM
.....I see you have discovered our hidden gem.  Welcome, welcome.

All jokes aside it is cool how vanilla friendly it is while still certainly able to compete the modded "super factions"
Title: Re: [0.95a] Arma Armatura 1.5.2b (8/25/2021)
Post by: Nanao-kun on August 28, 2021, 01:35:18 PM
More mechs to play with? Nice.
Title: Re: [0.95a] Arma Armatura 1.5.2b (8/25/2021)
Post by: Snow_Snarck on August 28, 2021, 04:58:41 PM
May it be themed fleetcarrier in the future? For all these amazing thicc boiz? >_<

Title: Re: [0.95a] Arma Armatura 1.5.2b (8/25/2021)
Post by: hydremajor on August 29, 2021, 12:44:22 AM
May it be themed fleetcarrier in the future? For all these amazing thicc boiz? >_<



you have to make do with the mod's very own Valkyrie CV....
Title: Re: [0.95a] Arma Armatura 1.5.2b (8/25/2021)
Post by: 6chad.noirlee9 on August 29, 2021, 04:34:12 AM
Yea look back through the pages to see the hotfix which adds it

Btw idk if you saw the post but leynos definitely doesnt have landing gear
Title: Re: [0.95a] Arma Armatura 1.5.2b (8/25/2021)
Post by: 6chad.noirlee9 on August 29, 2021, 05:39:15 AM
oh also i hate to be that guy, but would you be interested in making/letting morrokain make a version of your mod that would work well with archean order?

i mean.....it would be really really cool, if youre ok with it (obviously mo would give you credit on the main page, seeing as there is already a laundry list of people that are on there currently)  Cheers either way!  really enjoying the comet
Title: Re: [0.95a] Arma Armatura 1.5.2B (8/25/2021)
Post by: shoi on August 29, 2021, 09:10:22 AM
Wo-w-w-w-wow! shoi u r is a masterpiece artist and coder! Your work is so impeccable, majestic masterpiece rolls right off the tongue! very vanilla friendly! i wish u had a patreon or something that I can just forward a few cash to!

thank you techpriest. Knowing that the creator of IRON SHELL likes my mod means a lot to me. I can die peacefully in my sleep knowing i've fulfilled my life dream

Yea look back through the pages to see the hotfix which adds it

Btw idk if you saw the post but leynos definitely doesnt have landing gear

 I added it to the leynos before release during beta testing, and the current build has the landing override as well. Unless you're talking about the leynos skin(Leynos RS or someting like that), which doesn't have it atm.

oh also i hate to be that guy, but would you be interested in making/letting morrokain make a version of your mod that would work well with archean order?

i mean.....it would be really really cool, if youre ok with it (obviously mo would give you credit on the main page, seeing as there is already a laundry list of people that are on there currently)  Cheers either way!  really enjoying the comet
that seems like a lot of extra work on his part, but if he wants to, then ..sure?

Title: Re: [0.95a] Arma Armatura 1.5.2b (8/25/2021)
Post by: 6chad.noirlee9 on August 29, 2021, 09:25:51 AM
Yea I'm using the RS version with the time dilation (or whatever it is called)
So that explains that lol

Also thanks for permission hopefully mo will do it!  Currently musashi is being integrated so maybe armaa can be done alongside that
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: shoi on August 30, 2021, 03:20:22 AM
update. links on the first page
Quote
V1.5.2c
-------------------
-Added additional Nex starts
-add landing beacon to leynos(rs)

WINGCOM SUITE:
   - Minor adjustments to text colors used w/ WINGCOM Suite
   - Squadron details for wing size > 4 will now automatically be hidden but can be expanded
   - Squad members elected for promotion can no longer receive another event while one already exists
   - Squad member will no longer immediately lose rep with the player when promotion event occurs
   -Maximum Offense/Defense bonus applied to fighters increased
      -Defensive: 50%->75%
      -Offensive: 25%->37.5%

- Armaa submarket hulls stock should be less top-heavy and feature more ships

- Minor adjustment to powerfist FX
- Minor adjustment to Leynos sprite
- fixed case sensitivity issue with some gfx filenames (again)

- Aleste(S)
    - Increased LS-99 Damage, removed Avanced Optics hullmod restriction
      - Equipping AO will replace it with a version that has 50% of the bonus (+100 range instead of +200)
    - Increased recharge rate of Microburn
    - AIleste with melee weapons will refrain from rushing enemies when at high flux/low hp
    - LS-99 will now properly deal hard flux if High Scatter Amp is equipped
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: 6chad.noirlee9 on August 30, 2021, 07:10:52 AM
Thanks for the landing gear!
Been missing having that
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on August 30, 2021, 09:55:23 AM
The "battle of mesha" mission is broken

thought you might want to know
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: DeclanFrost on August 30, 2021, 10:21:01 AM
The new mechs are fn AWESOME! And I love this new pseudo-progression system that came from the wingcom suite hullmod. It gives you a new way of acquiring officers in a way that feels so organic. Like you can win battles and build up rep with other pilots in your wing until they gain enough experience to lead their own squad of mechs. Super cool!

A critique I have right now is that the powerfist for the leynos feels pretty underpowered. I may just be bad at piloting it, but more often than not, the fist projectile gets destroyed after a few uses, and doesn't have enough mobility to return in time to achieve optimal DPS. Considering it's a shield popper, this kinda ruins the weapon. The railgun is a much more reliable if weaker option, but at least that one isn't liable to miss you on the return flight and meander off into space. Even with ECCM, sometimes the powerfist AI just bugs out and turns in a huge circle until it dies.

Edit: I got missile spec and got gud. The powerfist is pretty powerful, actually. But it does appear to be directionally challenged sometimes.
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: shoi on August 30, 2021, 12:24:40 PM
The "battle of mesha" mission is broken

thought you might want to know


ill look into it, thx

The new mechs are fn AWESOME! And I love this new pseudo-progression system that came from the wingcom suite hullmod. It gives you a new way of acquiring officers in a way that feels so organic. Like you can win battles and build up rep with other pilots in your wing until they gain enough experience to lead their own squad of mechs. Super cool!

A critique I have right now is that the powerfist for the leynos feels pretty underpowered. I may just be bad at piloting it, but more often than not, the fist projectile gets destroyed after a few uses, and doesn't have enough mobility to return in time to achieve optimal DPS. Considering it's a shield popper, this kinda ruins the weapon. The railgun is a much more reliable if weaker option, but at least that one isn't liable to miss you on the return flight and meander off into space. Even with ECCM, sometimes the powerfist AI just bugs out and turns in a huge circle until it dies.

Thanks, for the feedback, I fixed the bug with the powerfist taking forever to return, if you redownload it should have the changes reflected
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Pep on August 31, 2021, 08:31:03 AM
The zyphos and hazard are really cool. They are weak all thing s considered, but still are able to fulfill the role of cheap support, and a mobile wing of xyphos is powerful in and of itself. The best thing imo is the new wingcom hullmod. The dialogue is a really cool touch and i wish more mods added atmospheric stuff like that!!
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on August 31, 2021, 09:03:15 AM
The zyphos and hazard are really cool. They are weak all thing s considered, but still are able to fulfill the role of cheap support, and a mobile wing of xyphos is powerful in and of itself. The best thing imo is the new wingcom hullmod. The dialogue is a really cool touch and i wish more mods added atmospheric stuff like that!!

This specific post reminds me we have no Wing Commander themed mods with the franchise's fighters and all that...

Wonder what a "Victory" would look like in 2D....

EDIT: You know what ?
have a ship analysis

https://www.youtube.com/watch?v=6LPpW40a488

Its an entertaining watch...
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Pep on August 31, 2021, 10:57:32 AM
Wow, i just realized WINGCOM is a wing commander reference
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: JUDGE! slowpersun on August 31, 2021, 02:29:42 PM

This specific post reminds me we have no Wing Commander themed mods with the franchise's fighters and all that...


Kinda does beg the question as to why there isn't a "Kilrathi generic aggressive cat aliens as an end-game threat" mod that has already been made, but I guess that might end up in vanilla instead...
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on September 01, 2021, 02:58:48 AM
Oh boy I just realised

You could make a mech in this with the viper boost...that would be just f*cking awesome...
Or even the mech (Omega Boost) as a whole

https://youtu.be/KGvL1HpV9T4?t=682

for referrence
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Abominable on September 01, 2021, 04:34:05 AM
Guys I’m told the update is save compatible? I just overwrite the current mod folder or do i delete it and do a clean “install”?
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on September 01, 2021, 10:59:27 AM
Guys I’m told the update is save compatible? I just overwrite the current mod folder or do i delete it and do a clean “install”?

Bruh I just start the installer and usually it picks up where the game's installed and automatically updates the game to its new version
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: shoi on September 02, 2021, 02:22:05 PM
Guys I’m told the update is save compatible? I just overwrite the current mod folder or do i delete it and do a clean “install”?
you should delete the old folder instead of overwriting to be safe, but it should be save compatible.
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: anhkhoa3302 on September 03, 2021, 09:44:48 PM
Friendship ended with Einhander, Aleste(S) is my new best friend. The fact that Aleste can be equipped with 2 reapers and refit them inside your carriers like a bomber is very strong compare to other mechs in term of anti-ship and I LOVE IT. This is the prefect choice for those who want to catch some big fish while performing some sick gundam-maneuvers.  ;D
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: 6chad.noirlee9 on September 04, 2021, 05:06:46 AM
.......am I the only one flying a comet with a broomstick? (Medium shotgun from KoT
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on September 04, 2021, 03:34:53 PM
.......am I the only one flying a comet with a broomstick? (Medium shotgun from KoT

...The hell's a "KoT" ?
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: 6chad.noirlee9 on September 04, 2021, 05:51:10 PM
Kingdom of Terra
Adds melee ships and some ridiculous close range weaponry....and some absolutely insane exceedingly rare special weapons.

Think: cavemen in space
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: shoi on September 05, 2021, 06:20:43 PM
.......am I the only one flying a comet with a broomstick? (Medium shotgun from KoT

Aleste's more player-baity than leynos, not to mention shields are just a better defensive resource than armor tanking.
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: 6chad.noirlee9 on September 06, 2021, 02:21:25 AM
.....have you tried the comet special version of the leynos?  It has a hybrid instead of ballistic and a time dilation ship system.
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on September 06, 2021, 11:04:32 AM
so is there plans for a future version ?
or are you taking a breather to plan things out or just have some fun with the game ?
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: shoi on September 06, 2021, 06:47:36 PM
yup, already got some new stuff in the works. probably wont take as long as the last update
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Geoffkoff on September 08, 2021, 04:19:21 AM
Hello Shoi, first of all Thank you so much for your work and sorry for the bad English. So when I saw the LS-90 moonlight it feels like i remember something so I search it up and then it hit me, the weapons and the ability to changes both arms is inspired by Armored Core!. thus i got the feel of reminiscence playing AC nexus and last raven, making me so hype to play the game again so from the bottom my heart. Thank you so much!.
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Francis on September 10, 2021, 05:53:10 AM
I think there's a little problem
51909 [Thread-3] WARN  com.fs.starfarer.title.Object.O0OO  - Error loading mission preview
java.lang.RuntimeException: [armaa_leynos_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.prototype.Utils.?00000(Unknown Source)
   at com.fs.starfarer.title.Object.F.update(Unknown Source)
   at com.fs.starfarer.title.Object.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.ooOO.update(Unknown Source)
   at com.fs.starfarer.title.Object.O0OO.setMission(Unknown Source)
   at com.fs.starfarer.title.Object.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.notifyHotspotClicked(Unknown Source)
   at com.fs.starfarer.ui.Object.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.Object.oOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.Object.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: 6chad.noirlee9 on September 10, 2021, 02:34:18 PM
yup, already got some new stuff in the works. probably wont take as long as the last update


.....what no teaser?
lol im kidding
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: shoi on September 11, 2021, 10:42:51 AM
I don't have anything to show yet,sadly. Gonna tool around with adding some animated leg decos for the smaller guys, then I can probably drop a preview
Hello Shoi, first of all Thank you so much for your work and sorry for the bad English. So when I saw the LS-90 moonlight it feels like i remember something so I search it up and then it hit me, the weapons and the ability to changes both arms is inspired by Armored Core!. thus i got the feel of reminiscence playing AC nexus and last raven, making me so hype to play the game again so from the bottom my heart. Thank you so much!.
Thanks, im glad you like it :)
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Daquan_Baton on September 11, 2021, 05:42:47 PM
CTD error here, something to do with the valken, I believe.

Code
270454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.armaa_valkenBlade.advance(armaa_valkenBlade.java:138)
at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Edit: I'm getting the error when fighting a fleet with the Valken-X, and no other Valkens.
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Histidine on September 11, 2021, 06:14:37 PM
I think there's a little problem
51909 [Thread-3] WARN  com.fs.starfarer.title.Object.O0OO  - Error loading mission preview
java.lang.RuntimeException: [armaa_leynos_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.prototype.Utils.?00000(Unknown Source)
   at com.fs.starfarer.title.Object.F.update(Unknown Source)
   at com.fs.starfarer.title.Object.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.ooOO.update(Unknown Source)
   at com.fs.starfarer.title.Object.O0OO.setMission(Unknown Source)
   at com.fs.starfarer.title.Object.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.notifyHotspotClicked(Unknown Source)
   at com.fs.starfarer.ui.Object.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.Object.oOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.Object.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Is this from a main menu mission? If it doesn't crash (just displays the error and fails to load the mission), hit the reset button. If it crashes, go to Starsector/saves/missions and delete the folder for that mission.

CTD error here, something to do with the valken, I believe.

Code
270454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.armaa_valkenBlade.advance(armaa_valkenBlade.java:138)
at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Edit: I'm getting the error when fighting a fleet with the Valken-X, and no other Valkens.
Update your MagicLib.
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: 6chad.noirlee9 on September 11, 2021, 06:32:05 PM
noticed a combat performance issue with the aleste swordsman layout
when using two sword small fighters can sit in the space between the two beams and not get hit

edit: also it would be beyond fantastic to have a fast attack carrier with lots of bays and not much else that has the teleport strikecraft system
consider it on my wishlist
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on September 12, 2021, 12:26:54 AM
All it would take is a Colossus Mk4 with better placed weapons

My idea is as follows

4 small ballistics at the corners
The rest of the small ballistics get changed to small missile hardpoints facing sideways

and bring up its bays to 4

maybe remove improvised flight deck and civilian hull

And you have a very competent if fragile carrier
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: 6chad.noirlee9 on September 12, 2021, 05:09:32 AM
ay not a bad idea
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: 6chad.noirlee9 on September 12, 2021, 09:02:50 AM
looks like the issue with the dual swords was putting them in the same control group
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on September 12, 2021, 12:19:34 PM
Just making sure but:

Is it intended that LPCs can rearm/respawn at a Venture when it doesn't work with the Sheperd ?
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: TimeDiver on September 12, 2021, 01:52:15 PM
shoi, is there any functional difference between 1.5.2d (from your Github) and the linked 1.5.2c in this thread, that would require updating?

There's a short changelog on said Github, but still sparse on overall details.
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: JUDGE! slowpersun on September 13, 2021, 02:06:15 AM
yup, already got some new stuff in the works. probably wont take as long as the last update

Can you add/update (at least the destroyer mech) to include a co-pilot version of the wingcom system?  IE, it requires that you waste OP, but you can get a possible officer, as well as maybe an added ability that might not overlap with what you are already using (or not, not clear if wing com sub-officers get a single bonus from a small pool).  Destroyer just seems like it needs this as a trade-off for using it, but maybe it isn't as necessary for most other mechs.

Also, where is the rare TT mech wave motion gun blueprint?  Only to be outdone by the [REDACTED] gravity rift mine generating system... although why there aren't a few [REDACTED] mechs is a better question?

Whether Nex integration will eventually now be required is another question, I guess...?

Edit: spelling.
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on September 13, 2021, 02:32:40 AM
why there aren't a few [REDACTED] mechs is a better question?

Why would you want that ?
You wouldn't get to play them at all since they can only fit A.I. cores for pilots/captain

at most you could enjoy a fight against a strike craft with the firepower of 2 lashers and the ability to respawn/repair infinitely while being able to just fly over you and groundpound your engines non-stop, doesn't sound like something I'd want anything to do with....
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Killsode on September 13, 2021, 08:32:34 AM
why there aren't a few [REDACTED] mechs is a better question?

Why would you want that ?
You wouldn't get to play them at all since they can only fit A.I. cores for pilots/captain

Well it could be a reverse engineered super hightech [redacted] version. Something like an altagrave with a phase-skimmer?
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on September 13, 2021, 09:01:22 AM
it makes no sense in the lore, if the hegemony heard there was a company working with redacted tech they'd crawl all over 'em

just look at Tri-tach's constant butting heads with the hegemony

The only way you can get away with it is IF the company develloping thoses is in a working relationship with both the Hegemony and Tri-tach, that would give them SOME breathing room and opportunities to keep secrets from both factions by having said faction grant them research facilities in their respective owned space...

With Mesha acting as the public face of the company and headquarters, the funding probably goes to establishing a base to fall back to should things go sideways
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Killsode on September 13, 2021, 10:54:56 AM
good point. although if you really wanted to you could explain as a [redacted] conversion that was then recaptured and partially converted back? yeah, long stretch and a bit silly but as a unique supership i'd be enough if you also made some [redacted] drone conversions of a few fighter-LPC mechs too

Anycase, i'd be interested to see a full on phase mech, although maybe that'd have to be co-venture with tri-tach... or a tri-tach conversion of a mech?
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: hydremajor on September 13, 2021, 12:00:27 PM
Quad Ion pulser Watchdog ?
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: shoi on September 13, 2021, 11:30:50 PM
shoi, is there any functional difference between 1.5.2d (from your Github) and the linked 1.5.2c in this thread, that would require updating?

There's a short changelog on said Github, but still sparse on overall details.

besides the WINGCOM fix, can't say for certain what else is in there since its a pretty old one at this point. It wasn't intended for public consumption, so download at your own peril.

RE: remnant stuff, there are a lot of dumb ways to go about making it work but for now it's not a priority on things to do.



Just making sure but:

Is it intended that LPCs can rearm/respawn at a Venture when it doesn't work with the Sheperd ?
The only restriction with docking is no frigates or ships below a certain CR threshold. You probably shouldn't be able to land on ships whose only wing are built-in drones as well though.

yup, already got some new stuff in the works. probably wont take as long as the last update

Can you add/update (at least the destroyer mech) to include a co-pilot version of the wingcom system?  IE, it requires that you waste OP, but you can get a possible officer, as well as maybe an added ability that might not overlap with what you are already using (or not, not clear if wing com sub-officers get a single bonus from a small pool).  Destroyer just seems like it needs this as a trade-off for using it, but maybe it isn't as necessary for most other mechs.

Also, where is the rare TT mech wave motion gun blueprint?  Only to be outdone by the [REDACTED] gravity rift mine generating system... although why there aren't a few [REDACTED] mechs is a better question?

Whether Nex integration will eventually now be required is another question, I guess...?

Edit: spelling.

The hullmod is wing command suite, so it doesnt make much sense for the destroyers to have it, unfortunately. I wouldn't say its needed either but there may be some type of skill-based bonus they will get down the line.
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Abominable on September 14, 2021, 12:44:15 AM
Guys I’m told the update is save compatible? I just overwrite the current mod folder or do i delete it and do a clean “install”?

Bruh I just start the installer and usually it picks up where the game's installed and automatically updates the game to its new version

Thank you!
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: JUDGE! slowpersun on September 15, 2021, 02:07:33 PM
yup, already got some new stuff in the works. probably wont take as long as the last update

Can you add/update (at least the destroyer mech) to include a co-pilot version of the wingcom system?  IE, it requires that you waste OP, but you can get a possible officer, as well as maybe an added ability that might not overlap with what you are already using (or not, not clear if wing com sub-officers get a single bonus from a small pool).  Destroyer just seems like it needs this as a trade-off for using it, but maybe it isn't as necessary for most other mechs.

Also, where is the rare TT mech wave motion gun blueprint?  Only to be outdone by the [REDACTED] gravity rift mine generating system... although why there aren't a few [REDACTED] mechs is a better question?

Whether Nex integration will eventually now be required is another question, I guess...?

Edit: spelling.

The hullmod is wing command suite, so it doesnt make much sense for the destroyers to have it, unfortunately. I wouldn't say its needed either but there may be some type of skill-based bonus they will get down the line.

Sorry, to clarify, I mean that the destroyer mech should require a literal "co-pilot" to run (a la Pacific Rim), adapted from the code for the wing command suite; basically as an additional tax for running the destroyer mech and getting it's special ability to block/fire back ammo, but the tradeoff would be that you get the possibility of the co-pilot promoting (plus maybe an extra skill if wingcom/copilots ever get a single officer bonus).  But up to you, it's your ball game.  This is definitely one of the best available mods!
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: Killsode on September 15, 2021, 06:14:31 PM
Sorry, to clarify, I mean that the destroyer mech should require a literal "co-pilot" to run (a la Pacific Rim), adapted from the code for the wing command suite; basically as an additional tax for running the destroyer mech and getting it's special ability to block/fire back ammo, but the tradeoff would be that you get the possibility of the co-pilot promoting (plus maybe an extra skill if wingcom/copilots ever get a single officer bonus).  But up to you, it's your ball game.  This is definitely one of the best available mods!

i think the single pilot works fine for the destroyer sized mechs... but oh boy would i love to see a light cruiser sized mech,  that seems like a good place to put a gimmick/mechanic like that
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: 6chad.noirlee9 on September 16, 2021, 07:23:06 AM
Sorry, to clarify, I mean that the destroyer mech should require a literal "co-pilot" to run (a la Pacific Rim), adapted from the code for the wing command suite; basically as an additional tax for running the destroyer mech and getting it's special ability to block/fire back ammo, but the tradeoff would be that you get the possibility of the co-pilot promoting (plus maybe an extra skill if wingcom/copilots ever get a single officer bonus).  But up to you, it's your ball game.  This is definitely one of the best available mods!

i think the single pilot works fine for the destroyer sized mechs... but oh boy would i love to see a light cruiser sized mech,  that seems like a good place to put a gimmick/mechanic like that

Yes all of this
Title: Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
Post by: shoi on September 16, 2021, 11:11:42 PM
quick fix for an issue that could pop up for existing saves.  lmk if you run into any issues

Quote
9-16-2021
V1.5.2e
-------------------
-Fixed bug that could lead to saves being unable to load
- Orders given to strikecraft to capture or assault objectives will now be immediately cancelled with a warning.
- fixed built-ins sometimes appearing in cargo after destroying ships that had swappable weapons
- Cataphract LPC Ground Bonus now applies to ships immediately instead of when docking at market(s)
-fixed hullmod mouse over crash for Cataphract LSM
-Fixe some formatting issues
-Fixed Curvy Laser projectiles striking friendly ships, removed debug messages generated

- WINGCOM SUITE:
    - fixed fighters performing worse as squad cohesion increased. oops

- Adjusted Gallant
    - Removed shields
    - Reduced Ammo to 1
    - Reduced Attack Run Range to 800
    - Increased HP to 450, Armor to 20
    - Increased turn speed

- fixed bug that would cause piloted strikecraft to lock up if switched command to another ship just as it landed

- fixed laser blade trails merging in certain cases, for real this time
https://tinyurl.com/ke7v2nnk
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: garfu on September 17, 2021, 06:16:47 AM
Using that version last night on a brand new save had me crash right after sector generation. I reverted back to 1.5.2c and am able to play fine. I have a whole bunch of mods though so it's prob something with that. I didn't test it on it's own. I guess this isn't a helpful comment... but something broke between c and e
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on September 17, 2021, 08:47:02 AM
unfortunately nothing I can do about that without a crash log of some sort  :'( especially since I cant reproduce on my end

EDIT: Actually do you have Quality Captains?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on September 17, 2021, 03:05:34 PM
Hmmm here's a thought

there was once upon a time a freeware game called "Liberation Army" its basically a REALLY barebones version of gundam...

while not pretty, the game did have ONE thing going for itself

the SHEER QUANTITIES of mobs on screen

https://www.youtube.com/watch?v=YbShvbq7clM

like I said its VERY barebones, but the whole "respawning from carriers" thing reminded me of that...

Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on September 17, 2021, 03:41:53 PM
That's actually a really cool idea for a game
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on September 18, 2021, 12:17:55 AM
Hmmm here's a thought

there was once upon a time a freeware game called "Liberation Army" its basically a REALLY barebones version of gundam...

while not pretty, the game did have ONE thing going for itself

the SHEER QUANTITIES of mobs on screen

like I said its VERY barebones, but the whole "respawning from carriers" thing reminded me of that...

played it many years ago
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: garfu on September 18, 2021, 04:42:23 AM
unfortunately nothing I can do about that without a crash log of some sort  :'( especially since I cant reproduce on my end

EDIT: Actually do you have Quality Captains?

Yeah sorry I didn't have a crash log cause I had already moved past it. Yes, I do have quality captains. I didn't have the time last night to troubleshoot :(
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Avanitia on September 18, 2021, 06:03:22 AM
unfortunately nothing I can do about that without a crash log of some sort  :'( especially since I cant reproduce on my end

EDIT: Actually do you have Quality Captains?

Yeah sorry I didn't have a crash log cause I had already moved past it. Yes, I do have quality captains. I didn't have the time last night to troubleshoot :(

Update Quality Captains, it should fix the crash.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Dr.Rumba on September 22, 2021, 11:08:58 AM
Does anyone know how to do a total replacer for all factions' ships and wings? Trying to make everyone rock these mechs into battle 100% of the time.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on September 24, 2021, 02:45:50 AM
Does anyone know how to do a total replacer for all factions' ships and wings? Trying to make everyone rock these mechs into battle 100% of the time.

you'd probably have to create a mini mod for every faction you wanted to affect and give them the blueprints/hulls added by this mod.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: McTrigger on September 24, 2021, 03:09:06 AM
I'm a bit confused how the modules for Altagrave work. I salvaged one and I'm unable to add any leg/backpack modules? Or is that a tech I need to find?

I also have an Aleste and I can cycle through the various arms etc. Nothing unique shows up in the UI for Altagrave
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on September 24, 2021, 08:15:53 AM
altagrave spawns in with them. but they aren't swappable..for now
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on September 24, 2021, 08:43:19 AM
altagrave spawns in with them. but they aren't swappable..for now

Oh....

Does that mean we might get a wingcom pack that lets us have an escort of our own and rearm them ?

frankly the absolute best part of this mod is how customisable everything is, the only somewhat dissappointing mech in the bunch is the Watchdog

that thing just can't handle its Hellbores whatsoever, adding 2 medium ballistics on top is just asking for problems....
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on September 24, 2021, 02:31:12 PM
altagrave spawns in with them. but they aren't swappable..for now


YES.
Hopefully you'll do this with the watchdog as well!  Having a close range high rate and long range kinetic and possible a special/missile would be really cool
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on September 25, 2021, 09:27:50 AM
altagrave spawns in with them. but they aren't swappable..for now

Oh....

Does that mean we might get a wingcom pack that lets us have an escort of our own and rearm them ?

frankly the absolute best part of this mod is how customisable everything is, the only somewhat dissappointing mech in the bunch is the Watchdog

that thing just can't handle its Hellbores whatsoever, adding 2 medium ballistics on top is just asking for problems....

I can probably look at watchdog again. I purposely made it so it can't keep firing under any pressure since I thought it having two larges at that size would be kinda OP otherwise..

With wingcom, I might be able to do something along the lines of what someone was suggesting for a "co-pilot" type version of wingcom, idk right now. first and foremost I just want to eliminate the hassle of updating 3-4 different entries altagrave has when im tweaking stats
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Killsode on September 25, 2021, 01:45:37 PM
I can probably look at watchdog again. I purposely made it so it can't keep firing under any pressure since I thought it having two larges at that size would be kinda OP otherwise..

its not, but only because its long range HE, the worst damage to have a long range. If the watchdog had variant that just straight up had two large yeah it would be pretty powerful, but maybe you could balance that with the fact it doesnt really have the flux stats to use them? As it stands there's only really one way to build the watchdog, 2 hellbore, 2 hveldriver
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Killsode on September 25, 2021, 11:41:51 PM
By the way, where do i find the rarer variants of the altagrave such as the EX
Spoiler
and RS?
[close]
in my first save with armaa i was lucky enough to find the BP for the EX, but over several other saves i havent seen it ever again.
Spoiler
i only know the 'red' version exists because i love to go folder diving in mods
[close]
And on that note, whats with the monitor armor module?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on September 26, 2021, 01:09:11 AM
the watchdog used to have that module but it was removed and just integrated into the ship

RS shows up in merc fleets and one of the  nexerelin mercenary companies you can hire uses one

EX is an HVB, so the only way to get it currently is using Vayra's Sector until the bounties mod(Bounties expanded?) adds HVBs
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Mecha-madman on September 26, 2021, 02:53:10 AM
Good day shoi
Just want to say thank you for the awesome mod love it and now I cant play starsector with out it. And i find the watchdog to be my main mech when pirate hunting.

Are you going to add cruiser class mechs? that would make a mech only fleet a lot easier.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Killsode on September 26, 2021, 12:22:00 PM
EX is an HVB, so the only way to get it currently is using Vayra's Sector until the bounties mod(Bounties expanded?) adds HVBs

is that like an IBB? if so, there's been a basic compatibility update for SWP... guess i'll just have to dig through a lotta bounties
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on September 26, 2021, 12:38:12 PM
Regarding the Watchdog situation I may have a suggestion

What about swapping the type of the mounts on it ?

Make the small ones ballistics (and widen their arcs a bit, maybe go up to 45 degrees ?) and make the mediums universals so we can pack some long range beams or missiles ?

This should be less taxing on the Watchdog's flux stat while slightly bolstering its PD with the small ballistics ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on September 27, 2021, 02:04:02 PM
i hate to say it but i kind of liked the original system for docking better
the ai just doesnt seem to want to dock fast enough when it gets damaged
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on September 27, 2021, 02:36:51 PM
the current version is much better. The previous iteration is only ideal in the scenario where there aren't any enemies around; otherwise they'd 100% die since they'd attempt to fly straight through or past enemy formations when trying to make it back to a carrier

The navigational issue will probably be better in .95.1(see here (https://twitter.com/amosolov/status/1415412901733621765)) in the meantime you can use 1 or 2 AA Valkyrie to circumvent issues with them making it back to a carrier :)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on September 27, 2021, 05:46:43 PM
considering i only ever use them to escort a single ridiculous carrier the old version was better for me, though overall the new system is better

hopefully the update will make them meander less and just dock already

to be precise: my issue is that sometimes they fly around the carrier and dont dock right away- that is to say they are close enough to just fly over and dock but they dont
this may be due to enemy ship proximity though
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on September 27, 2021, 06:50:41 PM
oof, if thats the issue then it might be on me. The range is probably too short, i'll try increasing it
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on September 29, 2021, 02:17:08 PM
to be further precise: they will hang out around 200 su from the ship they have decided to dock at
this is really noticeable when an enemy ship is close and deemed as a serious threat
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Dr.Rumba on September 30, 2021, 11:54:41 PM
Does anyone know how to do a total replacer for all factions' ships and wings? Trying to make everyone rock these mechs into battle 100% of the time.

you'd probably have to create a mini mod for every faction you wanted to affect and give them the blueprints/hulls added by this mod.

I don't know dingus about modding so I'm trying to figure this all out, and in the process, I broke the mod so bad even a fresh install won't fix it LMFAO. I'll fix that myself, but I need to know, how would I go about giving a faction the specific hulls and wings from this mod with a new mod? The only thing my feeble mind could think of was editing the world faction settings so that all factions included a percentage chance for the ships to be in fleets, but by the time I arrived at that my files started catching fire.

If it's not too much of an issue could you (or any lovely person who reads this) provide me with an explanation? Even if it's short I'd appreciate it, just anything that can nudge me in the right directions knowing nothing about modding, thanks in advance for any info.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 01, 2021, 08:53:28 AM
I would also like a mod that adds varying degrees of more armaa in fleets.
As it stands being the ONLY person to field them feels.....cold.
I personally would like to see them feature quite sparingly, with perhaps a chance for some randomized almost-only-armaa fleets.
Fighting an enemy swordsman sounds.....enticing.

I almost exclusively pilot a custom swordsman (from the start that includes it)

Oh and having a special aleste s that is a seperate hull with altered stats a la the rs leynos would be GREAT.
Really hope that's gonna be in the next update.
It would be great if it had phase and perhaps either time flow or heavy emp emitter
Anyway just spitballing- I'm sure whatever you have in the works will be outstanding
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on October 01, 2021, 09:32:48 AM
what are you peoples saying ?

There's already pirate fleets running around with Cataphracts

I've seen Leynos, Gunhazard, and Garrega used by them, thing is they ain't very smart when using them and tend to get deleted instantly the second they try to go on the offensive...

Also pilotable strike crafts seem pretty stubborn when it comes to going back to the carrier when they are damaged or running low on CR, they just refuse to do it ...
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Dr.Rumba on October 01, 2021, 12:54:50 PM
what are you peoples saying ?

There's already pirate fleets running around with Cataphracts

I've seen Leynos, Gunhazard, and Garrega used by them, thing is they ain't very smart when using them and tend to get deleted instantly the second they try to go on the offensive...

Also pilotable strike crafts seem pretty stubborn when it comes to going back to the carrier when they are damaged or running low on CR, they just refuse to do it ...


You're correct, some fleets occasionally have cataphracts in them but I'm essentially trying to do a total conversion so ALL fleets will have them. If I learn enough about modding I will also add a slider so everyone can choose just how many cataphracts they want to see in each fleet. For now, I just want to make every single fleet have a ton of mechs to see the crazy duels and have some semblance of [inster favorite mech anime, game, or movie here]. Eventually, I want to tweak the values so I hit that sweet spot where you don't see capital ships absolutely hammering through battles and instead see massive mech battles with ships only serving as long-range support giving mechs more of a significance in battle than just fun play toys. This is just my personal preference but I know others would like the game to play differently that's why I want to make the mod as acessible as possible to the point where you can tweak not just the amount of Armaa's ships and wings but all ships, but I have zero modding skills so I don't think I'll be able to learn how to make this in any reasonable time.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 01, 2021, 01:11:27 PM
Well I've probably got around 100 mods so I guess that could be why I never see them.

That would be seriously cool if you did; itncould end up earning you money in the long run: I hear freelance java pays well.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on October 01, 2021, 01:53:33 PM
frankly the only way to do this "well" would be to come up with a bunch of mech designs for each in-game faction and give them all a set of mechs

the only feasable approach is take the ships of thoses factions, hackem up into bits and make mechs out of them, no need spriting from scratch if it ain't needed, plus it would probably help thoses mechs fit into the faction a little better

all that it would require is one base per ship tonnage and then roll out variants of theses like what battletech does

Heck a mech version of the Hound could be interresting, arm mounted assault chaingun and a vulcan for a head, thats a pretty decent mech basis

Same could be said of the ships of the same kind, Keeping the weapons loadout and switching around the weapons arcs would freshen them up a nice bit
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 01, 2021, 02:59:13 PM
THATS A GREAT IDEA
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on October 04, 2021, 04:07:48 AM
Here's a thought

call it a "bolt of inspiration" if you will...

What if the hegemony mechs had 4 armed mechs ?

and by that I mean building their mechs with 2 pairs of arms each with their dedicated purpose

the first pair would function like normal, hold a gun, ami and shoot

the second pair could be built for melee attacks like what one of the kingdom of terra ships has going on ? maybe have the ship perform a sort of "forward dash" to close in with the melee attack and have that be tied to the ship's system

maybe add some extra flavor to thoses by changing the damage type of the punches ?

so one mech would have EMP coils for knuckle dusters that would knock out systems on direct hits for example

Or even fists with built in guns that fire when swinging, like bomber bays activating mid punch to throw out a volley of bomblets

something that I don't know if possible and could be cool is putting physical shields on the melee arms so that while they are just sitting still they still hold purpose by providing a bit of the ship you could willingly expose to damage so you now have a extra defensive option and using the flux shield or physical shield

Sorry if that being obnoxious but I just felt like talking about that idea...
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on October 04, 2021, 10:36:33 AM
First I want to say this is amongst my favorite mods, easily. So, thank you for all the effort you've put into this very shiny and polished mod, I love it to bits.

Okay, now onto business... I think every ship and fighter is very well balanced, has a role, excels at certain things, but is bad at others, which is a good approach to balancing these lovely little glass cannons.

However there is 1 ship I have yet to find a suitable role for, and at least so far in my experience, it appears to be just objectively inferior to everything within it's weight class, and even losing to things well beneath it's weight class. It has nothing it excels at, and is the only ship don't use from this mod.
The ship I'm referring to is the Altagrave (both variants)

Has anyone found a suitable role or purpose for this ship, to justify it's 18 deploy-points & maintenance price tag?
Is this ship one that just needs another balancing pass?
Am I missing something here?

Would appreciate hearing from other players experience fitting this ship. Thanks!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on October 04, 2021, 10:44:46 AM
I use the altagrave as a pressure machine, slap on some EMP weapons and suddenly ships have to pick who they die to...
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on October 04, 2021, 11:30:36 AM
I use the altagrave as a pressure machine, slap on some EMP weapons and suddenly ships have to pick who they die to...

Still gotta live long enough or be maneuverable enough to drop the enemy's shields in order to do any significant EMP damage. How do you go about doing this?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on October 04, 2021, 12:15:27 PM
I use the altagrave as a pressure machine, slap on some EMP weapons and suddenly ships have to pick who they die to...

Still gotta live long enough or be maneuverable enough to drop the enemy's shields in order to do any significant EMP damage. How do you go about doing this?

Simple flanking maneuver, not a single ship in this game is built to fight by itself, bigger numbers win any encounters if the A.I. is faced with 2 ships with EMP weapons and is taken in a pincer attack no amount of shield blinking is gonna bail it out of it

thats the hard-counter to ANY ship except maybe the paragon and even then its DP cost allows you to easily have it fight your entire fleet while its more or less by itself comparatively

Further this mod STRONGLY emphasizes what I describe as "hive doctrine", the bulk of your fleet is strike crafts with a single carrier in the field to tend to them anything beyond that is a flanking ship or a bodyguard for the Hive

The Altagrave fills out theses roles with its system and weapons loadout, it either keeps a ship's attention while a faster ship just runs up the side and if said ship shifts focus EMPs will teach him thats a mistake

Further variants of the Altagrave shifts that role ever so slightly, grenades prove a massive threat since they can detonate once they slip past the side of a ship and damage them with the blast, the missile variant is more of a flanker built to take a swing at a ship busy with someone else

Anyways thats how I use it, no doubt someone's gonna mouth off anytime soon and say I'm doing it but I don't care....
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on October 04, 2021, 02:02:41 PM

Simple flanking maneuver, not a single ship in this game is built to fight by itself, bigger numbers win any encounters if the A.I. is faced with 2 ships with EMP weapons and is taken in a pincer attack no amount of shield blinking is gonna bail it out of it

thats the hard-counter to ANY ship except maybe the paragon and even then its DP cost allows you to easily have it fight your entire fleet while its more or less by itself comparatively

Further this mod STRONGLY emphasizes what I describe as "hive doctrine", the bulk of your fleet is strike crafts with a single carrier in the field to tend to them anything beyond that is a flanking ship or a bodyguard for the Hive

The Altagrave fills out theses roles with its system and weapons loadout, it either keeps a ship's attention while a faster ship just runs up the side and if said ship shifts focus EMPs will teach him thats a mistake

Further variants of the Altagrave shifts that role ever so slightly, grenades prove a massive threat since they can detonate once they slip past the side of a ship and damage them with the blast, the missile variant is more of a flanker built to take a swing at a ship busy with someone else

Anyways thats how I use it, no doubt someone's gonna mouth off anytime soon and say I'm doing it but I don't care....

Okay, this is the exact answer I was looking for. Thank you very much!

I also noticed what you refer to as the "hive doctrine" with a main carrier and then strikecraft making up the fleet.

I do, however, find deviations from this tactic to be useful, like sending in a few PD frigates to assist the small bois, so they don't get eaten alive by an enemy carrier's fighter swarm. Additionally, I find it useful to send in 2-3 destroyer sized carriers, to help project my force, to prevent turtling around a single huge carrier(like a galleon), cuz the big carrier will get overwhelmed easily. But the core concept/tactics I use are of the "Hive Doctrine" same as you have said.

This is perfect, cuz your proposed use of that altagrave works perfect for my current playstyle, thank you very much!
Not gonna lie, I didn't expect to find such a complete answer from anyone, or any answer whatsoever.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 04, 2021, 02:42:41 PM
i just go swoosh with laser swords  8)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Pep on October 04, 2021, 03:53:04 PM
Single carrier is pretty risky since you'll kill its replacement time fast, and ships prioritize bigget things over the strikecrafts,  but probably a non issue on something with a lot of bays
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 04, 2021, 04:04:18 PM
if you got something fast enough it isnt much of an issue

musashi manufactorum has a nice carrier with 4 bays and built in advanced core
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: YuiTheModder on October 09, 2021, 12:58:35 PM
I really love Arma's creative fighter concepts, and really appreciate the effort that has clearly gone into making them balanced to vanilla standards.


One small problem we had in the recent Tournament was a crash that happened when an arma ship tried to retreat, logs to follow:

Spoiler
Quote
12983773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.BasicShipAI.advance(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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
[close]

Another user also sent this (see below) to player_tech_support in the unofficial discord, and says there was an arma ship in the fleet that had tried to retreat during a fight in their campaign:

Spoiler
Quote
2550808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.BasicShipAI.advance(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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
[close]

Sorry to dump extra work on you ^^*.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on October 11, 2021, 12:19:35 PM
so how are things going ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on October 12, 2021, 12:17:28 PM
I really love Arma's creative fighter concepts, and really appreciate the effort that has clearly gone into making them balanced to vanilla standards.


One small problem we had in the recent Tournament was a crash that happened when an arma ship tried to retreat, logs to follow:

Spoiler
Quote
12983773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.BasicShipAI.advance(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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
[close]

Another user also sent this (see below) to player_tech_support in the unofficial discord, and says there was an arma ship in the fleet that had tried to retreat during a fight in their campaign:

Spoiler
Quote
2550808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.movement.maneuvers.int.o00000(Unknown Source)
    at com.fs.starfarer.combat.ai.BasicShipAI.advance(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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
[close]

Sorry to dump extra work on you ^^*.

No problem, and thanks! I had this happen to me during playtesting a while ago, but it seems to be something that wasn't actually fixed. I was able to reproduce, but not consistently - will try to figure out the cause.

so how are things going ?

They're going. I made a lot more progress the last 1-2 weeks than I was earlier, anyhow.

Right now for the next update we're looking at:

-Watchdog with some minor configurability: add a kinetic built-in option, dunno about anything else. maybe a missile option?
-Altagrave: soft removal of Altagrave(G), make right arm swappable between grenade launcher, kinetic alternative, and the current default wep
-Add 2-3 more pilotable fighters
-Add 1 more carrier-based pilotable mech

I spent most of the time on the last one and trying to figure out a way to make animated legs work, but its mostly complete at this point.

Another thing i'm working on is making a simple guide for other modders who want to make pilotable ships that can land on carriers like the stuff in arma since there seems to be enough interest to warrant it, and the code is more or less in a decent enough spot for me to be comfortable with doing so. Maybe i'll have something by months end, maybe not. we shall see  :)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 12, 2021, 01:39:38 PM
glad to know things are still going well with this, it is a great source of enjoyment for me
heres hoping you make a special aleste to accompany the pink squad!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: JUDGE! slowpersun on October 12, 2021, 05:03:02 PM
Another thing i'm working on is making a simple guide for other modders who want to make pilotable ships that can land on carriers like the stuff in arma since there seems to be enough interest to warrant it, and the code is more or less in a decent enough spot for me to be comfortable with doing so. Maybe i'll have something by months end, maybe not. we shall see  :)

T-minus how long until someone makes a Cowboy Bebop mod now...?  Guess that gambling mod can't come fast enough!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 13, 2021, 05:34:27 AM
i cant remember (i think vic) which but there is one that has a frigate that looks identical to the one that red one whats his name flies
i mean its not a one person flyer like his was, but it looks like that ship
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Pep on October 14, 2021, 12:21:31 AM
So i spent some more time playing this mod, and wow i have to reiterate how much i love it! The strikecrafts are like are just a great concept; glass cannons that are pretty weak at first but scale HARD(in part thanks to the huge officer buffs in this version), instead of hellbores and other high dmg weapons you can easily evade being the major threats, its flak cannons and getting caught out alone by interceptors. I tried most of them and jsut wanna share my feedback.

Gunhazard: the first encountet with these is probably going to be a pirate rushing you in one and immediately getting pasted, lol. Putting aggrrseive and reckless officers in one is pretty much a death sentence and maybe one of the few mod ships where a cautious or steady pilot is better. Even though they are weak, they become pretty dangerous whennmultiple are fielded. Sadly they drop off late game cuz lolbeams

Xyphos(AA): I didnt use this one much, but AI use is suprisingly good. It's basically a mobile xyphos wing which is powerful thing itself.

Leynos(i begin to notice the naming convention): imo while it hits harder than aleste on paper, its ironically less durable due to relying on armor and a damper field, and its basically helpless if its wing goes down when used by AI. The rocket Punch is really cool. I guess its good as a cheap psuedo carrier that isnt entirely a sitting duck.

Aleste: imo the poster child of the mod. Aleste gives you just enough tools to excel or die horribly. Its extremely versatile and absolutely monsterous with the dual blade build. In fact, i would say its too good. While its much riskier, the reward is huge. I think reducing the range bonusnit can get would make it less of a no brainer choice.

Einhander: while its stronger than aleste, its not as fun because you have pretty much no modularity or customization choices. Its system should probably have a longer cooldown since its basically recharging at 3x its actual rate because of phase.

Thats all of them i think, looking foreard to thennew updaye!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on October 14, 2021, 03:04:39 AM
The way I view the pilotable Strike craft goes as such

GunHazard: PD escort, assign as a body guard to ships with insufficient PD

Aleste: Flanker/Interceptor, can hit fast and hard but its lackluster defenses means drawn out engagements are a death sentence, best used to pursue cargo ships and fuel tankers

Leynos: Heavy Escort, can swing above its weight class and overwhelm frigates/destroyers with some amount of ease, for best effect: deploy with another unit to flank target

EinHander: multi-role fighter, customisable weapon mount on the weapon funnel allows it to field a surprising amount of firepower while keeping it from building up flux when theses fire, only defensive measures are armor and a phase cloak, direct combat ill-advised, should ALWAYS engage when supported by a friendly unit or more

Watchdog: currently ineffective, intended role is to be a hellbore-based gun carrier not unlike the Sunder, currently its flux buildup renders the ship nigh-unusable in its intended role, this problem is compounded by the ship's "siege mode" that doubles fire rate, further crippling the unit's lackluster at best flux dissipation not to mention poor PD, add to that the unit is intended to complement its Hellbores with two medium/light ballistics and the unit redlines its flux in a single salvo of all its weapons, the flux shunt added to it does very little to alleviate its flux problems

Altagrave: Heavy escort, packs enough firepower to be a threat to just about anything, weapons loadout versatile enough to either flank around a target with torpedoes or field suppressive weapons to keep shields up, system can send ennemy ordinance right back to sender, providing a nigh perfect defense against missiles, no effect on strike craft

and that sums up my experiences so far
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on October 14, 2021, 05:51:21 AM
So i spent some more time playing this mod, and wow i have to reiterate how much i love it! The strikecrafts are like are just a great concept; glass cannons that are pretty weak at first but scale HARD(in part thanks to the huge officer buffs in this version), instead of hellbores and other high dmg weapons you can easily evade being the major threats, its flak cannons and getting caught out alone by interceptors. I tried most of them and jsut wanna share my feedback.

Gunhazard: the first encountet with these is probably going to be a pirate rushing you in one and immediately getting pasted, lol. Putting aggrrseive and reckless officers in one is pretty much a death sentence and maybe one of the few mod ships where a cautious or steady pilot is better. Even though they are weak, they become pretty dangerous whennmultiple are fielded. Sadly they drop off late game cuz lolbeams

Xyphos(AA): I didnt use this one much, but AI use is suprisingly good. It's basically a mobile xyphos wing which is powerful thing itself.

Leynos(i begin to notice the naming convention): imo while it hits harder than aleste on paper, its ironically less durable due to relying on armor and a damper field, and its basically helpless if its wing goes down when used by AI. The rocket Punch is really cool. I guess its good as a cheap psuedo carrier that isnt entirely a sitting duck.

Aleste: imo the poster child of the mod. Aleste gives you just enough tools to excel or die horribly. Its extremely versatile and absolutely monsterous with the dual blade build. In fact, i would say its too good. While its much riskier, the reward is huge. I think reducing the range bonusnit can get would make it less of a no brainer choice.

Einhander: while its stronger than aleste, its not as fun because you have pretty much no modularity or customization choices. Its system should probably have a longer cooldown since its basically recharging at 3x its actual rate because of phase.

Thats all of them i think, looking foreard to thennew updaye!


I agree with everything said here, except that Gunhazards lose viability in late-game. They're role and tactics become less expansive, but still very viable, just gotta use them as a buddy for other ships, and they basically protect it from frigate flanks. Matter a fact they're great at doing that, and I actually love the GunHazards!

GunHazards aside, every point was correct.
- Einhander NEEDS slots for a modular loadout, as the most fun part of the game is making new viable ship loadouts that you've never thought of before.

- Aleste is overpowered in comparison to the others, especially the Leynos. The modularity is great, it feels great, looks great, needs a slight nerf to some of the weapons it has available, but otherwise it's pretty much near-perfect, realistically  speaking. Additional note, the AI for the dispersal grenades is derp often, it'll just shoot a circle of grenades around it in the opposite direction of the enemy. Not only wasting flux, and time, but needlessly exposing their back to the enemy.

- Leynos needs something to keep it alive longer. I got an idea I'd like to put out there, how about a shield, as in the physical kind held in the hand. It can be destructible(Like how the capital ships in the Scy Nation mod have destructible armor. Also, it could be replaceable when refitting at a carrier). I think a physical shield would go well with the intended theme/flavor of this strikecraft, being a bit unconventional. To add onto that, I think it'd be cool to have a variant(or modular weapon loadout like Aleste) to go for a shield and laser sword/axe combo, with a boost to speed(maybe a big booster on it's back or booster wings like with gundams in space). Perhaps the sword/shield variant should also have advanced phase cloak, so it can move around faster, or no phase at all, and just a really strong shield and high speed and maneuverability. You can just go ham with the idea if you decide to use it.

- No comment on Xyphos(AA), cuz I don't use it, cuz if it ain't a mech, and it's destroyer size or smaller, I probably won't use it.

- I would like to see the Watchdog be able to have a WingCom Suite hullmod be able to be added to it, for better survivability against frigates. I think it should have some limits on it, so it can only have some small bodyguard type fighters.

- The Garegga is pretty great for PD/anti-fighter, but it also does a *** ton of DPS to regular ships, too much imo. Perhaps lower the DPS on the weapons, and add a couple options, like a AoE and a wide shotgun type. I have had only a single instance where the AI yeeted themselves with the ship system exploding. I have used them in a LOT of fights, and it's only happened once, which I think is a reasonable probability to expect from the AI. Some may disagree, but I think it's fine to have like a 1% chance the AI(for Steady, Aggressive, Reckless, and No Officer) will over-do it on the ship system and blow up. Reckless should have a 2% chance though, maybe 3% for the lulz.

- 1 last suggestion... Okay, I noticed how the stake driver embeds itself into the hull of the enemy ship, then has a timer and explodes. Since you have already developed the framework for this sort of behavior, this suggestion should be fairly easy for you. Using the same logic/code for the stake driver, I think it'd be cool to have a shaped charge (C4 explosive) that the Aleste could have as an arm weapon. Placed on the enemy hull, then run away, and boom! This would pair really well with the laser sword, since both require you to be directly(nearly) touching the enemy ship's hull.

- I'm looking forward to the new strikecraft you said you have been working on for the next release! Love the mod, it's now on my essential mods list, and thank you for bringing mecha to StarSector in such an interesting, thorough and polished way.


EDIT: Okay 1 more suggestion, I can't believe I forgot to mention, as it's something I keep meaning to come here and talk about. I would love to see some unique, one-of-a-kind, variants that can only be obtained via IBB missions, or perhaps derelict ships, or however you want to implement it. Unique name, perhaps unique modifiers for the wings with the WingCom Suite like a Valken-X with 3 units in it, instead of 2 with the actual ship having a unique laser sword, so you got 3 fighters and a strike crafter that are balls-to-the-wall with melee combat. I've done something similair in the past, making custom Hybrid Wanzers, for personal use, and I had a lot of fun with it. Also it would justifiy putting an officer in a strikecraft.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: anhkhoa3302 on October 14, 2021, 07:42:49 AM
So i spent some more time playing this mod, and wow i have to reiterate how much i love it! The strikecrafts are like are just a great concept; glass cannons that are pretty weak at first but scale HARD(in part thanks to the huge officer buffs in this version), instead of hellbores and other high dmg weapons you can easily evade being the major threats, its flak cannons and getting caught out alone by interceptors. I tried most of them and jsut wanna share my feedback.

Gunhazard: the first encountet with these is probably going to be a pirate rushing you in one and immediately getting pasted, lol. Putting aggrrseive and reckless officers in one is pretty much a death sentence and maybe one of the few mod ships where a cautious or steady pilot is better. Even though they are weak, they become pretty dangerous whennmultiple are fielded. Sadly they drop off late game cuz lolbeams

Xyphos(AA): I didnt use this one much, but AI use is suprisingly good. It's basically a mobile xyphos wing which is powerful thing itself.

Leynos(i begin to notice the naming convention): imo while it hits harder than aleste on paper, its ironically less durable due to relying on armor and a damper field, and its basically helpless if its wing goes down when used by AI. The rocket Punch is really cool. I guess its good as a cheap psuedo carrier that isnt entirely a sitting duck.

Aleste: imo the poster child of the mod. Aleste gives you just enough tools to excel or die horribly. Its extremely versatile and absolutely monsterous with the dual blade build. In fact, i would say its too good. While its much riskier, the reward is huge. I think reducing the range bonusnit can get would make it less of a no brainer choice.

Einhander: while its stronger than aleste, its not as fun because you have pretty much no modularity or customization choices. Its system should probably have a longer cooldown since its basically recharging at 3x its actual rate because of phase.

Thats all of them i think, looking foreard to thennew updaye!


I agree with everything said here, except that Gunhazards lose viability in late-game. They're role and tactics become less expansive, but still very viable, just gotta use them as a buddy for other ships, and they basically protect it from frigate flanks. Matter a fact they're great at doing that, and I actually love the GunHazards!

GunHazards aside, every point was correct.
- Einhander NEEDS slots for a modular loadout, as the most fun part of the game is making new viable ship loadouts that you've never thought of before.

- Aleste is overpowered in comparison to the others, especially the Leynos. The modularity is great, it feels great, looks great, needs a slight nerf to some of the weapons it has available, but otherwise it's pretty much near-perfect, realistically  speaking. Additional note, the AI for the dispersal grenades is derp often, it'll just shoot a circle of grenades around it in the opposite direction of the enemy. Not only wasting flux, and time, but needlessly exposing their back to the enemy.

- Leynos needs something to keep it alive longer. I got an idea I'd like to put out there, how about a shield, as in the physical kind held in the hand. It can be destructible(Like how the capital ships in the Scy Nation mod have destructible armor. Also, it could be replaceable when refitting at a carrier). I think a physical shield would go well with the intended theme/flavor of this strikecraft, being a bit unconventional. To add onto that, I think it'd be cool to have a variant(or modular weapon loadout like Aleste) to go for a shield and laser sword/axe combo, with a boost to speed(maybe a big booster on it's back or booster wings like with gundams in space). Perhaps the sword/shield variant should also have advanced phase cloak, so it can move around faster, or no phase at all, and just a really strong shield and high speed and maneuverability. You can just go ham with the idea if you decide to use it.

- No comment on Xyphos(AA), cuz I don't use it, cuz if it ain't a mech, and it's destroyer size or smaller, I probably won't use it.

- I would like to see the Watchdog be able to have a WingCom Suite hullmod be able to be added to it, for better survivability against frigates. I think it should have some limits on it, so it can only have some small bodyguard type fighters.

- The Garegga is pretty great for PD/anti-fighter, but it also does a *** ton of DPS to regular ships, too much imo. Perhaps lower the DPS on the weapons, and add a couple options, like a AoE and a wide shotgun type. I have had only a single instance where the AI yeeted themselves with the ship system exploding. I have used them in a LOT of fights, and it's only happened once, which I think is a reasonable probability to expect from the AI. Some may disagree, but I think it's fine to have like a 1% chance the AI(for Steady, Aggressive, Reckless, and No Officer) will over-do it on the ship system and blow up. Reckless should have a 2% chance though, maybe 3% for the lulz.

- 1 last suggestion... Okay, I noticed how the stake driver embeds itself into the hull of the enemy ship, then has a timer and explodes. Since you have already developed the framework for this sort of behavior, this suggestion should be fairly easy for you. Using the same logic/code for the stake driver, I think it'd be cool to have a shaped charge (C4 explosive) that the Aleste could have as an arm weapon. Placed on the enemy hull, then run away, and boom! This would pair really well with the laser sword, since both require you to be directly(nearly) touching the enemy ship's hull.

- I'm looking forward to the new strikecraft you said you have been working on for the next release! Love the mod, it's now on my essential mods list, and thank you for bringing mecha to StarSector in such an interesting, thorough and polished way.


EDIT: Okay 1 more suggestion, I can't believe I forgot to mention, as it's something I keep meaning to come here and talk about. I would love to see some unique, one-of-a-kind, variants that can only be obtained via IBB missions, or perhaps derelict ships, or however you want to implement it. Unique name, perhaps unique modifiers for the wings with the WingCom Suite like a Valken-X with 3 units in it, instead of 2 with the actual ship having a unique laser sword, so you got 3 fighters and a strike crafter that are balls-to-the-wall with melee combat. I've done something similair in the past, making custom Hybrid Wanzers, for personal use, and I had a lot of fun with it. Also it would justifiy putting an officer in a strikecraft.
Aleste now is perfect, please don't nerf  .  :'(

Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 14, 2021, 08:04:59 AM
dont nerf the aleste!

i like the shield idea
i think the c4 idea is something they should all have access to: it should function like a bomb bay, you could change the center needler/amws for it.


can i just say how cool it is that starsector has become the game where "theres a mod for that"
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Pep on October 15, 2021, 04:22:38 AM
I think the wadtchdog being made a bit more flux efficient would help. But besides that and getting alternative weapons like a kinetic option instead of hellbore, i think its fine. It can basically outrange everything in its class (not to mention it has two larges, which im pretty sure no other destroyer has, so it should be easily overwhelmed in cqc imo
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on October 15, 2021, 04:58:48 AM
I think the wadtchdog being made a bit more flux efficient would help. But besides that and getting alternative weapons like a kinetic option instead of hellbore, i think its fine. It can basically outrange everything in its class (not to mention it has two larges, which im pretty sure no other destroyer has, so it should be easily overwhelmed in cqc imo

the thing is the watchdog is trying to be a ballistic alternative to the sunder and frankly I'm not sure its possible to do

by design ballistic weapons are built to specialise and excel in certain roles

the only way a ballistic weapon could try to hold up against the sunder in that role is if it was a sort of storm needler with frag damage, it would build hardflux slowly and be a massive threat if it hit a part with no armor, the fire rate would naturally force the mech's flux to go up albeit not all at once....

but at that point the Watchdog becomes "just a bigger garegga"

same problem if you swap the Hellbores for Devastators or HAGs, it turns into a bigger garegga


....Maybe homemade Mjolnirs ?
less flux and long range ? base the stats loosely on the hellbore and change the damage type from HE to energy ? and from there fine tune the thing ?

OR Homemade Devastators
except here instead of being full-auto, thoses have a shotgun firing pattern where all three barrels fire at once ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 15, 2021, 08:24:28 AM
i like the idea of the custom weapons

those are cool
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on October 17, 2021, 03:39:06 AM
@Shoi

Okay, after spending way more time than I'd like to admit, I've figured out a good fix for the issues of spinning around and not aiming properly with the grenade launcher from this mod and Diable Avionics' Wunder Wanzer's grenade launcher.

I posted about it on Tartiflette's Diable Avionics mod page. Here's a link to the post, so you can go take a look. That should link to the exact message, but let me know if I screwed up the link.
https://fractalsoftworks.com/forum/index.php?topic=10046.msg343257#msg343257


I've done a lot of testing, and it looks good, grenades still have the slow down effect, and the aiming is good, and the ship no longer spins around, and the grenades tend too reach their target, still with a wide spread. Feel free to use my discoveries in the next update of your mod.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on October 18, 2021, 04:02:41 AM
....It occurs to me I never bothered with missiles in this mod because i HATE VIOLENTLY the idea of having limited ammo....
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on October 18, 2021, 04:08:01 AM
@Shoi

Okay, after spending way more time than I'd like to admit, I've figured out a good fix for the issues of spinning around and not aiming properly with the grenade launcher from this mod and Diable Avionics' Wunder Wanzer's grenade launcher.

I posted about it on Tartiflette's Diable Avionics mod page. Here's a link to the post, so you can go take a look. That should link to the exact message, but let me know if I screwed up the link.
https://fractalsoftworks.com/forum/index.php?topic=10046.msg343257#msg343257


I've done a lot of testing, and it looks good, grenades still have the slow down effect, and the aiming is good, and the ship no longer spins around, and the grenades tend too reach their target, still with a wide spread. Feel free to use my discoveries in the next update of your mod.

Thanks for taking the extra time to find a solution! I will try it out.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 20, 2021, 07:50:59 AM
....It occurs to me I never bothered with missiles in this mod because i HATE VIOLENTLY the idea of having limited ammo....


There is a mod somewhere that makes all vanilla missiles reload (albeit slowly)
A single reaper takes 120 seconds
Atropos is 80 (I think)
Sabot/Harpoon is 60 or so

Also, have you never enjoyed putting a reaper in the blind spot of a big bad capital?  Or even TWO!?  Aleste is wonderful for that, and when you dock at carrier they get reloaded.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: IonDragonX on October 20, 2021, 08:04:05 AM
There is a mod somewhere that makes all vanilla missiles reload (albeit slowly)
A single reaper takes 120 seconds
Atropos is 80 (I think)
Sabot/Harpoon is 60 or so
Missiles and Sundry (https://fractalsoftworks.com/forum/index.php?topic=14921.0)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on October 20, 2021, 08:07:28 AM
....It occurs to me I never bothered with missiles in this mod because i HATE VIOLENTLY the idea of having limited ammo....

There is a mod somewhere that makes all vanilla missiles reload (albeit slowly)
A single reaper takes 120 seconds
Atropos is 80 (I think)
Sabot/Harpoon is 60 or so

Also, have you never enjoyed putting a reaper in the blind spot of a big bad capital?  Or even TWO!?  Aleste is wonderful for that, and when you dock at carrier they get reloaded.

Yeah I know and have it but its only for the vanilla weapons and any more missile weapon added just feels incredibly wrong because you suddenly have to guess wich missiles reload and wich don't

Now there IS a mod out there that makes it so some of its added missiles on racks fire everything at once but reload at a rate of 1 missile per 5 seconds or something along thoses lines

Even comes with a version of the Pilum missiles that AREN'T insultingly bad

now with a bit of tuning on the weapons I'm sure this could be great on the vanilla weapons, I'd have done it myself if I knew how to do that

Basically makes the missiles into charge weapons, you can spam them at low ammo for quick albeit low damage OR if you can hold it in you can have a much more destructive burst of damage....
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on October 20, 2021, 10:02:11 AM
I just look at it like some factions good at some things and there are a couple ships with autoforge that can make use of the overpowered faction missiles with limited ammo.

I used to be biased against missiles and spend those ordinance points on better flux stats/shields etc.  I've since figured out that in some cases missiles (even when they dont reload) are exceptionally powerful.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on November 04, 2021, 03:32:04 AM
So what's up ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on November 04, 2021, 06:36:11 AM
I've been wondering as well
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: JUDGE! slowpersun on November 04, 2021, 10:39:15 AM
Another thing i'm working on is making a simple guide for other modders who want to make pilotable ships that can land on carriers like the stuff in arma since there seems to be enough interest to warrant it, and the code is more or less in a decent enough spot for me to be comfortable with doing so. Maybe i'll have something by months end, maybe not. we shall see  :)

Any word on this yet?  I have an idea about what to make/design with the code, curious about how soon this will be available.  Not a big deal, since not even remotely close to needing it yet, but I figure looking at it may save some time in the long run... or at least save more time than reading #comments in code; sometimes without practically a hyperlink connecting to additional #comments, they are worse than useless.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: FranzDenKaiser on November 04, 2021, 01:44:44 PM
Weird question but, is Meshan actually in the map? The history of the AASV makes a big deal about the Battle of Meshan and the mission heavily implies the place was glassed, but if you try to find it in the sector, there's no planet called Meshan. Of course this has no bearing on gameplay, but I'm the kind of dude who nerds way too much over lore so it kind of bothers me that its not there.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on November 04, 2021, 02:15:45 PM
Weird question but, is Meshan actually in the map? The history of the AASV makes a big deal about the Battle of Meshan and the mission heavily implies the place was glassed, but if you try to find it in the sector, there's no planet called Meshan. Of course this has no bearing on gameplay, but I'm the kind of dude who nerds way too much over lore so it kind of bothers me that its not there.

Well there's the system where you can buy the mechs proper that I believe is called meshan and there's only one planet
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: FranzDenKaiser on November 04, 2021, 06:54:50 PM
That's NEW Meshan, the mission where you fight over the original Meshan seems to imply Tri-Tach glassed the planet (it's literally a Volcanic wasteland).
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on November 05, 2021, 07:51:55 AM
That's NEW Meshan, the mission where you fight over the original Meshan seems to imply Tri-Tach glassed the planet (it's literally a Volcanic wasteland).

Maybe its a hook for something else later on ?

like a new faction with different mechs or something ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on November 08, 2021, 07:33:21 PM
New contents are more or less done but needs some more testing and there's some graphical stuff thats still WIP. I have a few bugs left to crush as well. It's mostly minor but I just haven't had the time to work on it yet. As far as the new stuff goes, heres a snip of the changelog.

Quote
- New Ship, Caymon - carrier based on the heron and optimized for cataphract usage

- New Ship, Valkazard
   - 'what if the gunhazard wasn't pure fodder?'
   - one-off/unique cataphract

- New Ship, Broadsword Isiliva
   - Custom Broadsword with WINGCOM and Silversword system(<--may be changed)

- Altagrave can now swap between Vajra and Grenade Launcher

- Watchdog can now swap between Hellbore and Gauss Cannon
   - Increased Flux Capacity/Diss
   - Siege Mode: Shield Damage Reduction: 50%->10%

- New fighter, Valken(P)
   - Carries Anti-Ship Sword, HE weapon with limited uses

Any word on this yet?  I have an idea about what to make/design with the code, curious about how soon this will be available.  Not a big deal, since not even remotely close to needing it yet, but I figure looking at it may save some time in the long run... or at least save more time than reading #comments in code; sometimes without practically a hyperlink connecting to additional #comments, they are worse than useless.

I'll set a definite deadline of posting it by this weekend. The main delay was annotating the main strikecraft script (relatively minor factor tbh) and trying to find an alternate way of carrying out some of the hax needed to make fighters playable. I had a thread post ready to go as well, until my laptop decided to restart itself before it could be saved  :'( either way, that shouldnt take too long for me to recreate

Weird question but, is Meshan actually in the map? The history of the AASV makes a big deal about the Battle of Meshan and the mission heavily implies the place was glassed, but if you try to find it in the sector, there's no planet called Meshan. Of course this has no bearing on gameplay, but I'm the kind of dude who nerds way too much over lore so it kind of bothers me that its not there.

It doesn't exist in any version currently since I wanted there to be something cool you could get if you did manage to find it..I might add it into the next update though
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on November 09, 2021, 11:10:52 AM
You could put the valkhazard there
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on November 09, 2021, 11:38:25 AM
You could put the valkhazard there

I'd rather be more interrested in colonizing the planet and having huge ruins to dig through and get the blueprints for the entire mod's lineup....
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on November 10, 2021, 07:38:31 AM
Yea that's good too

Also I'm excited about the new carrier
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Nuggnugg on November 11, 2021, 03:56:26 PM
Thought id get this for my next playthrough. But it is crashing my game. Can anyone help me figure it out?
It crashes on sector generation.
I have alot of other mods, so it might be a compatability issue?
The games starts fine if i disable this mod.

This is from starsector.log:
Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.setSkillLevel(Unknown Source)
   at data.scripts.MechaModPlugin.onGameLoad(MechaModPlugin.java:140)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Enabled mods:
Spoiler
{"enabledMods": [
  "pantera_ANewLevel30",
  "armaa23",
  "raccoonarms",
  "battletechportraitpack",
  "beyondthesector",
  "Csp",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "diyplanets",
  "istl_dassaultmikoyan",
  "diableavionics",
  "GrandColonies",
  "HHE",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "sun_hyperdrive",
  "IndEvo",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "nexerelin",
  "ORA",
  "QualityCaptains",
  "rebalanced_doom",
  "tahlan_scalartech",
  "SCY",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "sun_starship_legends",
  "stelnet",
  "tahlan",
  "Terraforming and Station Construction",
  "TORCHSHIPS",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "audio_plus",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
[close]
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on November 11, 2021, 05:38:52 PM
are you trying to run random sector?

if you go to mods folder there is a text file where you can copy and paste your enabled mods here
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Nuggnugg on November 11, 2021, 11:27:18 PM
No, just normal sector.

Updated the post above with enabled mods

I read some pages here and saw someone mention updating quality captains. I did and it is no longer crashing on sector generation.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Karleen on November 14, 2021, 02:04:20 PM
Attention! Receiving long-range hypercomm transmission!


Basic encryption detected.
Malicious software not found.
Origin: PFS Star Eye [owned by: Purple Foxes; est. distance: unknown].


This transmission contains a message with 1 attachment.

Open the message.
Hey, chief!

Glad you made it out of that Meshan mess. I wish more could've been done, but...well, you know how life is sometimes.
Don't worry about the cataphracts. You've done your magic — now they're our responsibility. My Foxes'll take good care of them.

See you soon, right?

K.


(https://i.imgur.com/GDPvC9P.png)
[close]
Meta
Author of the artpiece: Mal/Malkshake. Check out their awesome works on this site right here: https://malachimakes.art/ .

Thanks for your hard work, gettag! I can't imagine playing Starsector without ArmaA now, that's how good this whole thing is! :D
[close]
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on November 14, 2021, 03:27:10 PM
Ha what a cool homage
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: RT_Neiron on November 14, 2021, 10:58:03 PM
Hull - Gunhazard
Hullmods - FlusxNetwork + FluxGenerator(morehullmods mod) if i use Blitz Railgun =  game crush T_T
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on November 15, 2021, 02:54:45 PM
Hull - Gunhazard
Hullmods - FlusxNetwork + FluxGenerator(morehullmods mod) if i use Blitz Railgun =  game crush T_T

do you mean to say crash ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on November 16, 2021, 11:53:48 AM
Hull - Gunhazard
Hullmods - FlusxNetwork + FluxGenerator(morehullmods mod) if i use Blitz Railgun =  game crush T_T

MHM didn't have fighter hullsize accounted for on some of the hullmods, but pretty sure that was fixed. Try updating it ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: JUDGE! slowpersun on November 18, 2021, 12:21:58 PM
FYI, since Shoi didn't/hasn't yet linked their guide for making your own mod using his/her method, here is link:

Generally speaking, there are two approaches to making a pilotable fighter. The easiest method is to simply give a frigate fighter collision. This method has a ton of issues associated with it, however. AI will still evaluate the ship as a frigate, leading to a multitude of odd behaviors:

Thanks Shoi!  Now I just have to actually do something with it, but at least I have what I believe is a cool idea that I can procrastinate over...
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: RT_Neiron on November 19, 2021, 01:43:19 AM
do you mean to say crash ?
Yep
MHM didn't have fighter hullsize accounted for on some of the hullmods, but pretty sure that was fixed. Try updating it ?
MHM updated to the latest version (1.10.0)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Pep on November 22, 2021, 06:47:01 AM
FYI, since Shoi didn't/hasn't yet linked their guide for making your own mod using his/her method, here is link:

Generally speaking, there are two approaches to making a pilotable fighter. The easiest method is to simply give a frigate fighter collision. This method has a ton of issues associated with it, however. AI will still evaluate the ship as a frigate, leading to a multitude of odd behaviors:

Thanks Shoi!  Now I just have to actually do something with it, but at least I have what I believe is a cool idea that I can procrastinate over...

oh wow, thats awesome!

Attention! Receiving long-range hypercomm transmission!


Basic encryption detected.
Malicious software not found.
Origin: PFS Star Eye [owned by: Purple Foxes; est. distance: unknown].


This transmission contains a message with 1 attachment.

Open the message.
Hey, chief!

Glad you made it out of that Meshan mess. I wish more could've been done, but...well, you know how life is sometimes.
Don't worry about the cataphracts. You've done your magic — now they're our responsibility. My Foxes'll take good care of them.

See you soon, right?

K.


(https://i.imgur.com/GDPvC9P.png)
[close]
Meta
Author of the artpiece: Mal/Malkshake. Check out their awesome works on this site right here: https://malachimakes.art/ .

Thanks for your hard work, gettag! I can't imagine playing Starsector without ArmaA now, that's how good this whole thing is! :D
[close]

This is also really cool, is that an aleste?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Jaghaimo on November 24, 2021, 07:43:35 AM
What happens in armaa_strikeCraft hullmod? I get a crash on game load while deserializing (I store hullmod reference in the save), related to logger of all things.

Code
---- Debugging information ----
cause-exception     : java.lang.SecurityException
cause-message       : File access and reflection are not allowed to scripts.
class               : org.apache.log4j.helpers.QuietWriter
required-type       : org.apache.log4j.helpers.QuietWriter
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 510032
class[1]            : org.apache.log4j.ConsoleAppender
class[2]            : java.util.Vector
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : org.apache.log4j.helpers.AppenderAttachableImpl
class[4]            : org.apache.log4j.spi.RootLogger
class[5]            : org.apache.log4j.Logger
class[6]            : data.hullmods.armaa_strikeCraft
class[7]            : com.fs.starfarer.loading.specs.P
class[8]            : stelnet.filter.ShipHullHasBuiltIn
class[9]            : stelnet.board.query.view.add.FilteringButton
class[10]           : [Lstelnet.board.query.view.add.FilteringButton;
converter-type[2]   : com.thoughtworks.xstream.converters.collections.ArrayConverter
class[11]           : stelnet.board.query.view.add.ShipQueryFactory
class[12]           : stelnet.board.query.provider.ShipProvider
class[13]           : stelnet.board.query.Query
class[14]           : stelnet.board.query.QueryManager
class[15]           : stelnet.board.query.QueryState
class[16]           : stelnet.board.query.QueryBoard
class[17]           : java.util.ArrayList
class[18]           : com.fs.util.container.repo.ObjectRepository
class[19]           : com.fs.starfarer.campaign.comms.v2.IntelManager
class[20]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on November 24, 2021, 09:06:30 AM
I hate to be that guy but uh....update?
You said that weekend you had one.
Did something break in code?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: XviZoR on November 26, 2021, 12:17:21 PM
Game crashes when mousing over one of the Hullmods with this in the Logs

272471 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



Any tips on how to resolve this?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: JUDGE! slowpersun on November 26, 2021, 05:22:13 PM
Game crashes when mousing over one of the Hullmods with this in the Logs

272471 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



Any tips on how to resolve this?

Yes, put it in a dropdown.  It will definitely resolve the issue:

Spoiler
272471 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Looking for the new star system and 3 of the other pilotable units
Post by: SandwichRobot on November 27, 2021, 08:14:19 PM
So I recently installed this and added it to my save game and I'm trying to find the added star system and I've found almost all of the pilotable craft except for the Einhänder, Garegga, and the Altagrave but so far no luck. Anything I can do or do I just need to start a new save? Thanks.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on November 27, 2021, 10:41:56 PM
You need to start a fresh game for star system generation.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Karleen on November 28, 2021, 03:26:00 PM
This is also really cool, is that an aleste?

Yes it is!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: WiC2021 on November 29, 2021, 04:20:26 PM
Is it normal that no matter what small weapon I put on a Bihander's Pila I still see weapon effects (green laser) from tactical lasers?

These are on AI driven ships. I have tried a couple times in simulation with success, but when I play the game and play in fleet battles I see way more green lines flying about than should be.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: CrimsonPhalanx on December 09, 2021, 11:03:31 AM
Game crashes when mousing over one of the Hullmods with this in the Logs
Spoiler
272471 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


Any tips on how to resolve this?

I have a similar issue when mousing over the "Cataphract LSM" hullmod, just incase its limited to one, its on the Leynos for me
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on December 15, 2021, 02:12:06 AM
yo

so whats up ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on December 16, 2021, 05:10:01 PM
Sorry for the delay and lack of responses, but I have been working on this still! among other things iI've been working on something that my OCD just would not slide, and that is the lack of legs. I've used a few models as references and once I saw that they should at least be partially visible from a top down perspective, I couldn'tlook at the mech I was working on without getting annoyed by the fact. Soooo I went and gave it some!

(https://i.imgur.com/7qlIm7D.gif)
It probably can be better, but I think it gets the idea across well enough. For now i'm working on other things before I go back and tweak/refine the animaton.

(https://i.imgur.com/gguOoGb.gif)

Is it normal that no matter what small weapon I put on a Bihander's Pila I still see weapon effects (green laser) from tactical lasers?

These are on AI driven ships. I have tried a couple times in simulation with success, but when I play the game and play in fleet battles I see way more green lines flying about than should be.
It's a bug, will be fixed in the new version. I had to change the way the drone weapon being equipped was handled due to some unexpected behavior.

Game crashes when mousing over one of the Hullmods with this in the Logs
Spoiler
272471 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


Any tips on how to resolve this?
This happens to some people, but not everyone. I wasn't able to figure out why but was told it happens if you overwrite the mod folder instead of deleting and dragging in the newer version. Either way, it's fixed in dev. Sorry about that.

I hate to be that guy but uh....update?
You said that weekend you had one.
Did something break in code?

Sorry, that wasn't an update for armaa but for a how to on playable fighters. I'll probably refrain from giving any date for the next release, besides saying it should be soon™
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: A_Random_Dude on December 16, 2021, 11:01:32 PM
Quote
Sorry for the delay and lack of responses, but I have been working on this still! among other things iI've been working on something that my OCD just would not slide, and that is the lack of legs.

YES! Not being able to see the mechs legs always made me feel like they were just regular ships with arms, so it was a bit annoying for me too. The legs in the gifs you posted look slight low resolution compared to the rest of the body though, but that could very well be just me. Either way, it looks promising!

Also, take your time. I think we can wait for a bit longer to get our hands on the update, the mod's definitely worth it!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on December 17, 2021, 12:44:12 AM
Nice job on the legs! I wouldn't call that an OCd(hehe) thing. I think we all wanted to see legs.

Can you tell us a bit more about the second gif? Is that the new sword attack animation? How would it affect DPS of laser blades?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on December 17, 2021, 01:38:54 AM
Nice job on the legs! I wouldn't call that an OCd(hehe) thing. I think we all wanted to see legs.

Can you tell us a bit more about the second gif? Is that the new sword attack animation? How would it affect DPS of laser blades?

now consider the fact every single mech in the mod needs to be overhauled individualy for this to take effect and now yeah its a lot more work...unless you'd settle for a single type of legs fitting all mechs that is
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on December 17, 2021, 05:14:27 PM
Very cool!
Stoked about the legs!
I just upgraded my pc so it's perfect timing.
Very, very cool.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on December 17, 2021, 06:19:43 PM
Very cool!
Stoked about the legs!
I just upgraded my pc so it's perfect timing.
Very, very cool.

How the hell did you afford to upgrade your PC in this global economy, and with graphics cards costing 5x as much as they did 5 years ago, cuz of *** BITCOIN! I hate the mfer who figured out how to mine crypto on graphics cards. They have stagnated graphics card development for nearly half a decade, and stunted the growth of the PC community.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on December 17, 2021, 07:06:45 PM
YES! Not being able to see the mechs legs always made me feel like they were just regular ships with arms, so it was a bit annoying for me too. The legs in the gifs you posted look slight low resolution compared to the rest of the body though, but that could very well be just me. Either way, it looks promising!

Also, take your time. I think we can wait for a bit longer to get our hands on the update, the mod's definitely worth it!

They are pretty bare in terms of details at the moment (at least for the part of the animation when reversing/flying backwards) I couldn't find many good references so I just went with a basic shape without filling much else in, but i'll try to flesh it out more.

Nice job on the legs! I wouldn't call that an OCd(hehe) thing. I think we all wanted to see legs.

Can you tell us a bit more about the second gif? Is that the new sword attack animation? How would it affect DPS of laser blades?

It's the same animation, the after image fx is part of that mechs ship system

now consider the fact every single mech in the mod needs to be overhauled individualy for this to take effect and now yeah its a lot more work...unless you'd settle for a single type of legs fitting all mechs that is

I remember reading somewhere that lots of sprites are bad on vram so i'm trying to find a way to apply it to everything that won't lead to being an unnecessary burden on performance, like making a copy of the sprites that are colored white and hue shifting them to match the other mechs. Not 100% sure if that's what i'll do yet, gonna work on adding some other content first and probably will propogate legs as one of the last touches.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on December 18, 2021, 08:07:49 AM
Is there a way to use "invisible hues" sonthat technically it's the same sprite but the silhouette changes?
That could kill two birds with one stone if possible.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on December 19, 2021, 09:17:28 AM
Is there a way to use "invisible hues" sonthat technically it's the same sprite but the silhouette changes?
That could kill two birds with one stone if possible.

Maybe? I haven't explored much as far as what I can do with that aspect of things, but it's something i'll def. look into
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: JUDGE! slowpersun on December 19, 2021, 04:56:12 PM
How the hell did you afford to upgrade your PC in this global economy, and with graphics cards costing 5x as much as they did 5 years ago, cuz of *** BITCOIN! I hate the mfer who figured out how to mine crypto on graphics cards. They have stagnated graphics card development for nearly half a decade, and stunted the growth of the PC community.

They didn't stagnate, you just too poor to afford the advances:

https://www.nvidia.com/en-us/design-visualization/technologies/turing-architecture/

Bitcoin GPU mining not really as much of an issue now.  Now neural networks crunching data sets are the real issue.  But hey, at least a bunch of fabs will finally be online to deal with this issue by, 2025 maybe?  Just in time for the price of eGPUs to go back down!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021): comments/ideas. and thanks!
Post by: sphr on December 24, 2021, 11:00:14 PM
tl;dr: Thanks! + mech fan blabbering

---

First of all, REALLY thank you for the mod.

Really got sick of Paragon spam, so trying out this mod brings a great refreshing change to game play.  Piloted mechs :)
Still going through a new game where the fleet is mech themed (atm, only carriers, mechs and freighters.  Going to see how far this can get).  What I liked most about this mod is that it is not a "faction mod" where everything is pre-designed (too well) to work together (and usually break apart when they don't).  This mod is pretty "stand-alone" which encourages me to experiment with each type of unit and a degree of customizability in the (piloted) mechs greatly satisfy the mech fan in me.

A few comments and suggestions re: wing commander (hull mod)
Spoiler
Think it costs too much (adding the wing itself also costs OP).  Basically, it kinda foil my wish for "wing/squad" for piloted mechs. And also. not all mechs can have a wing which is a shame.

What I would suggest is to maybe split wingcommander into 2 sets of hullmods: the core hull mod + wing-slot mods:

- wing commander core (which sort of enables the whole system across installed mechs, but DO NOT provide "fighter bays" by itself). It should be free (or have really low cost) as it does not do anything without fighters.  Maybe just inbuild into all mechs that can support it (and remove from being selectable).  Mainly, it allows all piloted mechs to have the "squad-info" thing (if they actually manage to have fighters) :)

- a series of wing-slots mod that requires wing commander core that adds a variable number of "fighter bays" to the mech.  E.g. a wing1 would add 1 fighter bay, a wing2 would add 2 fighter bays etc.  The cost of these should scale with the number of slots it adds if not 0 (remember that fighters requires OP themselves).  This allows customization of how big the "wing" needs to be.

So the design could create a single mech (wingcom mod was inbuilt, but no "wing-slot" mods added by player), a buddy team (1-wing mod), or a full squad (2-wing, 3-wing or more)

Also, would  be nice if the non strike-craft mechs are not left out of the fun. (altag-lead squad.  not really in the battle itself as units can be made to follow etc, but more the "squad-info". really wish all pilots(captains) can generate and maintain their own squad)

Here are some more ideas/suggestions regarding this (may not be appropriate as I only tested things by fiddling some of the data and do not know the whole system in-depth)

- in the script, when checking the wing-com related stuff, iterate through all the fighter bays for piloted wings instead of just taking the first one.  This will handle multiple fighter bays case (and workaround strange cases like trying to add wingcom to ein with inbuilt drone wings)

- when managing the interaction of fighters wrt wing-com, exclude "carriers" with wing-com mods (to avoid the strange thing of mechs launching from another mech with fighter bays added by wing-com/wing-slot mods.  yeah, I tried adding this to to altag and it unintentionally turn it into a launch platform for fighter mechs).  Also, special "fighters" (like the gun pods for ein) should be excluded from this handling (maybe have a tag?) to prevent them from launching from carriers half a mile away when the mech was deployed far away e.g. during pursuit).
[close]

And finally(?), a few ideas.... (really nice to have if achievable)

Spoiler
- make piloted strikecraft mechs launch from carriers at the start (if not deployed left/right in pursuit)?

- if there are carriers in the fleet (not wingcom), piloted mechs should be immune to environmental hazards like asteroids, hyperspace storms, solar flare etc. 

- if there are carriers in the fleet (not wingcom), they should either receive a really boosted CR recovery outside combat, with consideration to fighters (which are immediate)

- special mech based carriers?  minimal inherent offensive ability, more fighter bays but restricted to mechs (since most mech fighters are 1-wing).  would be nice if there are special launch systems (you know, like those catapult systems seen in animes :) ) which can launch fighter (wing) fast and far into the heat of battle.

- more defensive mechs (like macross destroids) which have really low engagement distance (or even o) and stays around the carrier

- variable fighters/piloted interceptor mechs which uses another mode to travel fast over long distance (yeah.. macross fan)

- mech-use "endurance" type hull-mods, which add limited-charge use systems that restores CR without returning to carrier at the upfront cost of OP.

- mech-use "firstaid" type hull-mods, which add limited-charged use systems that restores some hull without returning to carrier at the upfront cost of OP. should be cheaper (in OP) than mods that adds directly to hull wrt to amount of hull restored  (since it is temporary).

- mech-use "flux vent" type  hull-mod, which adds limited-charged use systems that "ejects" some (hard) flux just before the mech is about to get overloaded.  should be cheaper (in OP) to flux mods wrt flux capacity (since it is temporary)

- mech-use "prototype" type hull-mods, which adds OP (via negative OP cost?) at the expense of increased maintenance (null supply usage) and possibly lowered CR (max or efficiency).  May allow for some interesting experimental builds where the OP cost would normally be impossible, at the expense of the above-mentioned.

- cosmetic variations (e.g. possible to customize look of piloted mechs without affecting the performance).  Ideally, a framework can be made such that cosmetic-mods can be made by other creators (not just reskins, but each one adds more choices).  e.g. color/pattern, slight variation in looks of the parts etc.  would be even nicer if a (color) "theme" can be set on wing-com units such that all mech fighter wings under it would inherit that "theme" if supported.  E.g. if a "funky rainbow" theme skin mod is added to a wing-com leader, then mech wings under it would inherit that theme which changes their looks if available (or just revert to vanilla if not).  No, I don't want the actual "funky rainbow" mod. In fact, let's forget I mention that as example...

- also, this may be hard/impossible.  Instead of adding the mech to "fighter bays" in wing-com piloted mechs (which sort of increase the overall fighter capacity of the fleet), maybe use a "place-holder" for "fighters" of the wing-com mechs (that costs nothing by itself), and add a special "wing-com support" hull-mod to carriers (which also costs nothing) that when there are piloted wing-com mechs that requires wing members (which is not added automatically), it will "grab" them from the actual fighters added to bays for carriers fitted with the "wing-com support" mod.  So total number of fighters is always capped by the actual fighters carriers carry and launches from there.  Special case may be required for "pursuit" type combat though, where wing members should start near the wing-com mech (though the actual carriers that provide the mechs will still have to be deployed).  iow, if a wing-com capable piloted mech is deployed without enough support carriers that actually has that mech wing, it will have to fight alone.   This will also remove the strange OP thing involved with adding a wing to a piloted mech (the OP costs is borne by the carrier now).

too many ideas.... taking a break for now.. lol.
[close]

Please keep up the EXCELLENT work.


Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021): comments/ideas. and thanks!
Post by: JUDGE! slowpersun on December 25, 2021, 12:46:40 PM
What I liked most about this mod is that it is not a "faction mod" where everything is pre-designed (too well) to work together (and usually break apart when they don't).  This mod is pretty "stand-alone" which encourages me to experiment with each type of unit and a degree of customizability in the (piloted) mechs greatly satisfy the mech fan in me.

Agreed, the fact that this mod basically enhances mostly Indies instead of adding another faction is one of many reasons I adore this mod.  Plus also MECHS!  IN!  SPACE!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: oipo on December 26, 2021, 01:56:26 AM
This mod looks so cool, you've done such a good job making it!

Can't seem to download it tho, the tinyurl link is broken :(
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on December 26, 2021, 02:18:35 AM
Try this link instead:
https://mega.nz/file/aFV0WTyJ#Wbuy6cPJwWKHP_SLI0kyxI8pc13c2jSGQmkmIgm83tY

Re: the previous post with a lot of feedback/suggestions, I did read it! I'll get back to it later with a legitimate post, but I can say next update does account for multiple manned fighter bays
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: oipo on December 26, 2021, 02:40:50 AM
Thank you so much!!! Finally I can rp as mech oriented mercenary suite :)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on December 26, 2021, 04:28:20 AM
here's a thought

what if we had a mech whose main weapon cannot change but you CAN switch its ammunition and firing type in the refit screen, how versatile could that be ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 26, 2021, 04:42:46 AM
here's a thought

what if we had a mech whose main weapon cannot change but you CAN switch its ammunition and firing type in the refit screen, how versatile could that be ?

Isn't this (or similar/equivalent) already implemented?  e.g. in Aleste(s) L/R arm weapons.  Basically, it is like implementing different instances of weapons that looked similar (so it looked like "same" weapon, just with different ammo/effects).
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on December 26, 2021, 06:20:01 AM
@sphr

Yes but so far theses options don't really change how you play thoses mechs
its always more or less a variation of "flank and spank"

Heck if we got all the strike craft mechs as playable I'm sure peoples could come up with some mischief, I know I'd love me a pilotable Valken X if only for the EMP emitter or maybe one of thoses dual gatling mechs....Kouto was it ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 26, 2021, 11:42:51 AM
@sphr

Yes but so far theses options don't really change how you play thoses mechs
its always more or less a variation of "flank and spank"

Heck if we got all the strike craft mechs as playable I'm sure peoples could come up with some mischief, I know I'd love me a pilotable Valken X if only for the EMP emitter or maybe one of thoses dual gatling mechs....Kouto was it ?

I think I get it: though some of the weapons can be "swapped" (the built-in probably cannot use the usual weapons because of animation etc), not all can be done so.
Aleste(S) is already the most customizable (of the strikecrafts), where the two back turrets are general, while the two hands can choose between limited stuff. But others (e.g. einhander) cannot really be changed.

customizability is definitely one of the wish of every mech fan I think (correct me if I am wrong?). Not just the built-in weapons/ammunition, if there can be a more ... general "platform" for creating a mech out of "compatible parts", it could be very interesting.  ArmaA is prob one of the best mods in the area already, from what I've experienced firsthand. esp now with the most previous "legs" showcase.

But hardcoding one mech design to look good, and expanding it into a pseudo framework where the parts (in addition to left/right arm/weapons, head, backpack, shoulder, legs etc) can be arbitrary chosen could take a lot of work.Given no understanding of the modding itself, I have no idea of the difficulty involved though.  Would gladly help if I can though.

I'll just cross my fingers and hoped for the best...



Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: JUDGE! slowpersun on December 26, 2021, 12:19:47 PM
ArmaA is prob one of the best mods in the area already, from what I've experienced firsthand. esp now with the most previous "legs" showcase.

Dunno, here's hoping legs even make it in!  But seriously, if they tend to tank VRAM too much (due to extra sprites), prolly not gonna make it... and sorry for the alliteration, just couldn't not do it!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on December 26, 2021, 05:21:05 PM
no they're definitely getting in. there's only a set for each tech type which is hightech and midline and the # of frames is equivalent to a really fancy rotary weapon, so it shouldnt be an issue except for possibly einhander  :'(
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 27, 2021, 10:26:54 AM
Balance? forget about it. I want my ace-pilot led mech squads ! lol
Spoiler
(https://i.ibb.co/Zm6MkMx/x2scrap2.png) (https://ibb.co/QdFK1KM)
now, if only I can get the launching from carrier thing to work with multiple wings as well...
[close]
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: JUDGE! slowpersun on December 27, 2021, 11:57:00 AM
no they're definitely getting in. there's only a set for each tech type which is hightech and midline and the # of frames is equivalent to a really fancy rotary weapon, so it shouldnt be an issue except for possibly einhander  :'(

Sweeee3et! But, um, not to question the mod author or anything, but what is max number of legged sprites you have tested per battle?  Normally it won't be a huge deal since most battles don't involve too many mechs from this mod, but have you tested 25 mechs/mech wings vs 25 mech wings (plus a few carriers per side)?  Just curious if there are any compounding issues from running too many legged mechs...
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 27, 2021, 01:58:39 PM
no they're definitely getting in. there's only a set for each tech type which is hightech and midline and the # of frames is equivalent to a really fancy rotary weapon, so it shouldnt be an issue except for possibly einhander  :'(

Sweeee3et! But, um, not to question the mod author or anything, but what is max number of legged sprites you have tested per battle?  Normally it won't be a huge deal since most battles don't involve too many mechs from this mod, but have you tested 25 mechs/mech wings vs 25 mech wings (plus a few carriers per side)?  Just curious if there are any compounding issues from running too many legged mechs...


I run a heavily modified game, with further modifications on myself.  so far, have tried up to 10+ piloted mechs each with 2 fighter mechs attached, as well as a number of carriers throwing out around 10-20+ more mechs + a splattering of other fighers like drones.

that should be up to 50+? but that's only on MY side.  the enemy also carries their own ships and fighters.  (I run higher than 800 battle size btw)

At times, when the missiles/bullets starts flying, it DOES slow the game for while, but it was fun... lol

EDIT: this is the current ones WITHOUT legs, btw.  So if we conservatively estimate that a legged mech won't take more resources than 2 current ones, I think no problem.
Besides, it isn't really the problem with hardware afaik.  could be with java.  modern hardware can crunch textures/geometry at a scale way more than this, and do GPU-based ai at the same time with no problem.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on December 28, 2021, 01:01:33 AM
no they're definitely getting in. there's only a set for each tech type which is hightech and midline and the # of frames is equivalent to a really fancy rotary weapon, so it shouldnt be an issue except for possibly einhander  :'(

Sweeee3et! But, um, not to question the mod author or anything, but what is max number of legged sprites you have tested per battle?  Normally it won't be a huge deal since most battles don't involve too many mechs from this mod, but have you tested 25 mechs/mech wings vs 25 mech wings (plus a few carriers per side)?  Just curious if there are any compounding issues from running too many legged mechs...

ill just say that out of all the things that could turn into huge potential performance problems, legs are at the bottom of the list
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 28, 2021, 11:11:23 AM
Just had a thought...

What if the drone bits (like that for einhandler) carries a strong enough MELEE-range weapon (like the laser blade for aleste) with point defence capability, and give it insane speed and maneuverability while being restricted to a short engagement distance....

Then put it on a melee mech (which doesn't shoot down missiles etc).

will the dancing beam blades chop down incoming stuff like missiles/bullets/fighters?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on December 28, 2021, 11:42:19 AM
Just had a thought...

What if the drone bits (like that for einhandler) carries a strong enough MELEE-range weapon (like the laser blade for aleste) with point defence capability, and give it insane speed and maneuverability while being restricted to a short engagement distance....

Then put it on a melee mech (which doesn't shoot down missiles etc).

will the dancing beam blades chop down incoming stuff like missiles/bullets/fighters?


While we're on topic of the einhandler, I've been wanting to say thig for a while, but I keep forgetting to come here and say it.

I think a shield type drone, much like the mobile dolls in Gundam Wing had, would be a cool alternative as well. 2(+1 as a replacement) floating drones that have a shield in front of them, with it's own flux. It can float around the einhandler, and blocks shots, but has a weakness of EMP damage disabling it or passing right through it.

Mobile Doll Gundam Reference: https://gundam.fandom.com/wiki/OZ-02MD_Virgo

Who says we can only have 1 type of drone? Perhaps make it a swappable component?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: JUDGE! slowpersun on December 28, 2021, 12:33:48 PM
Just had a thought...

What if the drone bits (like that for einhandler) carries a strong enough MELEE-range weapon (like the laser blade for aleste) with point defence capability, and give it insane speed and maneuverability while being restricted to a short engagement distance....

Then put it on a melee mech (which doesn't shoot down missiles etc).

will the dancing beam blades chop down incoming stuff like missiles/bullets/fighters?


While we're on topic of the einhandler, I've been wanting to say thig for a while, but I keep forgetting to come here and say it.

I think a shield type drone, much like the mobile dolls in Gundam Wing had, would be a cool alternative as well. 2(+1 as a replacement) floating drones that have a shield in front of them, with it's own flux. It can float around the einhandler, and blocks shots, but has a weakness of EMP damage disabling it or passing right through it.

Mobile Doll Gundam Reference: https://gundam.fandom.com/wiki/OZ-02MD_Virgo

Who says we can only have 1 type of drone? Perhaps make it a swappable component?

Well, in Gundam Wing those are the mass produced version of one of those two test Gundams, the one with 8 shield drones.  But would be cool to have a shield heavy mech... just dunno how to make shields into weapons in game except via ramming (which requires f=ma, so needs lots of A and at least some M).

This one:  https://gundam.fandom.com/wiki/OZ-13MSX2_Mercurius
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 28, 2021, 08:08:29 PM
re:shield drones

I don't know enough about modding yet, but how are the shield sizes determined?  Can they be set explicitly regardless of the actual size of the ship hull?

If so it could be interesting to give shield drones omni, large shield radius, small arcs, which will result in a more shield like segment arc, and give it fast shield speed, so that it can raise the shield and turn it fast.  then as long as it is just floating around (or just made to orbit the main ship like some other mech ships), it should activate shield automatically wrt incoming fire? 

but one problem is default shield AI in SS seems to be too efficient and sometimes they won't raise shield unless the incoming fire actually hits it, and with a small hull drone, it might just do nothing (as the fire won't hit it) while the projectile continues on and hit the main ship.... lol.. 

drones on strike...
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: JUDGE! slowpersun on December 28, 2021, 11:00:26 PM
re:shield drones

I don't know enough about modding yet, but how are the shield sizes determined?  Can they be set explicitly regardless of the actual size of the ship hull?

If so it could be interesting to give shield drones omni, large shield radius, small arcs, which will result in a more shield like segment arc, and give it fast shield speed, so that it can raise the shield and turn it fast.  then as long as it is just floating around (or just made to orbit the main ship like some other mech ships), it should activate shield automatically wrt incoming fire? 

but one problem is default shield AI in SS seems to be too efficient and sometimes they won't raise shield unless the incoming fire actually hits it, and with a small hull drone, it might just do nothing (as the fire won't hit it) while the projectile continues on and hit the main ship.... lol.. 

drones on strike...

I had actually more figured drones would be used more like a stretchy lasso, and then drag a shielded mech towards target at high speed (so you get waaaay more A than normal for mech, with shield up should slap).  But if you just want the drones to act more like weapons, could just adapt new code for Tempest drones into a mech... but with shields instead of EMP explosion, I guess.  Just think that with shields instead of explosion, drones will just bounce off like flying cockroaches against a screen door.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 28, 2021, 11:24:27 PM
re:shield drones

I don't know enough about modding yet, but how are the shield sizes determined?  Can they be set explicitly regardless of the actual size of the ship hull?

If so it could be interesting to give shield drones omni, large shield radius, small arcs, which will result in a more shield like segment arc, and give it fast shield speed, so that it can raise the shield and turn it fast.  then as long as it is just floating around (or just made to orbit the main ship like some other mech ships), it should activate shield automatically wrt incoming fire? 

but one problem is default shield AI in SS seems to be too efficient and sometimes they won't raise shield unless the incoming fire actually hits it, and with a small hull drone, it might just do nothing (as the fire won't hit it) while the projectile continues on and hit the main ship.... lol.. 

drones on strike...

I had actually more figured drones would be used more like a stretchy lasso, and then drag a shielded mech towards target at high speed (so you get waaaay more A than normal for mech, with shield up should slap).  But if you just want the drones to act more like weapons, could just adapt new code for Tempest drones into a mech... but with shields instead of EMP explosion, I guess.  Just think that with shields instead of explosion, drones will just bounce off like flying cockroaches against a screen door.

Rather than looking for a particular solution/meta, I am more like exploring ways of potentially making arma mechs look and function more according to

The rule of cool

:)

---
Just wondering, how is the ships (drones are also ships) size (which affects the shield?) vs hitbox (seems like it is auto-determined from the sprite?).  Is the shield size also automatically determined or is it explicitly changeable.

If not, there can always be a "shield-shaped" particle for a PD weapon, but it cannot block against direct-fire weapons, which is a shame.
Unless there is some existing ai-package that can make a fighter sacrifice itself by blocking incoming fire to the owning ship, which will then definitely trigger its own shield.


EDIT:

just tot of another voodoo trick:
The shield drones themselves does nothing but fly around the owning mech.
But while the drones exists, the shield arc and speed (assuming omni) of the mech will be increased.  When the drones do not exists or are too far. the mech will have greatly reduced shields (or even outright none).  Also, to simulate drone dissipating the flux instead of the mech, can just add temporary buff to mech flux capacity/dissipation rate while drones are active.  (though I agree, that would be cooler, if the flux generated by hits on shield is transferred to the drones instead, so they get overloaded instead of the mech, which can still continue to fight, just without shields until the drones recovers)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Mira Lendin on December 28, 2021, 11:46:44 PM
The Jun Mk.III weapon is a work of art!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 29, 2021, 01:04:59 AM
The Jun Mk.III weapon is a work of art!

I really like it too, both the behavior and the aesthetics/sound.  Found myself replacing compatible weapon slots with it as I find them (still lacking the BP in my current game).
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021) re: on Mecha Customizability
Post by: sphr on December 29, 2021, 01:12:25 AM
re: on Mech Customizability

I think it is every mecha fan's dream.  The goal, is that every (piloted) mech can become as unique as the pilot himself.

While the looks of it is heavily dependent on the shoi's hard labor, I was thinking whether there are other ways that may work without at an easier level.
At least, we can just discuss about it to see if any new/better ideas develop.


So my first vector of attack goes to the hullmods: special hullmods that allows adjustment of the mech (some may be mech specific, so as to keep the design of each mech more consistent, and possibly pave the way to attach visual differences in the future)

Most customization mods should have 0 OP costs, so there is greater freedom in choosing a combination, but each customization mod should have balanced and believable trade-offs:

The fun in customization isn't about adding everything including the kitchen sink, it is about creating something possibly unique.


I've briefly listed down some category/subcategories of ideas for the hullmods.  Please feel free to add on/suggest/generate more ideas.  Maybe it will become interesting/feasible enough to be implemented at some point.

Spoiler
* Category: attachment mods: Basically, this just allows choosing of some attachments (like UWS of the einhandler and drones of others) from some prepared alternatives. Possibly including removing the attachments completely in a design in exchange for some other system bonuses.  Einhandler with melee or shield drones? now you can :)


* Category: system tweak mods:  These usually adds bonus and corresponding penalty on the mech in small ways (less than existing mods costing OP with similar effects)
  Also, each upgrade/downgrade can have a few grades with different "magnitude" instead of just one type, but there should only be at most one type equippable in each sub-category.
  e.g.
  - engine/booster tweaks:
   -- upgrade: +topspeed, -maneuverability, -flux
   -- downgrade: -topspeed, +maneuverability, +flux
   -- prototypes: ++topspeed but may other special penalties in addition to the usual ones above


  - generator tweaks: this one is hard.  on one hand, I think it should allow more powerful weapons to be installed (+OP) and to be able to use weapons longer (+flux), it SHOULD generate more heat as a result (-flux).  Maybe a more correct model is to view flux capacity as an inversed "battery" (battery is full when flux is at 0) while flux dissipation rate is really "energy generation" rate. But generator require "fuel", which is not actually used in-game, so I think it may be modeled by CR%.
   -- upgrade (power hungry, runs out of juice faster):   +OP, +flux dissipation (energy generation), -PPT with increased CR% decay rate afterwards, +supply usage, -CR% recovery
   -- downgrade (efficient, lasts longer): -OP, -flux dissipation (energy generation), +PPT with reduced CR% decay rate afterwards, -supply usage, +CR% recovery
   -- prototypes: ++ OP, ++flux dissipation etc but have chance of special malfunctions?


  - armor tweak
   -- upgrade (increase mass): -topspeed. -maneuverability, + supply usage, -CR% recovery
   -- downgrade (decrease mass): +topspeed. +maneuverability, - supply usage, +CR% recovery


  - power diversion (re-distribute power without changing production, i.e. flux)
   -- power to weapons: +OP, -shield efficiency/arc/speed, -phase stuff (not familiar with this)
   -- power to shields/phase: -OP, +shield efficiency/arc/speed, +phase stuff
   -- power to systems: -OP, -shield/phase, +system CD/effects/range


  - flux(energy) tweaks : trade off between capacity and efficiency

  - shield/phase tweaks : trade off between shield/phase duration/efficiency vs flux capacity/rate

  - others?



* Category: pilot mods:  These usually enhances the capabilities of the mech, at the expense of greater demands on the pilot.  Unlike trade-off mods above, these will usually either provide only bonus if IF conditions are met, or provide only penalties if not (with possibly some special cases having in-between grades based on multiple levels of conditions).  They may not seem "balanced" in the overall campaign. But isn't that the intent? These are aces, heroes, legends, and the kind of MC you see in mecha films/animes ;)


  - general pilot mods - which adds some small bonus as long as the ship is captained but penalties otherwise. It is sort of balanced at campaign level by the actual number (and limit) of captains hired and salary paid.  Adding them to every ship is not good as those without captains will actually perform worse.  But the bonus should be minimal in magnitude (esp since pilots already comes with skills)


  - specialized pilot (skill) mods - In addition to just being piloted, these mods requires that the captain has a special skill (differentiate between normal and elite, with those requiring elite skills having greater bonus/penalties).  iow, bonus if the pilot has the skill, penalty if not.  The bonus provided by this mod should match the skill required, and usually change the mech enough that its role on the battlefield becomes completely different. The total number of this category of mods on a single mech at the same time should be limited though, to differentiate them from the next sub-category.


  - legendary pilot mods -  Not in legendary as a rarity/uniqueness qualifier, but rather (in my pursue of immersion), the mod was originally (pseudo lore-wise) built for a specific legendary  ace pilot.  In addition to possibly require a specific hull-type or ship equipment/stats, it will have multiple skill requirements (some elite) such that only a pilot that satisfy all requirements will be able to utilize the full power provided by the mod (bonus should be greater than any similar combinations of specialized pilot mods in prev category), in effect making such cases rare enough to be called unique (usually).

    if ship conditions are not met, it cannot even be installed.

    If pilot skill requirements are not net, there may be severe penalties that makes adding the mod much worse than not doing so
   
    There can be multiple "lesser" levels of conditions where a pilot partially fulfilling the full requirements will get a mixed of bonus/penalties. 

    While the original mod(mech) is designed and built around a single legendary pilot, people who want to utilize this mod in "present day" may have to raise/train a pilot specifically to meet the strict requirements (unless a pilot can be found that naturally meets all requirement, in which case it is destiny).

    Of course, only one of such mod can be installed in a mech at one time.

    Just for fun lore-wise, every legendary mod can be named after the callsign/mech/name of the ace pilot it was supposedly built for (+ stories/accounts of famous accomplishments in the modified mech) which highlights the ability of the mod.  If there are ever plans to implement this idea, we can even set up a brainstorming session for people to submit their designs along with back story and pick the most interesting ones.
[close]




Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on December 29, 2021, 02:44:02 AM
@sphr

I see your customisation post and raise you a "strike pack" suggestion

Think of it as such

A mech gains access to strike packs

Strike packs are sets of equipements built to pertain to certain roles

Lets say we have 3 Strike packs:

Fighter, Interceptor, Bomber

Each pack comes with different weapons built into the mech itself, further each pack enables the use of different hand-held weapons

Next make it so each Pack sees itself given three options for handheld weapons, each themed around a weapon type/damage type

For Bombers in our example

the Body itself has built in micro missiles for self defense while the arms can pack either,
A magnet bomb bay (think magnetized mines that pull themselves to the target)
A anti-matter blaster
A long range Hellbore-esque cannon

see where I'm going with this ?

EDIT/Continuation:

Basically each mech using this would have multiple "tech trees", the question wich tech should such a mech be ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 29, 2021, 04:39:49 AM
@sphr

I see your customisation post and raise you a "strike pack" suggestion

Think of it as such

A mech gains access to strike packs

Strike packs are sets of equipements built to pertain to certain roles

Lets say we have 3 Strike packs:

Fighter, Interceptor, Bomber

Each pack comes with different weapons built into the mech itself, further each pack enables the use of different hand-held weapons

Next make it so each Pack sees itself given three options for handheld weapons, each themed around a weapon type/damage type

For Bombers in our example

the Body itself has built in micro missiles for self defense while the arms can pack either,
A magnet bomb bay (think magnetized mines that pull themselves to the target)
A anti-matter blaster
A long range Hellbore-esque cannon

see where I'm going with this ?

Just to explore this further.
Wouldn't it be better if roles like fighter/interceptor/bomber is not determined by pack but designed by choosing the mods?
iow, all the options in the strike packs are taken out by themselves, and allowed to be chosen across the board, so that appropriate parts can be chosen for each "system point".

for Interceptor that perhaps value speed over power or endurance (e.g. during pursuits), take decreased armor, upgraded booster, and select weapons that are good at catching/disabling fast enemies
for Bombers, perhaps take increased armor, booster, reduced CR + speed+ agility and perhaps a generator so that larger/more powerful weapons (OP wise) can be mounted, since their targets are usually slower and larger crafts
for Support, perhaps drop power/speed/armor for extended periods of operation and give them super long range weapons to try to stay out of enemy fire.
for Fighters, perhaps being balanced and able to "hold the line" , so average in most aspects

In the future, all these mods can perhaps corresponds to actual visual parts using armaa's current system which can provide even better immersion (e.g. instead of arbitary mods, each mod is represented by an inbuilt part, but we can say have left pauldron which supposedly houses an upgraded generator, and right pauldron which contains the internal systems to support a more powerful propulsion), or we can choose two of the same system type for a more skewed design.

iow, I was hoping that the roles can be designed by every player even using the same (mech) platform, instead of being distributed as "packs".   but of course, practically, any kind of customization systems that gives more options is welcome as it will definitely improve things so even packs are good :)

Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on December 29, 2021, 06:26:11 AM
Yes, the personal design aspect of ships in StarSector are what makes the game a brilliant gem, near infinitely replayable(while still feeling fresh), and so fun.

Removing this aspect would only detract from the fun, in my opinion.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: JUDGE! slowpersun on December 29, 2021, 10:34:48 AM
Yes, the personal design aspect of ships in StarSector are what makes the game a brilliant gem, near infinitely replayable(while still feeling fresh), and so fun.

Removing this aspect would only detract from the fun, in my opinion.

I mean, it is still limited by hard point type to limit which types of weapons go where.  But yeah, I agree, please don't drop this!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 29, 2021, 10:11:21 PM
Yes, the personal design aspect of ships in StarSector are what makes the game a brilliant gem, near infinitely replayable(while still feeling fresh), and so fun.

Removing this aspect would only detract from the fun, in my opinion.

I mean, it is still limited by hard point type to limit which types of weapons go where.  But yeah, I agree, please don't drop this!

I am only speculating, but I think the only reason some of the current systems restricts the hardpoints is because mech sprites requires special handling.  if the hardpoints can mount regular weapons, it will look very strange unless there are appropriate replacement sprites that can be hacked into replacing it (maybe making original weapon invisible? not even sure whether that is possible). But EVEN so, there is need to prepare replacement sprites that matches the weapon/fire.   now, recall the number of types of weapons and how varied their behavior animation is....

which is why atm, it is easier to just restrict stuff, often with little or no choice (e.g. einhander).  in some cases where the original weapon sprites looks ok, it can still be made generic so anything that fits can go in (e.g. aleste(s) back mounted turrets).

But I am personally hoping that as mod gets developed, there will be more mech-specific options (e.g. like aleste(s) arms options) or even some more general way that can allow use of common weapons (but with a general means of replacing the looks/animation) that doesn't look out of place on a mech.

between use of common weapons vs the looks of mechs, I will prob choose the latter :)  If I just wanted more weapons, I'll find some ship mods with a gazillion weapon mount points...

EDIT:
tl;dr: I wanted a customizable mech, but I don't want to change it so much that it no longer looked like a mech.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021) (idea)Versatile Platform Framework
Post by: sphr on December 30, 2021, 01:54:49 AM
tl;dr: Idea (pseudo-technical proposal) for framework/system for mech customization, potentially feasible
---
EDIT:
Upon closer investigation, the original method may not work due to the way the game engine works with creating a modified ship.  Added a backup method (original method still listed) which I was hoping not to use due to the need of global storage (probably done using in-game method of storing save-game persistent data if there is no better way)


---

Versatile Platform Framework
(borrowed from Aleste(S))

goals:
- to allow easy selection of custom parts (as opposed to cycling which can be hard to work with if number of parts increased)
- to allow easy addition of new compatible parts (no need to change code. Just add weapon + selector hullmod. Can be added by separate mods and will work together)
- to allow easy propagation to new mech hulls (just define the hullmod built-in with corresponding weapon slots, and it will gain access to all compatible parts)
- to allow flexible means of restricting part selection for technical/game-balance/immersion reasons.


Basic operation
Basically exploiting the hullmod system, using the approach used by Aleste(S) atm (which allows switching of left/right arm devices)
Note: may not work due to how the game engine creates the ship wrt optional parts

Spoiler

Original method:
- framework basically consists of 2 parts:
  + a ModuleInterface, which is a hullmod that manages a single customizable point
  + a PluginModule, which is a hullmod that can "plugin" a weapon/part to a compatible ModuleInterface (the weapon/part is assumed to be available and outside scope of this framework)

- ModuleInterface:
  + implemented as a hullmod not available to other ships
  + must be is declared as a built-in mod into the hull-types only. 
  + must be associated with one or more weapon slots which the hull must define.
  + must be associated with default weapon/parts which the hull can define as built-in (if not, it will be installed automatically)
  + implements applyEffectsBeforeShipCreation(), where it will check if the managed weapon slot contains the default part or null (in which case it installs the default part). If so, it will search and an associated InterfaceCustomized hullmod (which indicates whether the interface is already customized to block other customizations)

- a PluginModule is implemented as a hullmod
  + must define method isApplicableToShip(), such that it can only be installed on a ship with compatible ModuleInterface hullmod and not have the associated built-in (not removable) InterfaceCustomized hullmod.
  + in applyEffectsBeforeShipCreation, it will change the part on the managed weapon slot to the one it indicates, and adds the associated InterfaceCustomized if it is not already added


Backup method:

This method is actually more robust, but requires persistent storage, which I was hoping to avoid.


- framework basically consists of 3 parts:

- a global plugin registry, which is a map of plugin interface ids to a collection of pluginmodules ids.
  The purpose is to allow the scripts to lookup and identify at runtime which plugins can go into the interface.  This is required if the plugins/interfaces are are not added by one mod.

- ModuleInterface (modified from original)
  + (unchanged) implemented as a hullmod
  + (unchanged) declared as built-in
  + (unchanged) associated with specific weapon slot
  + (unchanged) associated with specific default part
  + (changed) implements applyEffectsBeforeShipCreation() where it will get the complete list of compatible plugins from global registry, then checks if any plugins-hullmods are installed.
    + if a plugin hullmod is installed, it will do nothing, except to unsure that the corresponding InterfaceCustomized  hullmod is added if it is not yet done so.
    + if plugin not installed, it will restore the default part to the managed weapon slot, and remove the corresponding InterfaceCustomized  hullmod (alternatively, if InterfaceCustomized method not used, no further processing required)

- a PluginModule is implemented as a hullmod
  + (addded) at earliest opportunity (including being called by other methods below as last resort), registers its id with the global registry, under the corresponding interface hullmod (maybe in the constructor of the hullmod class if applicable)
  + (unchanged) implemented as hullmod
  + (unchanged) overrides isApplicableToShip() such that it can only be installed if the compatible ModuleInterface hullmod exists, but not the corresponding InterfaceCustomized hullmod. (alternatively, if InterfaceCustomized method is not used, it needs to get the list of competing plugins from global registry and make sure none is installed other than itself)
  + (unchanged) overrides applyEffectsBeforeShipCreation(), change parts, add corresponding InterfaceCustmoized hullmod if not already added

[close]


Example
---
EDIT: the example is not applicable to the backup method.
---
How the thing should work in a simple example(in theory at least)
(Note: some understanding of the modding system may be required)

Spoiler
For example, let is create a new pilotable Aleste(V) similar to Aleste(S) using the new system.
It will have the exact same number of combinations, just that it may be easier to select the parts (and in future expand the list of compatible parts).
In addition, the system allows parts to be fitted to different shiphulls, as long as they declare the same ModuleInterface and weapon slots.


Some declarations (assumed to be implemented correspondingly):

There are 2 customizable points on Aleste(V), left arm and right arm.

key:
- hmod:{modname} - hullmod
- wslot:{id} - weapon slot
- wp:{id} - weapon


declare the following interfaces and plugins (managed part)


- hmod:VMI_AlesteVLArm - for left arm (associated with wslot:A_ARML with default built-in wp:armaa_alesteLeftArm) and associated hmod:VMC_AlesteVLArm to indicate slot is customized
  + hmod:VMP_AlesteVLArm_Grenade (wp:armaa_aleste_grenade_left)
  + hmod:VMP_AlesteVLArm_Blade (wp:armaa_aleste_blade_left)

- hmod:VMI_AlesteVRArm - for right arm (associated with wslot:A_ARMR with default built-in wp:armaa_alesteRightArm)  and associated hmod:VMC_AlesteVLArm to indicate slot is customized
  + hmod:VMP_AlesteVRArm_HvyRifle (wp:armaa_aleste_rifle_right)
  + hmod:VMP_AlesteVRArm_Minigun (wp:armaa_aleste_minigun_right)


Lets say we have the basic platform with the following built-in hullmods

- hmod:VMI_AlesteVLArm
- hmod:VMI_AlesteVRArm


----------

Refit session #1

Spoiler
applyEffectsBeforeShipCreation:
- starts from basic variant defined in ship hull
- hmod:VMI_AlesteVLArm will check that wslot:A_ARML contains defined default part (wp:armaa_alesteLeftArm) or null (in which case it can install the default part?) and remove any hmod:VMC_AlesteVLArm if it exists
- similar for hmod:VMI_AlesteVRArm

refit screen:
- we should see the mech with default parts wp:armaa_alesteLeftArm and wp:armaa_alesteRightArm installed
- we should see all the 4 plugins mentioned eariler available to install (ignoring OP cost)

action:
- supposed we choose hmod:VMP_AlesteVLArm_Grenade

[close]
----------

Refit session #2
Spoiler
applyEffectsBeforeShipCreation:
- starts from basic variant defined in ship hull
- hmod:VMI_AlesteVRArm no changes
- hmod:VMI_AlesteVLArm will check that wslot:A_ARML contains default part or null, in which case it will remove any hmod:VMC_AlesteVLArm if it exists. it will not do anything otherwise.
- hmod:VMP_AlesteVLArm_Grenade will change wslot:A_ARML part to wp:armaa_aleste_grenade_left and adds hmod:VMC_AlesteVLArm if it does not exist

(note that even if order of application is flipped for last 2 lines, end result should still be the same)


refit screen:
- we can no longer see hmod:VMP_AlesteVLArm_Blade applicable (due to the hmod:VMC_AlesteVLArm present)
- the plugins for right arm is unaffected


action:
- supposed we remove the selected hmod:VMI_AlesteVLArm_Grenade
[close]
----------

Refit session #3
Spoiler
applyEffectsBeforeShipCreation:
- starts from basic variant defined in ship hull
- hmod:VMI_AlesteVRArm no effects
- hmod:VMI_AlesteVLArm will check that wslot:A_ARML contains default weapon (which should be true, because we start from base hull), it will then remove hmod:VMC_AlesteVLArm


refit screen:
- we can see all parts for left arm available again, because hmod:VMC_AlesteVLArm is removed.
[close]

---


So by making system manages each ModuleInterface independently, we can easily scale up and allow more "interfaces" to be customized easily.
While parts with functions may require specific handling/scripting by the dev developer etc, cosmetic parts or (parts with little change to behavior, just adjusts magnitude) can easily be created by sub-mods once the basic hull set-up and Interface-Plugin system is designed by the developer.

for immersion, I think the interfaces should be given industrial designations.  e.g. SATA3.5 or USB 3.0 (lol). So all the interfaces can be traced to a particular model/standard within the AA industries/techonologies to create a complex modular system for mech parts (instead of just being able to install anything anywhere)

[close]


Backward/multi compatibility
Plugins can be made compatible with more than one interface type
Spoiler
Requirements:
- define appropriately in isApplicableToShip() to check for multiple ModuleInterface hullmods AND their associated InterfaceCustomized hullmods
- in applyEffectsBeforeShipCreation(), it must add the CORRECT type of InterfaceCustomized (must check the ship to see which type of ModuleInterface it has)
- optional: in applyEffectsBeforeShipCreation(), the performance may be modified according to the type of interface. (e.g. you can plugin a USB 3.0 device to a USB 2.0 interface, but don't expect the full performance the device is capable of)
- this can create the immersion that some advanced parts can still be used on older mech designs, but may suffer some performance issues.
[close]

Adapters
(roughly idea atm, haven't worked out the exact system to know whether it will work)
Spoiler
Have a micro-usb plug but only a regular USB interface?
ah hem.. I mean
Have an advanced Einhander arm that doesn't go into an Aleste arm socket?

Adapter hullmods are special mods (never built-in) which can be applied to a mech to convert the interface type to another:
- like a regular plugin mod, it adds the InterfaceCustomized mod and changes the weapon slot to the default weapon of the new interface (to block parts using original interface from being installable)
- adds the new interface hullmod which allows its compatible parts to  be installed
- may carry extra cost (e.g. OP) (because adapters are never as good as being built-for)
- but it will allow your old Aleste to equip the new Einhander parts on the adapted interface
[close]



And at the end of the day, what I hope to see, is a framework that allows highly customizable mechs (using the fixed parts system in armaa), that have parts that can be easily extended  by the mod developer, and possibly expanded even more by the community, and all the options easily available to a single player (want blue parts? just install a sub-mod that add blue versions of the base parts)

---
EDIT: added backup method if original method doesn't work due to different way game-engine behaves from original expectation
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on December 30, 2021, 05:09:37 AM
Meanwhile a more "reasonable" alternative I propose here is a third built in hullmod to change the backpack on the mech

each backpack applying multipliers on both mobility stats and flux related stats

Heavy pack improves Flux stats but lowers mobility

Light pack ups mobility at the cost of Flux...

Edit:
Another point in favor of that is that it can be a purely statistical change and not have to add in sprites.

This in turn allows that to be retrofitted onto the older mechs with some amount of ease....
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on December 30, 2021, 06:50:59 AM
Meanwhile a more "reasonable" alternative I propose here is a third built in hullmod to change the backpack on the mech

each backpack applying multipliers on both mobility stats and flux related stats

Heavy pack improves Flux stats but lowers mobility

Light pack ups mobility at the cost of Flux...

Edit:
Another point in favor of that is that it can be a purely statistical change and not have to add in sprites.

This in turn allows that to be retrofitted onto the older mechs with some amount of ease....

You lose a great deal of customizability with this method. That's why I, and I'd imagine many others, would not be in favor of it.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on December 30, 2021, 08:04:41 AM
You lose a great deal of customizability with this method. That's why I, and I'd imagine many others, would not be in favor of it.

Yeah but you're not the one making the mod, this is a single guy's passion project, while I'm not saying your suggestion is without merits it should instead be kept for a entirely different mod that provides a framework for modders to pick up and use in their own projects to make their own mechs.

Think MagicLib.

besides the fact that each detail, regardless of scale, multiplies difficulties and chances of code going to crap significantly
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on December 30, 2021, 08:32:03 AM
re: earlier post on customization system

Let's all calm down a little as things may  be getting heated up unnecessarily.

Think there may be misunderstanding regarding my previous post.

When I say it is inspired by Aleste(S) in the mod atm, I don't just mean the "idea" of changing weapons.

I am actually referring to the actual system it is implemented in, right now, in the mod.

What I am suggesting is simply a refactoring of what is already implemented. which is why I posted it, with enough technical details to illustrate how it can be changed, to the people who can understand it, so that we can see if the idea has problems or is indeed feasible.

iow, what I was suggesting may not really be more complex than what is already in the mod atm.
In fact, there is a chance that the changes I suggest will reduce future development efforts of the mod, which is why I thought of bringing it up for discussion.

Rest assured, that I am a firm believer that wrt the mod, what features to implement, when to implement, how it is implemented should be fully up to mod dev to decide. 
I do not presume I can understand him enough to make decisions on his behalf, and there is really no hard feelings even if it is rejected.

And I speak the truth.
(Because if I really want something that bad/urgent in my game, I'll probably just mod it in myself.  I am already running my own "custom mod" which I change as I play)

lol. I think the mod dev may really be under-appreciated, as if my earlier suggestion post was misunderstood as being "unreasonable", then the mod dev has DEFINITELY already put in really "unreasonable" amount of efforts into the mod already.

Please give the guy a pat on the back!
cheers :)
---
EDIT: Upon closer inspection, there could be an issue where I misunderstood how the game-engine processes the refit specifications, so I've added a backup method to the original suggestion post (but the examples are not updated).  This method may actually be more robust, as it will should a map of all interfaces and their compatible plugins in a global registry stored using in-game persistent data store, at the expense of a few lines more of code in each hullmod class that uses it (which may be hidden if a proper base-class is added though)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: 6chad.noirlee9 on December 31, 2021, 12:38:11 PM
Arma is great nuff said
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on January 04, 2022, 04:12:29 AM
So what do y'all think low tech mechs should look like ?

I'm thinking something along the lines of a Zaku from gundam myself

in the right hand we'd have the main weapons so
a machinegun thats a bit on the weak side but full auto and at 700 range
a howitzer rifle, slow firing but long range and hefty HE punch on a fast projectile
a bazooka, short range at 500 but packs a hefty burst of HE damage with a 5 second or so seconds cooldown

In the left you'd have sub-weapons,
a Heat hawk kinda thing, behaves like a energy sword but HE
a hand grenade, think devastator shell but short range, for PD or for Torpedo duties
a knuckle shield, another melee option, this time kinetic damage instead of HE or energy


would that be a low tech unit or not ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on January 04, 2022, 09:29:36 AM
So what do y'all think low tech mechs should look like ?

I'm thinking something along the lines of a Zaku from gundam myself

in the right hand we'd have the main weapons so
a machinegun thats a bit on the weak side but full auto and at 700 range
a howitzer rifle, slow firing but long range and hefty HE punch on a fast projectile
a bazooka, short range at 500 but packs a hefty burst of HE damage with a 5 second or so seconds cooldown

In the left you'd have sub-weapons,
a Heat hawk kinda thing, behaves like a energy sword but HE
a hand grenade, think devastator shell but short range, for PD or for Torpedo duties
a knuckle shield, another melee option, this time kinetic damage instead of HE or energy


would that be a low tech unit or not ?

I'm thinking a pretty straight forward approach, unless ya got something interesting and "different" in mind....


For cheap(emphasis on cheap both in cost and OP/DP depending on if it's a fighter or a frigate-mech) low-tech mechs:
- 2 handed machine gun(or similar). Low damage, high rate of fire. Good versus shields, worthless versus even light armor.
- 1-2 limited use shoulder mounted missiles for hitting armor.

It'll do enough to fend off frigates by itself, but with a few they could take out a frig.
It won't do much to a destroyer and larger, but en mass, it could make them back off before a bigger ship swoops in and finishes them off while they're weak.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on January 04, 2022, 12:34:38 PM
For cheap(emphasis on cheap both in cost and OP/DP depending on if it's a fighter or a frigate-mech) low-tech mechs:
- 2 handed machine gun(or similar). Low damage, high rate of fire. Good versus shields, worthless versus even light armor.
- 1-2 limited use shoulder mounted missiles for hitting armor.

That sounds a awful lot like the Garegga ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on January 04, 2022, 07:05:25 PM
For cheap(emphasis on cheap both in cost and OP/DP depending on if it's a fighter or a frigate-mech) low-tech mechs:
- 2 handed machine gun(or similar). Low damage, high rate of fire. Good versus shields, worthless versus even light armor.
- 1-2 limited use shoulder mounted missiles for hitting armor.

That sounds a awful lot like the Garegga ?


I don't know what kinda Garegga  you're using, but the Garegga  is pretty powerful, probably the most powerful of all the mechs currently in the mod. It has some pretty insane DPS.
Not to mention it's way more expensive than I am thinking about.
Cheap low-tech mechs should be for fodder and swarming. They should also probably have a special mod for having a very high chance of recovery when destroyed, cuz they're gonna get destroyed a lot.

I was thinking about it some more, and it would be nice to have some options to specialize each of these little low-tech mechs, so they all have a specialty.
So, you can group them up and send them on specialized tasks/commands. Kinda like a fighter wing that you have more control over.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on January 04, 2022, 10:43:11 PM
re: low tech mech

imo (rem, just my opinions), low tech mechs shouldn't limit weapons directly.
I am going by the "immersive" route, so instead of starting with game meta, I start with the imagined constructions:

- lower grade power generator/reactor: 
  + lowered flux capacity
  + lowered dissipation
- lower grade engines:
  + lowered top speed
  + lowered maneuverability
- reduced/lower grade armor:
  + lowered armor
- reduced/lower grade construction/materials:
  + lowered hull
- lower grade sub-systems:
  + shield/phase have higher upkeep and worse damage-to-flux ratio
  + inbuilt systems are worse versions of the normal ones
- (for fighters) shorter-range/dependent on carrier systems: lowered operation range (even so low that it can only be used for carrier defense)

The following are adjustments, meant to cover other minor details not covered by the major ones above:
- overall simpler management: lowered DP cost
- overall cheaper maintenance: lowered monthly supplies cost and cost to repair
- overall simpler maintenance: faster CR recovery, if fighters, costs less carrier fighter replacement resources
- overall lower space/infrastructure efficiency, resulting in less space for internal systems:  reduction in OP
- overall adjustment: Burst-use variant: for variants that have overall closer to norm performance relative to costs/downsides: but have reduced max CR/worse CR loss/efficiency/shorter PPT
- overall adjustment: Endurance-use variant: for variants that have overall much worse than norm relative to costs: but have better CR loss/efficiency/longer PPT


iow, the weapons that are feasible is basically limited by the other stats.  Try to install an advanced weapon with bad flux/damage efficiency and the cheap mecha may not function efficiently at all.  Thus, the weapons will be naturally limited by -- practicality.

Creating low-tech variants of existing mechs
In addition to creating new mechs with the low-cost/tech, perhaps "adjustments" (e.g. implemented by hull mods) can be added to make the normal versions more "low-cost", with corresponding reduction in capability.  This may help to increase the final number of options/variants that a player have access to.  Though I would suggest that those "built-for-low-tech/cost" versions (i.e. the cost/modifiers etc are specified in base files) have better performance/cost efficiency than those which are simply fitted with "low-tech/cost" mods (cost/modifiers adjusted dynamically), as it seems more immersive.


A "ruler" to measure low cost/tech
Perhaps there should be some way to model this performance/cost ratio so that all adjustments can be easily balanced.
e.g. difference between just a low-tech variant vs a low-cost variant, assuming tech levels improves efficiency overall.

Assuming similar performance between two ships:
- higher-tech variant should have better performance/cost index

Interestingly, this can model advanced prototypes vs production models as well:

Assume similar tech levels:
- advanced (or prototype/experimental) models may have higher-than-norm performance, but it may have much worse performance/cost index than normal.
- production(norm) models are those which are most optimized wrt to overall performance vs costs.
- low-cost models are those which performs less than production. but have better performance/cost index.

Only thing is: how do we come up with ways to measure the overall performance and cost of a particular model?


Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on January 05, 2022, 01:47:05 AM
@sphr

I'd say we look at the current lineup of mechs and use each individual Stats

from there each mech's highest stats in its tonnage are used as the maximum
and each mech lowest stat in its tonnage  are used as the minimum

Don't go comparing the Aleste and the Garegga as their playstyles and customisation options are vastly different

though for that to work we'd need to set standards for each tonnage brackets
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: sphr on January 05, 2022, 12:29:26 PM
yeah.. for my previous post, I was assuming strikecrafts only (because my own interest is mostly there).
totally agree that comparing ships of different classes isn't meaningful.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Null Ganymede on January 07, 2022, 07:42:17 AM
This is the coolest mod.

I bought an Aleste (S) on a whim and tried putting two laser swords on it. Huge respect for the amount of polish you've put in. The animations, the well-polished descriptions, the fact that it's a clever movement mechanic that dances with the ship system movement mechanic, the KSBD reference as a cherry on top... Amazing. And that's just one weapon on one cataphract, everything is so high effort.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on January 10, 2022, 09:59:14 PM
(Small) update!

(https://i.imgur.com/DbYwNon.png)
New Valken-EX, cameoing with a perfectly normal Flagellator from Iron Shell and prv accessories

I revised the aesthetic of the Valken ex to make my life a bit easier. IMO, it's  a pretty big improvement.

Something minor I toyed around with while messing with the whole legs thing, was also programatically adjusting some of the mech decos color based on the faction fielding them. Down below is what it'd look like while you had a hegemony commission, for example.

(https://i.imgur.com/NrRgZrB.png)

If I end up keeping this, it'll probably be EX exclusive type of deal, but idk yet. There are some rather ... vibrant faction colors in use out there that stand out ALOT 

----
re: the talk about adding additional mechanics and other things, it could be interesting but it might all be a bit too in depth. Right now the main focus is finishing this content update, then afterwards i'll consider those changes :).
The Jun Mk.III weapon is a work of art!

thanks. Freespace 2 beams are a big inspo for that weapon :)

This is the coolest mod.

I bought an Aleste (S) on a whim and tried putting two laser swords on it. Huge respect for the amount of polish you've put in. The animations, the well-polished descriptions, the fact that it's a clever movement mechanic that dances with the ship system movement mechanic, the KSBD reference as a cherry on top... Amazing. And that's just one weapon on one cataphract, everything is so high effort.

Thanks :)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on January 11, 2022, 02:41:19 AM
Looks good!

Don't worry/stress about adding in any of the stuff we've been brainstorming about. We're just "talking shop".

That being said, I recall you discussing making a guide on using your framework for adding in mechs. Maybe some folks can make some add-ons for the Arma mod, and take some work load off your shoulders.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on January 11, 2022, 08:42:25 AM
so any idea when the next patch might be coming ?

cuz I can't help but feel like someone's gonna bring up the "Soon™" memes
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: OperaWolf on January 11, 2022, 12:44:34 PM
Really love this mod. Some stuff I enjoy about it:

The Garegga and the...Trihander? The energy Garegga. Anyway, they're both maybe too strong, but I love using them anyway. It's a lot of fun watching them dart around ripping things apart.
Setting up the "command" cataphracts with their custom perk and single flight deck to make a squad of mecha fighters was a fantastic idea. Great creativity there.
I really like the designs. I saw the images and pretty much had to run the mod. They remind me of the Gears from Heavy Gear, and I'm completely okay with that.
It's weirdly fun to have your officers in them. For some reason it feels more...interesting? Personal? than just having them command a starship.

Thanks a lot for putting in all this work. I have a hard time using anything other than your mecha in my Frigate lineup.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: OperaWolf on January 11, 2022, 10:33:58 PM
Quote
78167 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Game crashes to desktop when mousing over the "Cataphract LSM" hull mod icon in the refit menu on the Aleste (S) Class Cataphract. Looks like it's trying to pull the tooltip but can't and just dumps. Pretty funny one, honestly. Not often you get a reproducible CTD just from moving your mouse cursor somewhere. I laughed when I checked the error log.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Pep on January 12, 2022, 01:29:16 AM
How feasible is it to make a fully customizable mech? I skimmed thru the discussion earlier and it sounds like a lot of work tbh. I guess in the long term it would be a cool feature, as rn armaa has probably my fave amount of customization in terms of mech stuff (not like there’s many options lol) but having some kind of added unit that is like…a stock frame that you can swap out the looks and weaponry of? Even if it is possible feels like it’s be a headache because you’d need to have like a dozen hullmods for each permutation
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on January 12, 2022, 08:57:25 AM
Quote
78167 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Game crashes to desktop when mousing over the "Cataphract LSM" hull mod icon in the refit menu on the Aleste (S) Class Cataphract. Looks like it's trying to pull the tooltip but can't and just dumps. Pretty funny one, honestly. Not often you get a reproducible CTD just from moving your mouse cursor somewhere. I laughed when I checked the error log.

Ya, sorry 'bout that. Fixed long ago in dev. This jar (https://mega.nz/file/CZlHQSQR#LJPRjb0vdPIw11m1WWmGYIfmJFF4g6pTna64vLlFknE) might fix it among a few other bugs, but I would back up your current one in case you want to try it out.

Thanks for the feedback, btw. I'll probably do something like increase the cooldown on the Garrega's system


Looks good!

Don't worry/stress about adding in any of the stuff we've been brainstorming about. We're just "talking shop".

That being said, I recall you discussing making a guide on using your framework for adding in mechs. Maybe some folks can make some add-ons for the Arma mod, and take some work load off your shoulders.

It'd be pretty easy to dump every single weapon that can be swapped onto a single mech and let people go wild wth that, but changing visual components might be a bit harder (while they're just weapons too after all, so the only real thing you need to be concerned about is telling the game how to make them available via the swapping hullmod, some of them aren't just simply the weapon - as part of the shoulder recoil effect, they also have the mechs arm as a part of the script, which obviously would cause problems if that arm doesn't match with the rest of things) That'll probably be something I really look into for the update after this one. I know I was looking at the weapon swapping code and how I could add other stuff to it dynamically without breaking the way it works (right now it uses key/value pairs of map to determine what to swap to) there's probably a trivial solution

so any idea when the next patch might be coming ?

cuz I can't help but feel like someone's gonna bring up the "Soon™" memes

Soon™er

It's undergoing playtesting atm to hopefully catch any egregious outliers on the new mech and the revised LPCs (Kouto, Aleste, and Valken-X all received changes to give them clear roles/niches)

Besides that, i'm playing around with some other things in regards to the strikecraft hullmod like changing how they deploy (from carriers if applicable, otherwise using the default travel burn) and possibly expanding wingcom to be modular..and there's some campaign layer stuff I need to make a decision on.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Grizzlyadamz on January 12, 2022, 12:50:37 PM
This mod is extremely cool, thanks for sharing!
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: OperaWolf on January 12, 2022, 01:53:55 PM
Ya, sorry 'bout that. Fixed long ago in dev. This jar (https://mega.nz/file/CZlHQSQR#LJPRjb0vdPIw11m1WWmGYIfmJFF4g6pTna64vLlFknE) might fix it among a few other bugs, but I would back up your current one in case you want to try it out.

Hey, no problem. Coding is its own magical beast. Like playing Telephone with a very stubborn robot, where the end goal is to paint a nice picture. And sometimes gravity inverts if you don't put a lightbulb in the corner. The light doesn't have to be on, or even visible or plugged into anything. But if you don't have the lightbulb, gravity inverts. You hate it, I hate it, but if life is kind someone before you left documentation about why a random lightbulb is there and what it does.

With regards to modular weapons/shoulders, is it possible to have the body be the "ship" and both the arms/shoulders and the guns be combined, modular "turrets" that are then swapped around? I ask because if matching recoil patterns is a problem, a solution might be to simply build the arms and weapons as one piece that gets plugged into the body (though the end user would likely never notice that the arms are being swapped; visually only the guns would change), so you'd only have to match the recoil animation to the arm the gun model belongs to, instead of trying to set the arms to work with every recoil pattern.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Space_Lettuce_OG on January 12, 2022, 04:24:29 PM
It's weirdly fun to have your officers in them. For some reason it feels more...interesting? Personal? than just having them command a starship.

I do the same thing with my officers, and I call them pilots when they're in a mech.
Have to increase the officer limit to properly do this though.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: AppleMarineXX on January 12, 2022, 04:58:21 PM
The 69 OP cost on the Altagrave's Grenade Launcher has interesting synergy with Ordinance Expertise. Very interesting.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Killsode on January 13, 2022, 04:07:15 AM
The 69 OP cost on the Altagrave's Grenade Launcher has interesting synergy with Ordinance Expertise. Very interesting.

Oh, thats why my Altragrave [G] has such godly shields
NEVERMIND ACTUALLY, i just went and checked and it appears built in weapons dont count! i wonder if it actually checks based on how much OP cost it specifically cost to mount in that instance, rather than how much the weapon normally costs
PS. eagerly awaiting the update
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on January 14, 2022, 06:30:25 PM
Ya, sorry 'bout that. Fixed long ago in dev. This jar (https://mega.nz/file/CZlHQSQR#LJPRjb0vdPIw11m1WWmGYIfmJFF4g6pTna64vLlFknE) might fix it among a few other bugs, but I would back up your current one in case you want to try it out.

Hey, no problem. Coding is its own magical beast. Like playing Telephone with a very stubborn robot, where the end goal is to paint a nice picture. And sometimes gravity inverts if you don't put a lightbulb in the corner. The light doesn't have to be on, or even visible or plugged into anything. But if you don't have the lightbulb, gravity inverts. You hate it, I hate it, but if life is kind someone before you left documentation about why a random lightbulb is there and what it does.

With regards to modular weapons/shoulders, is it possible to have the body be the "ship" and both the arms/shoulders and the guns be combined, modular "turrets" that are then swapped around? I ask because if matching recoil patterns is a problem, a solution might be to simply build the arms and weapons as one piece that gets plugged into the body (though the end user would likely never notice that the arms are being swapped; visually only the guns would change), so you'd only have to match the recoil animation to the arm the gun model belongs to, instead of trying to set the arms to work with every recoil pattern.

I might be misunderstanding, but that's how it works now. Shoulders are seperated but they mirror the recoil of the arm weapon, which graphically is arm + gun. the actual ship isn't visible, as the "torso" you see is in game terms a decorative turret (sometimes an actual weapon)

In other news, you can now rename your squadrons and pilots (to a degree)! WOW!
(https://i.imgur.com/Ri1NRWa.jpg)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: OperaWolf on January 15, 2022, 06:59:04 PM
I might be misunderstanding, but that's how it works now. Shoulders are seperated but they mirror the recoil of the arm weapon, which graphically is arm + gun. the actual ship isn't visible, as the "torso" you see is in game terms a decorative turret (sometimes an actual weapon)

Sounds like I misunderstood, not you! I was referencing this:

Quote
It'd be pretty easy to dump every single weapon that can be swapped onto a single mech and let people go wild wth that, but changing visual components might be a bit harder (while they're just weapons too after all, so the only real thing you need to be concerned about is telling the game how to make them available via the swapping hullmod, some of them aren't just simply the weapon - as part of the shoulder recoil effect, they also have the mechs arm as a part of the script, which obviously would cause problems if that arm doesn't match with the rest of things)

Reading it a second time I see what you're saying now.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: OperaWolf on January 16, 2022, 02:48:26 PM
Tried out the .jar you linked, wanted to give a short update on it. All of this is done on an in-progress save.

1) It did fix the issue with the Aleste (S) tooltip.

2) Not sure if this was something left over from before I installed the .jar or not since I never used one, but trying to put the Altgrave and its variants into combat/simulator causes a CTD. Error log below:

Quote
313859 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:252)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: AppleMarineXX on January 16, 2022, 05:19:30 PM
Ya, sorry 'bout that. Fixed long ago in dev. This jar (https://mega.nz/file/CZlHQSQR#LJPRjb0vdPIw11m1WWmGYIfmJFF4g6pTna64vLlFknE) might fix it among a few other bugs, but I would back up your current one in case you want to try it out.

Hey, no problem. Coding is its own magical beast. Like playing Telephone with a very stubborn robot, where the end goal is to paint a nice picture. And sometimes gravity inverts if you don't put a lightbulb in the corner. The light doesn't have to be on, or even visible or plugged into anything. But if you don't have the lightbulb, gravity inverts. You hate it, I hate it, but if life is kind someone before you left documentation about why a random lightbulb is there and what it does.

With regards to modular weapons/shoulders, is it possible to have the body be the "ship" and both the arms/shoulders and the guns be combined, modular "turrets" that are then swapped around? I ask because if matching recoil patterns is a problem, a solution might be to simply build the arms and weapons as one piece that gets plugged into the body (though the end user would likely never notice that the arms are being swapped; visually only the guns would change), so you'd only have to match the recoil animation to the arm the gun model belongs to, instead of trying to set the arms to work with every recoil pattern.

I might be misunderstanding, but that's how it works now. Shoulders are seperated but they mirror the recoil of the arm weapon, which graphically is arm + gun. the actual ship isn't visible, as the "torso" you see is in game terms a decorative turret (sometimes an actual weapon)

In other news, you can now rename your squadrons and pilots (to a degree)! WOW!
(https://i.imgur.com/Ri1NRWa.jpg)

Whoa, how'd you get that squadron thing to show up?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Chronia on January 17, 2022, 12:59:18 PM
Whoa, how'd you get that squadron thing to show up?

You're replying to the mod developer - that seems to be a screenshot of work in progress that hasn't been released yet.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on January 18, 2022, 01:53:32 AM
Whoa, how'd you get that squadron thing to show up?

You're replying to the mod developer - that seems to be a screenshot of work in progress that hasn't been released yet.

Maybe he's asking about what kinda code he used ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on January 18, 2022, 07:44:14 AM
Code-wise, it's more or less a chopped up version of Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)'s Insurance Intel GUI (tremendously helpful in getting this going)with methods borrowed from the king of UIs, StelNet (https://fractalsoftworks.com/forum/index.php?topic=20836)
(https://i.imgur.com/S5lNMdk.png)

Text input fields are a relatively new addition to the API which was the missing link needed to to tie everything together(Which I think Jag also asked for), and after that a portrait selector was pretty straightforward. This is good enough for its intended purpose(for now), I think.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: garfu on January 18, 2022, 09:27:12 AM
Tried out the .jar you linked, wanted to give a short update on it. All of this is done on an in-progress save.

2) Not sure if this was something left over from before I installed the .jar or not since I never used one, but trying to put the Altgrave and its variants into combat/simulator causes a CTD. Error log below:

Quote
313859 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:252)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I am also getting this crash with the latest .jar. Fresh install, just playing the mission with the Altagrave
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on January 18, 2022, 09:36:47 AM
If it doesn't work you're better off sticking with the original jar until the update. Just don't mouse over the cataphract hullmod :)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: garfu on January 18, 2022, 09:44:32 AM
If it doesn't work you're better off sticking with the original jar until the update. Just don't mouse over the cataphract hullmod :)

Sorry, to clarify, this crashes when starting any battle, whether it be simulation, mission, or in game.

I'm still playing SS 0.95a

edit: nevermind, I just used a fresh zip from the OP and it works fine. Maybe try that, guy before me.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: OperaWolf on January 19, 2022, 12:26:03 AM
edit: nevermind, I just used a fresh zip from the OP and it works fine. Maybe try that, guy before me.

Yeah, I actually wound up starting a fresh save and tried rolling back to the version from AA's download link to see if I could get the Altagrave to work (and just avoid mousing the Aleste (S) tooltip). Weirdly enough, both the tooltip and the Altagrave now work fine. I have no idea why.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Grizzlyadamz on January 19, 2022, 10:18:01 AM
How do yall build your Gareggas?
I've gotten it to survive 2v1 frigate encounters but Sunders and Hammerheads are beyond its reach (literally) without [Unknown]/modded weaponry.
Which isn't the case for it's closest rival, the Tempest, which is both cheaper and can eat those destroyers for breakfast.
How do you Garegga?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: OperaWolf on January 19, 2022, 05:18:31 PM
How do yall build your Gareggas?

I usually keep about four end-game, two with officers, both Aggressive (Reckless would probably be fine as well). S-Mod Heavy Armor, Reinforced Bulkheads, and Hardened Shields, add Flux Distributor and ITU with OP. Breach SRM and Sabot SRM. I have a modded weapon on the head slot (Electron Rifle), but something Fragmentation or EMP would work. Your choice if it's slow and heavy or constant pressure.

Breach SRMs are great for softening up bigger targets due to their secondary property and are enough to finish Frigates/Destroyers if they're out hunting smaller targets. Sabot SRMs are mostly vulnerable on the way in, but since the Garegga is a knife-fighter they tend to go off as soon as they launch them making them really deadly. Even if they don't hit shields, the Sabot's EMP effect can cripple a ship, leaving it vulnerable to your heavy hitters. For the head I like Fragmentation just to take advantage of any open hull. Plus, Fragmentation tends to be pretty flux-efficient.

I have them Escort line ships at the start, then when everything settles out and the firing line is mostly stable I drop them off Escort and have them hunt anything trying to flank, or anything that's annoying. I build them tanky so it's pretty effective for me to give them some simple orders near the beginning and then forget about them until something small and annoying shows up. On my officer-piloted Gareggas, enemies rarely even make it through their shields, even on very long and very nasty fights (I'm thinking double Level 3 Vengeance Fleets).

To answer specifically how to handle Hammerheads and Sunders, I've never really had any issues so I'm not sure how helpful I can be. SILVERSWORD gives you a bit of a boost so you can catch them, and once you're on them, they've lost. Having a second frigate in the mix - or even some fighters - helps a lot since they suddenly can't just backpedal and beat you. If you're playing as a Frigate you want to take fights that 1) are low risk, high reward, and/or 2) force your target to choose between two bad decisions. If your target only needs to move in one direction to win without any downsides, it's a bad trade; you should back off and find something else. You're mobile. You can pick what trades you make quicker and easier than anything else, but if you over-commit you're going to explode.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Grizzlyadamz on January 20, 2022, 08:23:37 AM
Hm, I didn't think 90su would make as big of a difference to a knife-fighter as it seems to! (I forsook ITU in favor of UI on my loadouts)
But really, actually slotting an aggressive pilot into the test-armature was like night-and-day. Previously it wouldn't dive on a couple lashers (preferring whatever slightly-longer-range weapon was in the headslot, it seemed) & sometimes lost because of it, but with an aggro pilot it can eek out wins against the assault Eagle- which is where the humble flamer-Tempest falters.

In testing though, I noticed the Garegga was uniquely weak to the Falcon, or rather, its Ion Beams. Maybe because it's a larger target catching more hardflux, maybe because it's slower and staying in the beams longer, but it couldn't close the distance before being disabled.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on January 20, 2022, 08:57:04 AM
My Garegga build feels pretty vanilla but logic to me

A Ion Cannon head for A: looks and B: EMP damage to make the A.I. freak out and keep its shields up, exposing them to continuous machine gun fire and hard flux build up

followed with double Atropos launchers for when/if the target overloads

for mods I go reinforced builkheads and Flux mods after maxing Vents...
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Killsode on January 20, 2022, 09:02:59 PM
My Garegga build feels pretty vanilla but logic to me

A Ion Cannon head for A: looks and B: EMP damage to make the A.I. freak out and keep its shields up, exposing them to continuous machine gun fire and hard flux build up

followed with double Atropos launchers for when/if the target overloads

for mods I go reinforced builkheads and Flux mods after maxing Vents...

honestly the standard loadout available is really good
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: OperaWolf on January 21, 2022, 11:05:48 PM
You know, speaking of the Garegga/Trihander, I'm not sure about the SILVERSWORD system. I like it on paper, but in practice the AI handles it somewhat randomly. Sometimes they constantly ride it to the line and it works out. Sometimes they use it when they need it and turn it off when they don't. Other times I've seen them just moving somewhere and flick it on until they blow up. I had one fight today where I had a Garegga moving to retreat. It was halfway to the map border, in empty space, when it flicked on SILVERSWORD and rode it until it damaged itself.

Dunno how shoi feels on it, but just from using them so often I feel like changing from a redline you ride (which is pretty fun when you, a human player, uses it, but dicey when the AI operates it) to just a system you can kick on that buffs you for a set period of time then shuts off and goes on cooldown might be a more reliable setup. It would still keep the "overheating/limit break" feeling the current system has without the added variance.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: SpartanXZero on January 22, 2022, 05:16:21 AM
Reminds me of the old SNES title Valken Assault game an in other ways Strike Suit Zero, Armored Core etc...

I'm surprised this works so well. I would like to suggest scaling down the suits a little more. While I get the sizing is a way to distinguish their reflective strengths visually in the field of the fight frigate/cruiser sized hard vacuum mech suits doesn't fit. I suppose I could just rescale the .png files to suit my personal tastes. Just figured I'd mention it.

Now if only someone was willing to add other factions of spacefaring mech blazing ship/mech sets.

Macross -
 UNSpacy (Macross Frontier has a wider range of ships+mechs for referencing) an the faction is centralized around Carrier based vessels with support ship elements and a heavy emphasis on swarms of variable strike fighter mechs
 Zentran/Zentraedi - Heavy emphasis on heavy combat line shipsets, beam weaponry and swarms of disposable light CQ battle pod mechs.
 Meltran - Heavy emphasis on Strike cruisers with agile missile swarm focused strike mechs
 Invid/Vajra (as a non-playable faction) - All swarm, with some overpowered heavy frigate sized creatures.



Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Chronia on January 22, 2022, 10:35:51 AM
I'm surprised this works so well. I would like to suggest scaling down the suits a little more. While I get the sizing is a way to distinguish their reflective strengths visually in the field of the fight frigate/cruiser sized hard vacuum mech suits doesn't fit. I suppose I could just rescale the .png files to suit my personal tastes. Just figured I'd mention it.

Just to point out, the larger ones ARE destroyers, not individual pilot suits. They have a required crew of 20+ and the descriptions talk about how they're in the torso.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Killsode on January 23, 2022, 03:56:52 AM
I would like to suggest scaling down the suits a little more. While I get the sizing is a way to distinguish their reflective strengths visually in the field of the fight frigate/cruiser sized hard vacuum mech suits doesn't fit. I suppose I could just rescale the .png files to suit my personal tastes. Just figured I'd mention it.

they're mechs, not literally suits. everything but the garegga (frigate), altragrave (destroyer), and watchdog (destroyer) are literally pilotable fighters (fighter-frigate), and as such are sized the same as fighters, making them any smaller would making both hitting and keeping track of them horrible.
funfact, the 'fighter-frigates' even take extra damage from the relevant PD skills.
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: D00D on January 24, 2022, 08:42:23 PM
What affects the refit time in the pilotable Fighter-Frigates? I am making a fleet based on those and the refit can take ages for some reason. Also, is there a way to command AI fighter-frigates to refit?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on January 25, 2022, 09:27:36 AM
Carrier refit rate * hull level * missile refit penalty, with lower limit being 30% refit rate like standard fighters
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: D00D on January 25, 2022, 11:41:15 PM
Carrier refit rate * hull level * missile refit penalty, with lower limit being 30% refit rate like standard fighters

So basically, I should make a capital carrier with no wings that could tank its refit rate and take off all my missiles? Is it just for missile weapons or reloadable guns like anit-matter blaster?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Killsode on January 26, 2022, 01:02:53 AM
So basically, I should make a capital carrier with no wings that could tank its refit rate and take off all my missiles? Is it just for missile weapons or reloadable guns like anit-matter blaster?

i do believe it reloads everything
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on January 27, 2022, 12:16:46 AM
Carrier refit rate * hull level * missile refit penalty, with lower limit being 30% refit rate like standard fighters

So basically, I should make a capital carrier with no wings that could tank its refit rate and take off all my missiles? Is it just for missile weapons or reloadable guns like anit-matter blaster?

keep in mind that the ships themselves drain replacement rate so having them all leech off 1-2 carriers isn't going to change much

but yeah, the replacement rate is only affected by missiles. AMB probably should too for consistency, but reloading missiles are much more abusable without any drawbacks
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Timid on January 27, 2022, 08:24:12 AM
I go earn that really easy arma loot
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on February 01, 2022, 12:34:05 PM
so whats the news ?
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Obsidian Actual on February 07, 2022, 12:25:47 AM
[ Possible combat UI overlapping of CR bar when ship has non-phase right-click system ]

Greetings shoi,

Since StarSector 0.95.1a, Alex has made a change to how non-shield/non-phase right-click systems are rendered on the combat GUI:

Quote
  • Added ship system status/charges/etc display for non-phase right click systems

Due to this, a couple(?) of strikecrafts featured in your mod that possess such right-click systems -- take the GunHazard (armaa_hazard_frig) with its Plasma Jets for example -- wind up having both their HULL and FLUX bars shifted up several pixels...

...just enough pixels for the FLUX bar to overlap with your custom CR bar. (The one rendered via MagicUI.drawInterfaceStatusBar() in armaa_strikCraft.class I believe).



Any ideas on how you might go about re-rendering this CR bar?
I don't know if MagicUI's methods have any means of defining manual offsets. And seeing as you're already using MagicUI.drawHUDStatusBar() to render additional HULL/FLUX bars...
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on February 07, 2022, 07:31:38 AM
Yeah, this also seems to occur if you deploy one of the ships at critical CR for some reason. I just ended up removing the bar and adding a more prominent "low cr" warning effect that only plays when the player's ship is at low levels. People testing haven't had any issues with that, so hopefully it's fine. Thanks for letting me know either way :)

As for a status report: I probably will release at some point this month. Mostly putting last touches on things. Have a (non-exhaustive)changelog!

Quote
V2.0
--------------------
- New Ship, Valkazard
   - Added new start for starting w/ (ArmaA(Pirates)) (w/ super cool special snowflake nex start text by timid! wowee)
   - Can be found via exploration otherwise
- New Ship, Broadsword(AA)
- New Ship, Warthog(AA)
- New Ship, Kouto(Pilotable)
   - Ship System: AFCS
      - Increases damage to a random number of ships within radius by 25% based on the fleets ECM rating versus enemy ECCM rating

- Revised wings so each LPC has more clearly defined role
   - Valken-X: HE Fighter
   - Kouto: KE Fighter
   - Aleste: Obligatory "Superfighter"
   - Bihander: Obligatory "Superbomber"
   - Valken: Fodder
   - Prodromos: Interceptor
   - Gallant: KE Bomber
   - Ilorin: HE Bomber

- added leg decos to Aleste, Kouto, Valken-X, Leynos,Valken

- Fixed torso tracking problem with valkazard

- fixed missing description for valkazard system

- Revised Sprite for Kouto, Valken X

- Reduced value of Cataphract & Advanced Cataphract BP package

- Removed submarket rep/transponder requirement for gamlin

- fixed bug where player was not properly referred to using gender appropriate title(based on portrait) when landing

- fixed crashed caused by destroying altagrave module with no weapons assigned

- fixed squadron members not being generated unless wingcom hullmod was moused over

-Altagrave
   -Corrected negative modifyPercent for Weapon Flux Cost Mod
   - Replaced ear killing shotgun sound for Altagrave Ex
   - Altagrave Ex: Plasma Jets -> Havoc Drive
   - Altagrave can now swap between Vajra and Grenade Launcher
   - Added two small missile mounts
      - Mounts will be destroyed/rendered unusable if backpack module is lost

- Valken-eX
   - Replacement Time: 10->13
   - OP: 10->11
   - Removed Ion Cannon (High Delay)
   - Chaingun: chargedown:1->0.5
      -Damage: 50->25
      -Flux/Shot: 0->10
      -Burst Size: 5->6
   - Laser Blade:
      -Damage: 350->400
      - Range: 45->60
      - Energy->HE
      - Increased knockback on successive hits
   System (Special): Overboost -> Havoc Drive
      - Occasionally will attempt to actively dodge incoming fire (to varying degrees of success)

- Kouto
   - Revised loadout for anti-shield role
   - Minigun (Right Arm) now does KE damage with a clip to limit DPS
   - Left Arm - Replaced Minigun with Kinetic Bazooka

- Aleste
   - Replaced Stake Driver with Rynex Pulse Rifle
   - CLAW Drone:
      - Increased turret arc to 360 degrees
      - Ship System: Temporal Shell
      - Removed Phase Damper special system

-Pila Drone(Built-in)
   - Removed Phase Damper special system
   - New System: Temporal Shell

- Watchdog can now swap between Hellbore and Gauss Cannon
   - Siege Mode: Shield Damage Reduction: 50%->10%

- New fighter, Valken(P)
   - Carries Anti-Ship Sword, HE weapon with limited uses
- New interceptor, Prodromos Battle Armor
   - Fragile, very effective anti-fighter/PD unit

- Advanced Optics(AA)
   - Can no longer be built in
   - Reduced Range: 100->50
   - OP: 5-> 3
   
- Removed debug text that appeared when using Curvy Laser

-Laser Blade(s)
   - Aleste
      - Reduced damage by 17%
      - No longer deals EMP damage
      - Increase Flux Cost: 350 f/s

- Aleste(S)
   - Shield Efficiency: 0.8->1
   - DP: 6->7
- Xyphos(AA)
   - DP: 5->7

- Leynos
   - DP: 6->7
   - Added Rugged Construction Hullmod
   - Now uses the better(?) Vanilla Damper AI implementation
- Gunhazard
   - DP: 3->4
   - Added Rugged Construction Hullmod

- WINGCOM SUITE:
   - Externalized strings to modSettings
   - added dialog lines for remaining vanilla fighters
   - added dialog lines for a few mod fighters
      - Additional lines can be added with magiclibs modsettings by using "special_wing_lines" map (look at armaa's mod settings for an example)
   - Removed glow/jitter effect
   - wingmen will now use different dialog based on the character's 'voice'
   - wingmen will appear in battle as a pilot of their respective fighter
   - Adjusted font colors for more uniformity with normal hullmods
   - In smaller battles where ships deploy closer to the center of the map, wingmen will now spawn a few thousand SU away instead of from deployment zone if no carrier is present
        - Max stat bonus conferred by relationship reduced to 35% (was 75% for defensive and 37% for offensive)
   - Added support for multiple wings
   - Implemented GUI for changing squad name/callsigns. Heavily based off of a butchered carcass of Nexerelin's Insurance GUI. Thanks, Histi!
   - Added random little blurbs that squadrons will blather on deployment
   - Fixed ships with WINGCOM being considered for relationship modifiers even if they did not participate in combat
   - Fixed retreated ships with WINGCOM not being considered for relationship modifiers
   - Added fluff text for characters with 'villain' voice
   - Added fluff text for characters with 'soldier' voice
   - Wingcom will now check for hullId first before resorting to baseHullId (for fighter skins)

- Strikecraft:
   - Added small UI indicator for strikecraft attempting to return to a carrier for repairs
   - Added UI indicator for enemy ships with the Point Defense skill
   - AI navigating back to carrier has been improved
   - Carriers can only supply as many Strikecraft as the number of fighter bays they possess (I.E. a Condor can resupply only two strikecraft at once, as opposed to an unlimited number)
   - Doubled carrier replacement rate decrease while rearming.
   - Fixed Strikecraft changing to Frigate HullSize if they took damage that frame
      - Should fix inconsistency with some onhit effects that used hullsize, fighter damage bonuses from skills, etc
   - Fixed shield damage not being displayed
   - Slightly increased retreat area 2000->2050 in attempt to fix retreat CTD caused by AI attempting to retreat while fighter hullsize
   -
   - Carrier Refit can now be cancelled at any time
      - HP and Armor replenish over time in carrier, so not an all or nothing decision
      - PPT and Ammo are only restored if full refit time is spent
   - added modSettings for custom configuration of refit penalties for (ideally) mod weapons and hullmods, and squadron chatter
- Einhander:
   - Drone weapon is now equipped directly on the main ship
   - Increased OP: 30->39
   - Max damage bonus from ship system: 70%->25%

Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: IGdood on February 07, 2022, 06:46:10 PM
Hype!!

Also I probably don't know how to read but which hulls have the WINGCOM hull mod?  I see it on the Xyphos
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: hydremajor on February 08, 2022, 01:24:26 AM
Suggestion

Hullmods for pilotable strike craft to influence rearm on carriers, either something to lower the time it takes or the supplies needed for example

For shortening time I suggest:

OmniMech Structure: the structure of the vehicle has been modified for rapid dismantlement and reassembly, enabling swift replacement of parts and ammunition in combat situations
-50% rearm time
+50% rearm cost (example values)

For lowering cost on carriers I suggest :

FerroFoam Structure: replaces the structural components with hollow ones that can be filled with a FerroFoam solution that hardens rapidly in response to heat, reduces the amount of metals needed in the production of parts, directly reduces the rearm cost
-50% rearm cost
+50% rearm time (example value)
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: shoi on February 08, 2022, 11:54:02 AM
Hype!!

Also I probably don't know how to read but which hulls have the WINGCOM hull mod?  I see it on the Xyphos

Gunhazard, Leynos, and Xyphos have it in the current version
This'll get expanded to the playable versions of the broadsword and warthog, and maybe the playable kouto

Suggestion

Hullmods for pilotable strike craft to influence rearm on carriers, either something to lower the time it takes or the supplies needed for example

For shortening time I suggest:

OmniMech Structure: the structure of the vehicle has been modified for rapid dismantlement and reassembly, enabling swift replacement of parts and ammunition in combat situations
-50% rearm time
+50% rearm cost (example values)

For lowering cost on carriers I suggest :

FerroFoam Structure: replaces the structural components with hollow ones that can be filled with a FerroFoam solution that hardens rapidly in response to heat, reduces the amount of metals needed in the production of parts, directly reduces the rearm cost
-50% rearm cost
+50% rearm time (example value)
Thanks  for the suggestion! I'll see about maybe getting something like this in before the update
Title: Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
Post by: Pep on February 10, 2022, 02:42:34 AM
My body is ready
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: IGdood on February 11, 2022, 09:23:02 PM
For some reason when I try to add a hullmod sometimes to an arma unit it gives me a crash to desktop and says "conversion = m"
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: shoi on February 11, 2022, 10:07:21 PM
For some reason when I try to add a hullmod sometimes to an arma unit it gives me a crash to desktop and says "conversion = m"

Do you happen to have the crash log?
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: IGdood on February 12, 2022, 02:28:29 PM
For some reason when I try to add a hullmod sometimes to an arma unit it gives me a crash to desktop and says "conversion = m"

Do you happen to have the crash log?

I do.

It might be my fault though because my game is modded beyond reason.   I tested around and crash occurs when I use the "build in hull mod option" and click "show all"


It seems to be too long to post on the forums and the txt file size is too big for attachment.
I will paste the closest section I find

Spoiler
239601 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
239602 [Thread-10] INFO  sound.OooO  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
249183 [Thread-3] INFO  sound.public  - Cleaning up music with id [Blackrock.ogg]
249200 [Thread-8] INFO  sound.public  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
249609 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
249610 [Thread-10] INFO  sound.OooO  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
249920 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.UnknownFormatConversionException: Conversion = 'm'
java.util.UnknownFormatConversionException: Conversion = 'm'
   at java.util.Formatter$FormatSpecifier.conversion(Formatter.java:2691)
   at java.util.Formatter$FormatSpecifier.<init>(Formatter.java:2720)
   at java.util.Formatter.parse(Formatter.java:2560)
   at java.util.Formatter.format(Formatter.java:2501)
   at java.util.Formatter.format(Formatter.java:2455)
   at java.lang.String.format(String.java:2940)
   at com.fs.starfarer.loading.specs.private.getDescription(Unknown Source)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullMod$1.showAllPressed(PSM_BuildInHullMod.java:146)
   at progsmod.data.campaign.rulecmd.ui.plugins.BuildInSelector.advance(BuildInSelector.java:162)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.E.I.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.newui.super.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)


[close]



EDIT:  Traced it to an error with JYD; updated it and it's fixed.  Sorry
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: hydremajor on February 19, 2022, 02:34:31 AM
I've had another idea and felt like writing it down here

Mechs with modified frames/booster packs that changes their directionnal speed

First idea:
A mech with a massive set of turbine engines built into its back, the engines provide enormous forward and backward acceleration and speed at the cost of strafing and steering speed
Could make a interresting gameplay type where the mech has to "joust" the opponent and work over larger ships by taking multiple passes, putting the whole "can pass through ships" thing strike craft have to the test

Second idea:
Litterally the opposite, a mech designed with massive maneuvering boosters built into the shoulders, it provides staggering steering speed and strafing speed, however the steering speed is so extreme it can cause the pilot to lose control of the craft completely at high speeds, would make a great dedicated PD platform at the cost of anti-ship weapons and finicky movement
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: Requal on February 19, 2022, 04:03:38 PM
What is the song in the top video?
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: shoi on February 19, 2022, 04:46:18 PM
Dubious Dealer (https://www.youtube.com/watch?v=AMBsaUik6ME)

If you like that type of music, i'd recommend looking up Yousuke Yasui
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: Agalyon on February 19, 2022, 05:06:08 PM
Do you know if the new update will be save compatible when it releases?
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: shoi on February 20, 2022, 02:09:29 PM
Unfortunately it wont be. I had to remove a module from the Einhänder to get drone weapon swapping to work consistently, which is the cause.  :'(
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: Agalyon on February 20, 2022, 02:38:32 PM
Gotcha, ill wait for release. Thanks for the response  :)
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: Space_Lettuce_OG on February 20, 2022, 05:46:28 PM
If the new update isn't save compatible, then I'd say you're doing it right, by having it full of new content. That's the best way to do save-breaker updates.
I'd say you should take your time and make sure you get in all those major save-breaker changes in before release.
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: shoi on February 22, 2022, 06:25:51 AM
Aye. Weird that of all things was the save-breaker (though I guess WINGCOM changes technically also would have done the same)

Either way, it's not much longer now. Release will def be by the end of the month.
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: Requal on February 22, 2022, 03:25:42 PM
Dubious Dealer (https://www.youtube.com/watch?v=AMBsaUik6ME)

If you like that type of music, i'd recommend looking up Yousuke Yasui

Thnx a lot!
Yeah I like it a lot.
Maybe because I am old and it just reminds me of old games lol
Title: Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
Post by: hydremajor on February 23, 2022, 01:36:23 AM
If we're on the topic of soundtracks, might I suggest the Reflex soundtrack and its franchise's ?

them's bullet hell games though, so do expect some high rythm stuff....
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters
Post by: shoi on February 25, 2022, 06:17:08 PM
updated. see the first page for details.
Quote
V2.0
--------------------
- Curvy Laser
   - Reduced number of projectiles generated by 50% to improve performance
   - Proj Speed: 525->650

- New Ship, Valkazard
   - Added new start for starting w/ (ArmaA(Pirates)) (w/ super cool special snowflake nex start text by timid! wowee)
   - Can be found via exploration otherwise
- New Ship, Broadsword(AA)
- New Ship, Warthog(AA)
- New Ship, Kouto E-Type
   - 8 DP
   - fleet support, grants damage buff to random number of enemy ships based on ECM rating
   - Gun is modular hybrid slot, but since I can't alter weapon muzzle effects done """incorrectly""" it only use weapons on a whitelist by default
      - if you want to slap anything you want on it, can edit this in modsettings by adding "ALL" to the whitelist

- New fighter, Valken(P)
   - Carries Anti-Ship Sword, HE weapon with limited uses
- New Fighter, Prodromos Battle Armor
   - Fragile but effective anti-fighter/PD unit

- Advanced Optics(AA)
   - Can no longer be built in
   - Reduced Range: 100->50
   - OP: 5-> 3
- Removed debug text that appeared when using Curvy Laser

-Laser Blade(s)
   - Increased on-hit knockback. Knockback effect is produced so long as blades are in contact with objects (so spamming blades on top of things should push you further back than just hitting a ship with the end of the blade. Hitting small objects such as fighters and missiles should produce no knockback, usually)

- WINGCOM SUITE:
   - Can now be used on standard carriers
   - Ships that shouldn't be able to equip, but somehow have it anyway, will have their fighters launched from offscreen/other carriers as other wingcom units do
      - This is determined based on weither the ship inherently has fighter bays or not
   - optimized code a bit
   - Externalized strings to modSettings
   - added dialog lines for remaining vanilla fighters
   - added dialog lines for a few mod fighters
      - Additional lines can be added with magiclibs modsettings by using "special_wing_lines" map (look at armaa's mod settings for an example)
   - Removed glow/jitter effect
   - wingmen will now use different dialog based on the character's 'voice'
   - wingmen will appear in battle as a pilot of their respective fighter
      - can also gain new skills over time and level up
   - Adjusted font colors for more uniformity with normal hullmods
   - In smaller battles where ships deploy closer to the center of the map, wingmen will now spawn a few thousand SU away instead of from deployment zone if no carrier is present
        - Max stat bonus conferred by relationship reduced to 30% (was 75% for defensive and 37% for offensive)
   - Added support for multiple wings
   - Implemented GUI for changing squad name/callsigns. Heavily based off of a butchered carcass of Nexerelin's Insurance GUI. Thanks, Histi!
   - Added random little blurbs that squadrons will blather on deployment
   - Fixed ships with WINGCOM being considered for relationship modifiers even if they did not participate in combat
   - Fixed retreated ships with WINGCOM not being considered for relationship modifiers
   - Added fluff text for characters with 'villain' voice
   - Added fluff text for characters with 'soldier' voice
   - Wingcom will now check for hullId first before resorting to baseHullId (for fighter skins)

- Strikecraft:
   - AI navigating back to carrier has been improved
   - Will now launch from valid carriers (if any) on deployment
   - Carriers can only supply as many Strikecraft as the number of fighter bays they possess (I.E. a Condor can resupply only two strikecraft at once, as opposed to an unlimited number)
   - Doubled carrier replacement rate decrease while rearming.
   - Fixed Strikecraft changing to Frigate HullSize if they took damage that frame
      - Should fix inconsistency with some onhit effects that used hullsize, fighter damage bonuses from skills, etc
   - Fixed shield damage not being displayed
   - Slightly increased retreat area 2000->2050 in attempt to fix retreat CTD caused by AI attempting to retreat while fighter hullsize
   - Hull and armor now gradually restore over time on carrier
   - Carrier Refit can now be cancelled at any time
      - HP and Armor replenish over time in carrier, so not an all or nothing decision
      - PPT and Ammo are only restored if full refit time is spent
   - added modSettings for custom configuration of refit penalties for (ideally) mod weapons and hullmods, and squadron chatter

   - Aleste
      - Reduced damage by 17%
      - No longer deals EMP damage
      - Increase Flux Cost: 350 f/s

- Aleste(S)
   - Shield Efficiency: 0.8->1
   - DP: 6->7
- Xyphos(AA)
   - DP: 5->7

- Leynos
   - DP: 6->7
   - Added Rugged Construction Hullmod
   - Now uses the better(?) Vanilla Damper AI implementation
- Gunhazard
   - DP: 3->4
   - Added Rugged Construction Hullmod

- Revised wings so each LPC has more clearly defined role
   - Valken-X: HE Fighter
   - Kouto: KE Fighter
   - Aleste: Obligatory Superfighter
   - Bihander: Obligatory Superfighter^2
   - Valken: Fodder
   - Prodromos: Interceptor
   - Gallant: KE Bomber
   - Ilorin: HE Bomber

- added legs decos to Aleste, Kouto, Valken-X, Leynos,Valken

- Fixed torso tracking problem with valkazard

- fixed missing description for valkazard system

- Revised Sprite for Kouto, Valken X

- Reduced value of Cataphract & Advanced Cataphract BP package

- Removed submarket rep/transponder requirement for gamlin

- fixed bug where player was not properly referred to using gender appropriate title(based on portrait) when landing

- fixed crashed caused by destroying altagrave module with no weapons assigned

- fixed squadron members not being generated unless wingcom hullmod was moused over

juno. mk iii
   - dmg/s: 900->800
   - chargedown: 0.5s -> 1s
-Altagrave
   -Corrected negative modifyPercent for Weapon Flux Cost Mod
   - Replaced ear killing shotgun sound for Altagrave Ex
   - Altagrave Ex: Plasma Jets -> Havoc Drive
   - Deco Left Arm: -> Laser Blade XL
   - Added two small missile mounts
      - Mounts will be destroyed/rendered unusable if backpack module is lost

- Valken-eX
   - Replacement Time: 10->13
   - OP: 10->11
   - Removed Ion Cannon (High Delay)
   - Chaingun: chargedown:1->0.5
      -Damage: 50->25
      -Flux/Shot: 0->10
      -Burst Size: 5->6
   - Laser Blade:
      -Damage: 350->400
      - Range: 45->60
   System (Right Click): Overboost -> Havoc Drive

- Kouto
   - Revised loadout for anti-shield role

- Aleste
   - Replaced Stake Driver with Rynex Pulse Rifle
   - CLAW Drone: Increased arc to 360 deg, Ship System: Temporal Shell

-Pila Drone(Built-in)
   - Removed Phase Damper special system
   - New System: Temporal Shell

- fixed outdated description for kouto

- Altagrave can now swap between Vajra and Grenade Launcher
   - Also overcompensates with a large laser blade, may remove before actual release tho
- Watchdog can now swap between Hellbore and Gauss Cannon
   - Siege Mode: Shield Damage Reduction: 50%->10%

- Einhander:
   - Drone weapon is now equipped directly on the main ship
   - Increased OP: 30->39
   - Max damage bonus from ship system: 70%->25%

Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters
Post by: Agalyon on February 25, 2022, 10:18:12 PM
updated.
The final infinity stone for my playthrough. Thanks for the update, I'm very excited!

EDIT: Now that I've gotten the chance to play with this some, I feel compelled to come back and say what an interesting and unique package this has become. I haven't played since 0.9, and I think Arma has become an instant classic if it wasn't already. I can see people spending their entire playthrough as a fighter pilot and the way Cataphracts feel and your WINGCOM system with the squads is incredible. Genuinely amazing work, I love it.
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Melcyna on February 26, 2022, 07:28:12 AM
(https://le717.github.io/yeeeeeeeeeeeeeees/yes.jpg)
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: hydremajor on February 26, 2022, 10:01:21 AM
SO uh

Not sure if a bug or feature, gonna report anyway to be on safe side

There's a Watchdog that showed up in the missions bundled with the mod with both a Gauss and a Hellbore, and no matter what I tried I couldn't get it to have 2 Gausses or 2 Hellbores

Reporting because after I used the Mod Showcase mission it showed a Watchdog with sets of either double Gauss or Hellbores

Further that "1 and 1" watchdog had a weird behavior in that by clicking the "-" sign next to each arm's weapon the first click would make a weapon option dissappear and do nothing, clicking the second "-" would cause the weapons to switch places

is that supposed to be a thing ?
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Farya on February 26, 2022, 11:46:11 AM
Looks great, but I wonder if there would be any factional fighters for player to pilot? Might be great to have pather pilotable Talon or something like that.
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: shoi on February 27, 2022, 02:54:31 PM
SO uh

Not sure if a bug or feature, gonna report anyway to be on safe side

There's a Watchdog that showed up in the missions bundled with the mod with both a Gauss and a Hellbore, and no matter what I tried I couldn't get it to have 2 Gausses or 2 Hellbores

Reporting because after I used the Mod Showcase mission it showed a Watchdog with sets of either double Gauss or Hellbores

Further that "1 and 1" watchdog had a weird behavior in that by clicking the "-" sign next to each arm's weapon the first click would make a weapon option dissappear and do nothing, clicking the second "-" would cause the weapons to switch places

is that supposed to be a thing ?

Probably not. I'll get that fixed.

@farya
I don't have any problem with adding faction-specific stuff. A playable talon might not be very enjoyable, though  ;D
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: GFYguy on February 28, 2022, 06:38:33 AM
Removing the body hullmod from the valkhazard in the new update doesn't replace the hullmod, any idea why?
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Necrodamis on February 28, 2022, 06:53:13 AM
I started a new playthrough with the AA Pirates option and I've been loving the speed and raw power of the valkhazard, but I've found a bug that happens when it takes off from a carrier in your fleet when the battle starts: the carrier and valkhazard work perfectly fine, however when you take off from the carrier it resets your autofire options. I'm not sure of this is specific to just the initial take off, if it happens after resupplying mid battle, or happens to other ships with landing override/that take off from carriers in the start of the battle. I've got a couple Alests in my fleet controlled by AI and from watching them it looks like the weapons groups are unchanged, but idk for sure
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Farya on February 28, 2022, 07:19:32 AM
I don't have any problem with adding faction-specific stuff. A playable talon might not be very enjoyable, though  ;D
That could be some really custom modded Talon. With SO and twin railguns or something. Though making a flyable bomber instead might be great too. I want to send the hammer or reaper down the Onslaught rear.
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: DeltaDarems on February 28, 2022, 08:33:43 AM
Not making a squadron?

I have a leynos ship that I got by buying it from the pirate ship maker, I assigned my class 1 officer to the Leynos but whenever I go into the squadron manager there's nothing showing on the info tab

Does my officer have to be a certain level to make a squadron?



Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Space_Lettuce_OG on February 28, 2022, 10:45:26 AM
I gotta say, I really like the wing pilot system a lot!
I like how they got stats, and level up, and you can even promote them into officers, which is an awesome way for the player to get officers.
Promote from within, rather than hire outsiders.
 GJ Shoi!
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Oni on February 28, 2022, 11:42:26 AM
Hmm... I'm guessing that a lot of Modded fighter craft aren't going to be compatible with the new WINGCOM system.

I'm pretty sure my 'Hiigaran Descendants' ships aren't showing up. There are mod compatibility instructions, but....  :-\
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: shoi on February 28, 2022, 01:42:52 PM
Not making a squadron?

I have a leynos ship that I got by buying it from the pirate ship maker, I assigned my class 1 officer to the Leynos but whenever I go into the squadron manager there's nothing showing on the info tab

Does my officer have to be a certain level to make a squadron?

No, any officer works. It should be pretty straightforward, and if there are any reasons why one isn't created it should be listed on the hullmod. Are the fighters you're using crewed? If they have a crew size of 0 (aka no pilots) then a squadron won't be formed, for obvious reasons. You can post a SS of the setup so I can check myself if you want.

Quote
Removing the body hullmod from the valkhazard in the new update doesn't replace the hullmod, any idea why?
I know this can happen if you use "strip" in space and not docked, since cores can only be swapped at markets. Otherwise removing the hullmod individually should work. Was this the case for you?
I gotta say, I really like the wing pilot system a lot!
I like how they got stats, and level up, and you can even promote them into officers, which is an awesome way for the player to get officers.
Promote from within, rather than hire outsiders.
 GJ Shoi!

Thanks :)

Hmm... I'm guessing that a lot of Modded fighter craft aren't going to be compatible with the new WINGCOM system.

I'm pretty sure my 'Hiigaran Descendants' ships aren't showing up. There are mod compatibility instructions, but....  :-\
That's compatibility for the pilotable fighters, not LPCs. The only LPCs that shouldn't work are ones that don't take on any crew. You can post a screen of the LPC in question and I can see about figuring out why its not working if that's not the case.



Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Pep on February 28, 2022, 06:51:33 PM
I gotta say, I really like the wing pilot system a lot!
I like how they got stats, and level up, and you can even promote them into officers, which is an awesome way for the player to get officers.
Promote from within, rather than hire outsiders.
 GJ Shoi!

Me too! Definitely love the out of the box thinking with this mods mechanics. I would love a playable bomber, though that might be kind of boring
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Necrodamis on February 28, 2022, 07:24:16 PM
Ok so I did some more testing in my free time, and I figured out that the issue of resetting autofire options seems to be limited to the valkhazard and the Aleste is unaffected. This seems to only be an issue if you spawn in the valkhazard and your carrier vessel at the same time, not spawning the carrier THEN the valkhazard; additionally, this only seems to be a problem in actual battles, I couldn't replicate the bug in sim battles and the issue doesn't seem to be present if you have to repair/rearm in battle.
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: shoi on February 28, 2022, 08:12:53 PM
Sorry, I missed your first post. When you say reset, do you mean that turns off all autofire weapons?
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Necrodamis on February 28, 2022, 08:18:54 PM
Sorry, I missed your first post. When you say reset, do you mean that turns off all autofire weapons?

No worries, it wasn't very in depth anyhow :p

Yeah basically. All but whatever weapons groups you have selected when taking off initially. So if it defaults to group 1, but you have autofire for group 1 on, then it will keep autofire on for group 1, while disabling that setting for all other groups. This can be worked around by using Ctrl + whatever weapon group number, but I'm not sure if it's intended or not so I figured I should report it as a bug
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Oni on February 28, 2022, 08:57:13 PM
...That's compatibility for the pilotable fighters, not LPCs. The only LPCs that shouldn't work are ones that don't take on any crew. You can post a screen of the LPC in question and I can see about figuring out why its not working if that's not the case.
Hmm... could you please walk me through how we assign Officers, heck, how Wingcom is supposed to work in general?

I'd like to first make sure that the problem isn't just me being dumb.  :P
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: shoi on March 01, 2022, 01:29:51 AM
No worries, it wasn't very in depth anyhow :p

Yeah basically. All but whatever weapons groups you have selected when taking off initially. So if it defaults to group 1, but you have autofire for group 1 on, then it will keep autofire on for group 1, while disabling that setting for all other groups. This can be worked around by using Ctrl + whatever weapon group number, but I'm not sure if it's intended or not so I figured I should report it as a bug
Hmm, yeah, I think that's a bug. IIRC, calling .beginLanding() in the API turns off all autofire weapons, and I added some code to get around that, but it might not be in the script that does the takeoff hax at the start of battles. I'll look into it!

Hmm... could you please walk me through how we assign Officers, heck, how Wingcom is supposed to work in general?

I'd like to first make sure that the problem isn't just me being dumb.  :P
(https://i.imgur.com/zxj81OB.png)
So when you assign an officer to a ship with wingcom and an empty slot, you should just see this. Details, no squad info.

(https://i.imgur.com/4OGemfj.png)
(I had to switch characters here since the previous officer already had a wing, so I just wanted to sanity check and make sure things were being generated properly)
Once you assign a wing, pilots are generated for the fighters. If you mouse over the hullmod again, you will see them listed.

Other way to verify they've been created is opening the intel menu, and looking for the 'Squadron Manager' tab, which will list every officer with a squadron. That tab also has an 'info' tab that details a bit more about the mechanics behind wingcom.

(https://i.imgur.com/ckgDQvW.png)
aaand this is what you get with the same setup, but if the wing is automated (0 crew). I am usually pretty light on mods so I havent used the hiigarian mod, but if you're not getting anything, im guessing the wing you assigned was maybe automated? Let me know if this helps :)
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: GFYguy on March 01, 2022, 01:59:53 AM
Quote
I know this can happen if you use "strip" in space and not docked, since cores can only be swapped at markets. Otherwise removing the hullmod individually should work. Was this the case for you?
no, i was docked to a station, when the energy blaster is removed, no new option appears. i worked around this by using the default autofit option you have to go back to the start of the list, as that would allow me to cycle through it once again.
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: anhkhoa3302 on March 01, 2022, 02:19:12 AM
Valkazard is broken, I love it
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: shoi on March 01, 2022, 02:55:35 AM
no, i was docked to a station, when the energy blaster is removed, no new option appears. i worked around this by using the default autofit option you have to go back to the start of the list, as that would allow me to cycle through it once again.
weird. I can't reproduce it at the moment, but i'll keep messing around with it to see if I can recreate the issue. Thanks for the report!

Valkazard is broken, I love it

that's no good..i had better nerf it.. :P
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Necrodamis on March 01, 2022, 05:42:08 AM
Valkazard is broken, I love it

I hope we can keep it as is, but super rare, it's such a fun craft and a real glass cannon
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Pep on March 01, 2022, 06:02:24 AM
Actually, speaking of nerfs, I think the broadsword AA is a tad bit too fast. I was actually surprised how strong it is, I was in a huge battle and it went around popping frigates with relative impunity for a good portion of the time I had it deployed. I think swapping the arm to the fighter version used by talons would be good too.
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: 6chad.noirlee9 on March 01, 2022, 06:39:18 AM
im having a pretty serious error with the (PLEASE DONT CHANGE IT, IT TAKES SO MUCH SKILL TO USE IT IS NOT OVERPOWERED AT ALL) new valkazard.  not sure if the other suits/fighters have this issue

anyway, after reloading to attempt a battle for the second time, or perhaps something else triggers it?- anyway, the valkazard doesnt spawn, i spawn in the little shuttle that shows up when you switch ships and it docks with nothing (straight into the void) and i cant control the invisible entity it just rockets across the map

anyway, im about to reload the game and see if that fixes the issue
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: 6chad.noirlee9 on March 01, 2022, 06:45:02 AM
PLEASE DONT CHANGE THE VALKAZARD IT IS PERFECT
it can die incredibly easy, which balances out its power.  a single well placed broadside/mainbattery from most heavy cruisers, and even several destroyers, is more than enough to obliterate it in one go (even with maxed combat skills) even when the enemy ship has no officer
the only thing i would change is make it so either arm can use any of the valkazard weaponry, and perhaps set it up so that certain weapons become weaker if you use two of them (there is a mod that has something in it called interferences or something where when you use more than one weapon with that designation it nerfs the ship.  you could make something so that each of the especially strong weapons will have this issue if the same weapon is in both hands, for the ones that you limited to a certain arm.  a reasonable nerf that doesnt take away from the overall majesty of the mobile suit, and really makes sense)

really love what youve done and can see the hard work you put into everything.  WELL WORTH THE WAIT

heres hoping someday you and the guy from archean order get together and make a masterpiece of some kind
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Necrodamis on March 01, 2022, 06:47:46 AM
im having a pretty serious error with the (PLEASE DONT CHANGE IT, IT TAKES SO MUCH SKILL TO USE IT IS NOT OVERPOWERED AT ALL) new valkazard.  not sure if the other suits/fighters have this issue

anyway, after reloading to attempt a battle for the second time, or perhaps something else triggers it?- anyway, the valkazard doesnt spawn, i spawn in the little shuttle that shows up when you switch ships and it docks with nothing (straight into the void) and i cant control the invisible entity it just rockets across the map

anyway, im about to reload the game and see if that fixes the issue

Reading this reminded me of another little bug I found: the battle I was going through wasn't going how I wanted it to, so I called in some reenforcements. The ship I called in was a Remnant cruiser with one hangar in it, at the time my valkhazard was landed on my carrier to rearm and resupply. As soon as the new cruiser came in my ship was teleported info it's hangar. Rearm resupply continued as normal, but I don't think you should be able to teleport from ship to ship
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: 6chad.noirlee9 on March 01, 2022, 06:58:02 AM
reloading the game fixed it, however, i have another bug
the dang strafe function keeps switching to default, and it is almost impossible for me to pilot small ships that way
not a big deal, may have nothing to do with armaa
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Everpro on March 01, 2022, 10:24:36 AM
I was getting this error when trying to use this mod.

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/armaa/ships/valkazard/armaa_valkazard_armr.png] resource, not found in [/home/ever/Desktop/starsector/./mods/SS-armaa-2.0,/home/ever/Desktop/starsector/./mods/LazyLib,/home/ever/Desktop/starsector/./mods/MagicLib,../starfarer.res/res,CLASSPATH]

Apparently the game was looking for a image named armaa_valkazard_armr.png instead of  armaa_valkazard_armR.png.
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings w/ personality
Post by: shoi on March 01, 2022, 12:31:26 PM
Quick fix

(https://i.imgur.com/zYciRZg.png)
Download  for 0.95.1a - NOT save compatible with previous versions of ArmaA
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.01.zip)
Quote
V2.01
--------------------
- Fixed crash form mousing over wingcom
- Fixed crash from mousing over Silversword
- Fixed crash caused by enemy fleet having a null faction(fleet commander?) or something
- Fixed crash for nonexistent portrait for hvb
- Fixed case sensitivity issue with a sprite

reloading the game fixed it, however, i have another bug
the dang strafe function keeps switching to default, and it is almost impossible for me to pilot small ships that way
not a big deal, may have nothing to do with armaa
It's probably a vanilla thing? Well I should say its probably not an armaa thing. I haven't done anything as far as controls go.

im having a pretty serious error with the (PLEASE DONT CHANGE IT, IT TAKES SO MUCH SKILL TO USE IT IS NOT OVERPOWERED AT ALL) new valkazard.  not sure if the other suits/fighters have this issue

anyway, after reloading to attempt a battle for the second time, or perhaps something else triggers it?- anyway, the valkazard doesnt spawn, i spawn in the little shuttle that shows up when you switch ships and it docks with nothing (straight into the void) and i cant control the invisible entity it just rockets across the map

anyway, im about to reload the game and see if that fixes the issue
a few people have mentioned this to me. It's a bug with the travel drive cancelling too soon, I think. I'll look into it

Actually, speaking of nerfs, I think the broadsword AA is a tad bit too fast. I was actually surprised how strong it is, I was in a huge battle and it went around popping frigates with relative impunity for a good portion of the time I had it deployed. I think swapping the arm to the fighter version used by talons would be good too.

yeah, so I actually did screw up and had the speed a bit too high. It's been bumped down.


Reading this reminded me of another little bug I found: the battle I was going through wasn't going how I wanted it to, so I called in some reenforcements. The ship I called in was a Remnant cruiser with one hangar in it, at the time my valkhazard was landed on my carrier to rearm and resupply. As soon as the new cruiser came in my ship was teleported info it's hangar. Rearm resupply continued as normal, but I don't think you should be able to teleport from ship to ship

...hmmm, will check on this too
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: Oni on March 01, 2022, 05:27:26 PM
....
Hmm... could you please walk me through how we assign Officers, heck, how Wingcom is supposed to work in general?

I'd like to first make sure that the problem isn't just me being dumb.  :P
(https://i.imgur.com/zxj81OB.png)
So when you assign an officer to a ship with wingcom and an empty slot, you should just see this. Details, no squad info.

(https://i.imgur.com/4OGemfj.png)
(I had to switch characters here since the previous officer already had a wing, so I just wanted to sanity check and make sure things were being generated properly)
Once you assign a wing, pilots are generated for the fighters. If you mouse over the hullmod again, you will see them listed.

Other way to verify they've been created is opening the intel menu, and looking for the 'Squadron Manager' tab, which will list every officer with a squadron. That tab also has an 'info' tab that details a bit more about the mechanics behind wingcom.

(https://i.imgur.com/ckgDQvW.png)
aaand this is what you get with the same setup, but if the wing is automated (0 crew). I am usually pretty light on mods so I havent used the hiigarian mod, but if you're not getting anything, im guessing the wing you assigned was maybe automated? Let me know if this helps :)
So it's for small craft that have the hullmod and not carriers in general... seems to work fine for the Arma ships when I start with them.

So I guess it WAS just me being dumb.  :o
Is the Wingcom Suite buildable or is it added automatically to any qualified hull?
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: shoi on March 01, 2022, 06:26:21 PM
So it's for small craft that have the hullmod and not carriers in general... seems to work fine for the Arma ships when I start with them.

No, it also works on carriers as long as they're > frigate size and innately have at least  1 fighter bay.
If you want to quickly verify (and you have console commands)
You can enter addhullmod armaa_wingCommander and then toss it on a condor or mora or something, and it should work the same.

Quote
Is the Wingcom Suite buildable or is it added automatically to any qualified hull?
Besides the ships that start with it built in, it can be found through exploration like other rare hullmods :)
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Necrodamis on March 01, 2022, 08:29:37 PM
Just stumbled across the Valken (p) in my new playthrough with the pirate faction. One of its weapons, I'm guessing its melee weapon, is super loud. Not like painful loud, but it's way louder than any other sound in the game or my desktop lol
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Pep on March 02, 2022, 03:25:08 AM
Just got one shot by a MIRV, can confirm valk is fine as is lol
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: shoi on March 02, 2022, 09:01:56 PM
Just stumbled across the Valken (p) in my new playthrough with the pirate faction. One of its weapons, I'm guessing its melee weapon, is super loud. Not like painful loud, but it's way louder than any other sound in the game or my desktop lol

latest patch fixes that, though I added it in a little afte the link initially went up. Sorry!
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Necrodamis on March 02, 2022, 09:43:33 PM
Just stumbled across the Valken (p) in my new playthrough with the pirate faction. One of its weapons, I'm guessing its melee weapon, is super loud. Not like painful loud, but it's way louder than any other sound in the game or my desktop lol

latest patch fixes that, though I added it in a little afte the link initially went up. Sorry!

No worries :) I got the patch shortly after you released it and I can confirm that it worked
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Pep on March 03, 2022, 05:35:20 PM
So might be a little early but what do you have planned next?
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: AppleMarineXX on March 03, 2022, 05:51:34 PM
How do I land some of the strikecraft/cataphracts? I assume you're supposed to fire the "landing override" weapon, but only some of the things have them (like the Xyphos), whereas a bunch don't like the Valkazard. When I hit "U' on the ones without the landing override weapon, the mech just flies off to combat.
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Necrodamis on March 03, 2022, 05:58:10 PM
How do I land some of the strikecraft/cataphracts? I assume you're supposed to fire the "landing override" weapon, but only some of the things have them (like the Xyphos), whereas a bunch don't like the Valkazard. When I hit "U' on the ones without the landing override weapon, the mech just flies off to combat.

Iirc the only Arma Armatura crafts that can land are those that have the strike craft hullmod and/or landing override in the weapon list. The U to land thing only works when the craft needs to land, you can tell by a notification on the left (where all the effects on your vehicle show up) that says that you need to rearm and can press U to do so; also the valkhazard can land, it just has to be ready to do so like I was saying.
If a landing capable craft is controlled by AI, and needs to rearm it'll attempt to navigate to whatever your carrier vessel is but it's not perfect so sometimes it doesn't work. If it's trying to land but doesn't get close enough to the carrier before it flies away, it'll sit at the waypoint it set to nav to the carrier, in this case if you tell the craft to escort the carrier it will land and rearm. Hope this lengthy explanation helps :)
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: shoi on March 03, 2022, 06:23:40 PM
So might be a little early but what do you have planned next?

you might have seen the playable kouto (or maybe not, since apparently I didn't add it to any factions...) but it has a decorative built in weapon and slots normal guns. I guess thats a teaser of what I want to do, which is a fully modular mech instead of one with a few preset weapon options.

the appearance and firing behavior of that ships deco gun dynamically changes based off of what you slot; single-barreled guns use a single barrel sprite, and double-barreled guns use a doubel barrel sprite. Works like a dream for every vanilla weapon but its all but guaranteed there are modded weapons that will look weird with the hack I used to make it work, as  the location of some weapons muzzle effects are not relative to weapon firing offsets..so I guess im just debating if I care enough about that to stop from proceeding. There is a whitelist but that's kind of inconvenient.

How do I land some of the strikecraft/cataphracts? I assume you're supposed to fire the "landing override" weapon, but only some of the things have them (like the Xyphos), whereas a bunch don't like the Valkazard. When I hit "U' on the ones without the landing override weapon, the mech just flies off to combat.

Adding that weapon to everything got tedious so I eventually stopped. Necro nailed the conditions for it triggering outside of that. In the next patch im just going to change it so that targetting a friendly carrier and activating autopilot will start the landing sequence
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Agalyon on March 04, 2022, 03:57:37 AM
Hey, I've had a problem a few times now on v2.0(1) and while I can't tell for sure how to reproduce it I think I've mostly figured it out. Sometimes when I deploy Strikecraft style Arma ships (any of them that try to deploy from a carrier) they sort of launch out from the carrier but have no hitbox/model and can't be controlled. You can still try to pilot them and the AI shoots at them to no effect, but they just drift out of the map with no recourse.

I THINK this happens when you try to pilot (SWITCH to piloting it) a Strikecraft before it fully exists a carrier but I swear its happened on its own a few times, and a few times I've managed to switch with no issue. It crashed once (I don't have a log, sorry :() but its happened like 10 other times with no real consequence. Sorry I can't tell you anything more useful, I'll update if I figure anything else out. Thanks for the amazing mod once again, and I appreciate any help.
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: anhkhoa3302 on March 04, 2022, 04:22:09 AM
Hey, I've had a problem a few times now on v2.0(1) and while I can't tell for sure how to reproduce it I think I've mostly figured it out. Sometimes when I deploy Strikecraft style Arma ships (any of them that try to deploy from a carrier) they sort of launch out from the carrier but have no hitbox/model and can't be controlled. You can still try to pilot them and the AI shoots at them to no effect, but they just drift out of the map with no recourse.

I THINK this happens when you try to pilot (SWITCH to piloting it) a Strikecraft before it fully exists a carrier but I swear its happened on its own a few times, and a few times I've managed to switch with no issue. It crashed once (I don't have a log, sorry :() but its happened like 10 other times with no real consequence. Sorry I can't tell you anything more useful, I'll update if I figure anything else out. Thanks for the amazing mod once again, and I appreciate any help.
I got the same problem but it seems random to me, happen to both player controlled mech and AI mech
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: TrickyTidy on March 04, 2022, 05:11:01 AM
This update's amazing! Great work as always, shoi, really excited for whatever else you have cooking up your sleeve. The pilotable Kouto being able to slot actual weapons is a dream come true.

I was wondering though, is it a big lift to extract the ground bonus on Cataphracts to a config file somehow? I was wondering because if I fiddle with skins for an existing Cataphract, the ground bonus is always going to be 15 even if I use a Cataphract with a higher or lower ground bonus as a base.
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Obsidian Actual on March 04, 2022, 11:53:18 AM
Huh. I second the above idea from TrickyTidy.

Iterating through key/value pairs of [variantId] and [int] from a settings-like JSON or CSV file -- in theory -- should work. No idea how to estimate the computational cost of such code though (to know how big of an impact it would have on performance).
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: IGdood on March 04, 2022, 12:02:13 PM
How long does it take for WingCom pilots to level up?  Been in battles non-stop and everyone's stuck at Level 1
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: AppleMarineXX on March 04, 2022, 02:43:54 PM
How long does it take for WingCom pilots to level up?  Been in battles non-stop and everyone's stuck at Level 1

If you want to grind out WingCom levels really quickly, just take a large fleet (and your fighter) and fly to a Star System with an active sector bounty for Pirates, intercept a pirate fleet, select "pursue" (since your fleet is big), then only use the fighter to pursue with. Do this to a few pirate fleets and they'll be leveled up in no time.
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: shoi on March 06, 2022, 12:37:06 AM
Huh. I second the above idea from TrickyTidy.

Iterating through key/value pairs of [variantId] and [int] from a settings-like JSON or CSV file -- in theory -- should work. No idea how to estimate the computational cost of such code though (to know how big of an impact it would have on performance).

It shouldnt be computationally expensive (or..well, if it is it probably doesn't matter given where the code would fire)

IIRC MagicLib does something similar with the INTERFERENCES hullmod, except it looks for a weapon id. I'll add this to the list of things to implement for the next patch.

re: the invisible launching bug, I found a way to consistently trigger it, working on getting that patched out as well.
Title: Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
Post by: GFYguy on March 06, 2022, 02:59:17 AM
Quote
weird. I can't reproduce it at the moment, but i'll keep messing around with it to see if I can recreate the issue. Thanks for the report!

Figured it out, MVS strikecraft was reenabling an older version it recognized, and caused alot of bugged out stuff lol
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: IGdood on March 06, 2022, 09:32:14 AM
How long does it take for WingCom pilots to level up?  Been in battles non-stop and everyone's stuck at Level 1

If you want to grind out WingCom levels really quickly, just take a large fleet (and your fighter) and fly to a Star System with an active sector bounty for Pirates, intercept a pirate fleet, select "pursue" (since your fleet is big), then only use the fighter to pursue with. Do this to a few pirate fleets and they'll be leveled up in no time.

Thank you!
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Farya on March 06, 2022, 11:46:52 AM
Wingcom system is so great with some other mods. Those corvette wings now actually look somewhat interesting for me now - with ace pilot they are more akin to a micro-frigate now and promoting pilot from one to command a Tempest feels like a natural outcome.
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: IGdood on March 06, 2022, 08:31:47 PM
Getting the WingCom modspec and building it into other massive carriers leads to some insane squadron sizes. 

(https://i.imgur.com/8l53rAe.png)
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Oni on March 06, 2022, 08:46:27 PM
Getting the WingCom modspec and building it into other massive carriers leads to some insane squadron sizes. ...
... Might be a good idea for only the squadron Leader to get a portrait?  ???
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: IGdood on March 06, 2022, 09:21:52 PM
Getting the WingCom modspec and building it into other massive carriers leads to some insane squadron sizes. ...
... Might be a good idea for only the squadron Leader to get a portrait?  ???

Nah I like the current system of every pilot getting a portrait  ;D
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Farya on March 06, 2022, 11:37:17 PM
Maybe assign portraits to wingmates once they level up enough for promotion instead? Or simply don't show these in Wingcom description. you have squadron intel menu for that.
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: dk1332 on March 07, 2022, 02:47:50 AM
Found an odd bug with certain playable fighters.
Encountered a small persian league traitor with some few of the new fighters. Completely wiped them out but a single destroyer escaped. On the pursuit screen, 2 of the dead fighters (broadsword AA and Xphon AA) was counted as "alive". Upon pursuing them they just disappeared on the battle map. And after the battle they escaped and pretty much what most surviving bounty ships does and retreated to a planet. Am I the only one who encountered this?
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: shoi on March 07, 2022, 08:29:39 PM
Huh..I have an idea what could be causing that, will look into it.
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: cbxzcm on March 09, 2022, 08:05:24 AM
Great work on the 2.01 update!

It's been running smoothly, but yesterday was the first time encountering this exception:

2480730 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.util.armaa_pilotTracker.processSpecialStrings(armaa_pilotTracker.java:243)
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:118)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Pep on March 10, 2022, 12:22:20 AM
Would a  minimod that makes the wanzers from diable avionics playable using the arma system be possible??
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: shoi on March 10, 2022, 01:41:43 AM
Great work on the 2.01 update!

It's been running smoothly, but yesterday was the first time encountering this exception:

2480730 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.util.armaa_pilotTracker.processSpecialStrings(armaa_pilotTracker.java:243)
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:118)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Thanks! I have a fix ready to go, just waiting on one thing to get some clarification on and then I should be able to post it. In the meantime you can try to make a backup of armaas jar in the jars/ folder, and replace it with this one  (https://github.com/gomarz/SS-armaa/raw/master/jars/armaa.jar). It SHOULD fix the issue, since others ran into this and haven't said otherwise when I provided it.

Would a  minimod that makes the wanzers from diable avionics playable using the arma system be possible??
Like, is it possible, or can I make one? (If it's the former the answer is yes)
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: Farya on March 10, 2022, 03:26:44 AM
Shouldn't strike craft have zero fuel consumption when transported by a carrier? Also might be nice to be able to disable built-in wings/Wingcom on kats if you don't want them for some stat boost. Like when you already have many hangars and just want your officers to fly around in mechas but can't afford stronger individual kats yet.
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: 6chad.noirlee9 on March 10, 2022, 09:57:49 AM
will that fix help wth the invisible ship launch?
Title: Re: [0.95.1a] Arma Armatura v2.01 - Playable Fighters, wings with personality
Post by: shoi on March 10, 2022, 01:04:07 PM
This should fix the invisible launch bug, and the NPE from pilot chatter that occurs at the end of battles some times.
Sorry for the delay. I'm pretty sure the jar I linked earlier contains a fantastic bug that prevents strikecraft from landing, so I tried to get this out asap. Hopefully this eliminates these issues without introducing new ones  :'(

(https://i.imgur.com/zYciRZg.png)
Download  for 0.95.1a - NOT save compatible with previous versions of ArmaA
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.02.zip)
Quote
V2.02
--------------------
- Blocked Front Shield Emitter from being installed on Valkazard's Counter Shield Torso
- Fixed invisible launch bug
   - strikecraft should properly mirror the angle of the bay launched from instead of always launching at 90 degrees
- Strikecraft distribution should be a bit less heavily weighted on a single carrier on deploy
- Fixed laser blade not properly accounting for bonus beam/energy weapon damage outside of EWM
- Can now dock at carriers by targetting them and activating autopilot
- Fixed NPE caused by WINGCOM chatter (hopefully)
- Increased break chance for all strikecraft (0.5->0.7)
- Fixed strikecraft sometimes not dying properly

=raiding=
- Added functionality for custom ground support values: ground_support_custom in modSettings
- Reduced Ground Support Bonus for all pilotable cataphracts
   - Generic support(hullId unspecified): 15->5
   - Einhänder: 25->11
   - Aleste: 15->8
   - Leynos: 15->8
   - Valkazard: 25->15
   - Pilot level(if any) is added to ground support value
- Cataphracts can be damaged during raid deployments
   - Base chance to incur damage scales by ratio of attacker vs defender strength
   - Higher attack strength and pilot level reduces actual damage received, while higher defender strength increases it
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: Obsidian Actual on March 10, 2022, 02:09:39 PM
Quote
- Added functionality for custom ground support values: ground_support_custom in modSettings

OH WE BE CATAPHRACTIN' UP IN HERE NOW

EDIT: Really appreciate the extra effort you take to accommodate private-use modders. Xie Xie!
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: Agalyon on March 10, 2022, 05:01:00 PM
Thanks for the bug fixes! I think you forgot to roll the version number in the download though.

[EDIT] I ran into the invisible fighter bug again (sort of.) When a fighter went to repair at a carrier it did the bug thing and started floating uncontrolled but only for a few seconds. It teleported to the carrier and worked correctly after that, so no real consequence. The original bug hasn't happened again for me though, great work!
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: dk1332 on March 11, 2022, 03:55:02 AM
Got a CTD after a battle with pirates on the newest version of the mod. Seems like its connected to the promotion system of the wingcom pilots. I cannot post the code here due to my desktop isn't connected to the internet. Are you on the discord server? I can send you a photo of the error.

Edit: Saw the same error posted by another person on the player_tech_support channel, I'mma try the .jar file you uploaded.
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: shoi on March 11, 2022, 04:02:35 AM
I made a bunch of stealth updates, that jar should work as well as the main download links (hopefully..make sure its the second one  :'()
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: dk1332 on March 11, 2022, 06:45:10 AM
I made a bunch of stealth updates, that jar should work as well as the main download links (hopefully..make sure its the second one  :'()

Got the lastest update running now. Looking good so far.
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: blackcatvn on March 11, 2022, 10:46:47 PM
I encountered this problem when deploying the Valkazard, hope it will be fixed soon.

938041 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.util.armaa_takeOffScript.advance(armaa_takeOffScript.java:65)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
938109 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
938109 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: shoi on March 12, 2022, 01:06:36 AM
I couldn't reproduce this, but based on the loc the crash occurs it looks like you were launching from a ship without launchbays somehow?

You can try redownloading the mod, I simply added a null check for that scenario.
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: blackcatvn on March 12, 2022, 01:23:59 AM
The Valkazard is deployed directly though? I did have some carriers in my fleet. The workaround is I deployed the Valkazard 1st on its own, then the other ships then it's ok.
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: shoi on March 12, 2022, 01:34:43 AM
I did have some carriers in my fleet. The workaround is I deployed the Valkazard 1st on its own, then the other ships then it's ok.

right. it pops out of a carrier if they are around, which is why it doesn't crash if you deploy it first. Either way, should be fixed for carriers that don't have a launchbay for some reason.
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: Kakroom on March 12, 2022, 10:06:36 PM
Your Wingcom is the best thing in the universe

That is all
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: IGdood on March 13, 2022, 02:49:50 PM
Won a battle against derelict drones and then got this
Using the most updated version of AA

16746239 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.util.armaa_pilotTracker.processSpecialStrings(armaa_pilotTracker.java:234)
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:191)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: shoi on March 13, 2022, 03:10:21 PM
was fixed shortly after update, redownload  should s olve :D
Title: Re: [0.95.1a] Arma Armatura v2.02 - Playable Fighters, wings with personality
Post by: IGdood on March 13, 2022, 09:50:00 PM
was fixed shortly after update, redownload  should s olve :D

I had used the download this morning and still got that error.  It doesn't always occur though. 
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: shoi on March 14, 2022, 12:09:14 AM
Sanity check for myself and smallish update.

(https://i.imgur.com/zYciRZg.png)
Download  for 0.95.1a - NOT save compatible with previous versions of ArmaA
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.03.zip)
Quote
V2.03
--------------------
- fixed various NPEs that would lead to a crash
- fixed strikecraft instantly repairing hull and armor by docking and immediately undocking
- new ship: Einhänder Plus
- fixed Einhänder modular drone weapon remaining visible during combat
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: Necrodamis on March 14, 2022, 12:18:21 AM
New Einhander you say?  :o

Also been wondering, is there a way to get another Valkhazard? I'm assuming I can find a blueprint for it somewhere but I've not had any luck and I've not seen it in stores so I was wondering if it's just exclusive to the pirate ArmaA start or not. Thanks, love this mod
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: shoi on March 14, 2022, 12:26:04 AM
theres always one around even if you don't begin with it, but its the only one you can get. The only difference is it appears as a slighty beaten up derelict if you don't do the start.
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: Necrodamis on March 14, 2022, 12:32:14 AM
theres always one around even if you don't begin with it, but its the only one you can get. The only difference is it appears as a slighty beaten up derelict if you don't do the start.

Ah I gotcha. Makes sense tho since it was a prototype iirc. Thanks for the help tho :) it's definitely my favorite craft of yours
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: zrx1000 on March 14, 2022, 02:28:26 AM
The game crashes if I try to go to the refit screen with a Valkazard produced by IndEvo's HullForge. I notice it's missing an arm but the other arma mechs also comes out armless from HullForge and they dont CTD if you go to their refit screen.

Spoiler
395965 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_valkazardEffect.advance(armaa_valkazardEffect.java:164)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.updateFromCurrentVariant(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.dialogDismissed(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.showMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: shoi on March 15, 2022, 10:54:01 AM
valk assumes it always has its arms, since its impossible to lose them under normal circumstances. i can add a nullcheck for this though idk if the produced ship would even be useable
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: zrx1000 on March 15, 2022, 11:57:49 AM
Haven't tried to bring them to battle armless, but for the other mech that didn't ctd on the refit screen, the arms regenerate if you press strip or change the weapon hullmods.
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: IGdood on March 16, 2022, 07:09:09 PM
I uh....I think I went too far with Wingcom.

Spoiler
(https://i.imgur.com/HGbtvwU.jpg)
[close]
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: Necrodamis on March 16, 2022, 07:21:53 PM
I uh....I think I went too far with Wingcom.

Spoiler
(https://i.imgur.com/HGbtvwU.jpg)
[close]

Yo what mod are those ships from, they cool pretty awesome. I'm pretty sure the white one with two runways is from Dassault, but idk about the others
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: IGdood on March 16, 2022, 08:21:07 PM
I uh....I think I went too far with Wingcom.

Spoiler
(https://i.imgur.com/HGbtvwU.jpg)
[close]

Yo what mod are those ships from, they cool pretty awesome. I'm pretty sure the white one with two runways is from Dassault, but idk about the others

I'm using....some official mods and some bootleg updates of mods that aren't on the forums or have not been touched for some time. 
Gundam
Aria Rising
United Aurora Federation
Star Wars
Battlefleet Gothic
Royal Azalea
Sunrider

Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: hydremajor on March 17, 2022, 08:50:48 AM
more interested in thoses Front mission pilots tbh
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: Karleen on March 17, 2022, 09:59:43 AM
Einhander is too op, pls nerf.

Spoiler
(https://i.imgur.com/GV0TQQr.png)
(https://i.imgur.com/E5vdKqC.png)
[close]
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: shoi on March 17, 2022, 01:41:00 PM
Another bugfixing round.

(https://i.imgur.com/zYciRZg.png)
Download  for 0.95.1a - NOT save compatible with previous versions of ArmaA below v2
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.03.zip)
Quote
V2.03
--------------------
- fixed crash with carrier evaluating to null
- fixed einhander crash with dummy weapon
Einhander is too op, pls nerf.

Spoiler
(https://i.imgur.com/GV0TQQr.png)
(https://i.imgur.com/E5vdKqC.png)
[close]

wowee, how'd you manage this?
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: Karleen on March 17, 2022, 02:00:51 PM
Einhander is too op, pls nerf.

Spoiler
(https://i.imgur.com/GV0TQQr.png)
(https://i.imgur.com/E5vdKqC.png)
[close]

wowee, how'd you manage this?

Ahahah, I might've spent a whole bunch of hours yesterday trying to solo this thing. It's quite doable once you get the hang of the whole approach. I'll see if my pc is able to handle recording an actual fight in Starsector so I can grab a vid of this.
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: SpaceDrake on March 17, 2022, 02:27:09 PM
So a question with spoilers:

Spoiler
When you recover the Valkazard in a non-Arma start, it seems to imply that you can take it to New Meshan or somewhere to continue the story of how it came to be. Having it in my fleet doesn't seem to give Sera or anyone anything to say. Is the implied questline not yet in, or did I misunderstand?

also the val is fun on a bun and I named mine Valhawk, I really should consider a highly Arma-centric run next as sleeper looks fun
[close]

EDIT: Also! A few bug reports: so having a friendly carrier alongside your strikecraft in 2.03 does indeed protect them from losing CR in the event of a hyperstorm strike, as advertised. However, it doesn't prevent hull damage from happening... which sadly kind of defeats the purpose of the idea, since you still end up spending a lot of resources to repair them. And given how comparatively frail they can be, you definitely want to avoid going into battle with hull and armor damage (hell, it'd cripple something like an Leynos outright).

Also: while the ship system does indeed work right when you have The Good Drugs™ in the hold, the Valkazard system tooltip always shows the system as "disabled", meaning it's impossible in the game itself to tell what the heck it does. (https://i.imgur.com/kcBTfAR.gif) I actually don't know quite how fixable that is (can Starsector really change tooltips depending on if something is in inventory?) but it's clearly not quite working as intended visually.
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: shoi on March 17, 2022, 11:49:43 PM
Another quick fix. Same link above
Haven't tried to bring them to battle armless, but for the other mech that didn't ctd on the refit screen, the arms regenerate if you press strip or change the weapon hullmods.
This should be working for you now (hopefully)

So a question with spoilers:

Spoiler
When you recover the Valkazard in a non-Arma start, it seems to imply that you can take it to New Meshan or somewhere to continue the story of how it came to be. Having it in my fleet doesn't seem to give Sera or anyone anything to say. Is the implied questline not yet in, or did I misunderstand?

also the val is fun on a bun and I named mine Valhawk, I really should consider a highly Arma-centric run next as sleeper looks fun
[close]

Yeah, so before I released v2 I meant to remove that extra line since I didn't want to delay the update any longer making the questline and I had already feature crept massively, but seems I missed it. Anyway, it is something that's intended for the future.
Quote
EDIT: Also! A few bug reports: so having a friendly carrier alongside your strikecraft in 2.03 does indeed protect them from losing CR in the event of a hyperstorm strike, as advertised. However, it doesn't prevent hull damage from happening... which sadly kind of defeats the purpose of the idea, since you still end up spending a lot of resources to repair them. And given how comparatively frail they can be, you definitely want to avoid going into battle with hull and armor damage (hell, it'd cripple something like an Leynos outright).

Also: while the ship system does indeed work right when you have The Good Drugs™ in the hold, the Valkazard system tooltip always shows the system as "disabled", meaning it's impossible in the game itself to tell what the heck it does. (https://i.imgur.com/kcBTfAR.gif) I actually don't know quite how fixable that is (can Starsector really change tooltips depending on if something is in inventory?) but it's clearly not quite working as intended visually.
The drugs hullmod works but only when/after(?) a combat engine is loaded which is an oversight on my part, will fix. I think this was edited just as I started posting, so I didn't update this just yet.

RE: The Hyperstorm damage, I might have missed another stat to modify. Will check.
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: SpaceDrake on March 18, 2022, 06:39:47 AM
Yeah, so before I released v2 I meant to remove that extra line since I didn't want to delay the update any longer making the questline and I had already feature crept massively, but seems I missed it. Anyway, it is something that's intended for the future.

Yeah, I 99% figured the situation was something like that, and this is already such a massive update to what 1.x Arma was that I imagined rules.csv madness on top of that was a bit much. I just wanted to be sure I hadn't missed something, though.

Looking forward to that questline! The lead-in seems neat. :D

Spoiler
I'm also guessing the plan is that The Quest can start with either the recovered Valk or the one from the Sleeper intro? Possibly with different reactions out of Sera or whoever depending on how it's obtained/begun with?
[close]

Quote
The drugs hullmod works but only when/after(?) a combat engine is loaded which is an oversight on my part, will fix. I think this was edited just as I started posting, so I didn't update this just yet.

RE: The Hyperstorm damage, I might have missed another stat to modify. Will check.

Yeah, I figured out that the drugs allow you to get those super bullet-time dodges. Neat system!

But, yeah, the hyperstorm damage should be easy enough to test. It's frustrating but I can understand how fiddly it is to get this to work.

Also, in case it need be said, Arma 2.0 is an incredibly sick update all around. Thank you for the work you put into this!
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: SpaceDrake on March 18, 2022, 05:58:02 PM
Oh, also, since Valkazard Feedback™ is a bit of a topic:

Frankly, it's not even the most overpowered "super-ship frigate" I've played in a mod. (https://i.imgur.com/kcBTfAR.gif) If anything, it's very tightly balanced and handled well and with obvious care and consideration, and there's even an aspect I think might be a little too punishing.

To address that aspect first: the 40% CR loss per deployment is, well, pretty harsh. Which I get is the point, this thing is a high-performance prototype that really needs work after every deployment, but the Sleeper start is meant to be at least "pirate-friendly" without being outright pirate-y in lore and immediate game feel. But this means that for most freight interception operations - that is, fight the escort fleet first, and then a stern chase against the fleeing transports - the Valk can't actually operate at full capacity during the second half of the operation without help from skill-related CR cap boosts. For players who use Certain Approved Ways to get the Valk later in their playthrough, it's probably not as big a deal since they'll have one of the relevant skills or an officer with one, but for the Sleeper start at level one, it feels... a bit rough. Especially since in the early game, the demands on your captain's skillpoints are considerable, and you may not want to invest in one of the CR cap raisers right away. It makes more sense compared against a 100% CR cap, but I dunno; I feel like 30% loss per deployment might feel a little better overall while still pressuring you to not take too long out there, even with your potentially massive deployment time (Hardened + Wolfpack alone gives you 500 seconds of deployment time), and if anything would lean on you making sure to be economical with that first strike so you don't dip below 40% for the follow-up.

At the very least, it's probably worth having a look at; it's not the end of the world, but in terms of ~design space~ it does feel like it's bumping up a bit against how the early part of a Sleeper playthrough is "meant" to play.

Everything else is just pure magic, though. I love the different options for the chassis and how it changes up how the unit plays, I love the weapon variety on the arms (I'm still trying to figure out what weapon set-up I like the absolute best, and perhaps which for different missions), I love the options the missile hardpoints give you for loadouts, I love the fairly generous fitting allotment, I love how the various ship systems work, and I even love how its defenses are far from perfect. It's still quite vulnerable to getting popped from behind, and some ships that you didn't think of as being that dangerous in other contexts can be quite lethal now! (Diable Avionics Hazes are the ones currently terrifying and delighting me, because they just loooove to phase skip right behind you and beanbag you...) It's an incredibly different experience compared to other "super ship" starts and it's so, so engaging and fun. It really does get that "flying a special fighter/mecha in a battle of big ships" feeling across like nothing else I've played in the modiverse, and it's an utter delight. It even makes considerations and math for a lot of skills feel different; Wolfpack, as noted, gives the Valk a truly hilarious uptime where some other frigates or strikecraft might not benefit as much, while a lot of "mainstay" damage increasers are maybe not quite as relevant to it! But what about going into neural interface, and commanding both it and a mighty, proper battlecarrier-flagship and switching as needed, and perhaps trying to arrange skills for both? Hmmmmmm...

In short, really great job with this; it was worth what I'm sure was hours and hours of labor setting everything up just right. I'm practically on tip-toes waiting to see what kind of campaign content you have planned related to the Valk!

A lot of the other feedback has also been covered by others, and I don't have much to add or productively gush about there, so I'll wrap things up. (https://i.imgur.com/kcBTfAR.gif) In short, it's all great, I love it, it's quite an improvement over ArmaA 1.x, and I'm glad this mod exists. Please keep at it!

(And finally, a question: is there a way to order a strikecraft to go repair/re-arm at a friendly carrier? I'm having a little trouble getting my officer'd strikecraft to do so.)
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: Karleen on March 19, 2022, 02:38:24 PM
Einhander is too op, pls nerf.

Spoiler
(https://i.imgur.com/GV0TQQr.png)
(https://i.imgur.com/E5vdKqC.png)
[close]

wowee, how'd you manage this?

Ahahah, I might've spent a whole bunch of hours yesterday trying to solo this thing. It's quite doable once you get the hang of the whole approach. I'll see if my pc is able to handle recording an actual fight in Starsector so I can grab a vid of this.

Alright, here it is!

https://youtu.be/kEqpYqEmHWU
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: shoi on March 19, 2022, 06:38:18 PM

Alright, here it is!

https://youtu.be/kEqpYqEmHWU

Thanks! So it's what I figured, and AI pulling its punches since it sees the ein as a fighter...
Sadly, i'll have to 'fix' that. The move will probably be adding a hullmod that bumps up the threat level of the higher DP little ones so AI isn't so lukewarm on using everything they can to kill you
Oh, also, since Valkazard Feedback™ is a bit of a topic:

Frankly, it's not even the most overpowered "super-ship frigate" I've played in a mod. (https://i.imgur.com/kcBTfAR.gif) If anything, it's very tightly balanced and handled well and with obvious care and consideration, and there's even an aspect I think might be a little too punishing.

To address that aspect first: the 40% CR loss per deployment is, well, pretty harsh. Which I get is the point, this thing is a high-performance prototype that really needs work after every deployment, but the Sleeper start is meant to be at least "pirate-friendly" without being outright pirate-y in lore and immediate game feel. But this means that for most freight interception operations - that is, fight the escort fleet first, and then a stern chase against the fleeing transports - the Valk can't actually operate at full capacity during the second half of the operation without help from skill-related CR cap boosts. For players who use Certain Approved Ways to get the Valk later in their playthrough, it's probably not as big a deal since they'll have one of the relevant skills or an officer with one, but for the Sleeper start at level one, it feels... a bit rough. Especially since in the early game, the demands on your captain's skillpoints are considerable, and you may not want to invest in one of the CR cap raisers right away. It makes more sense compared against a 100% CR cap, but I dunno; I feel like 30% loss per deployment might feel a little better overall while still pressuring you to not take too long out there, even with your potentially massive deployment time (Hardened + Wolfpack alone gives you 500 seconds of deployment time), and if anything would lean on you making sure to be economical with that first strike so you don't dip below 40% for the follow-up.

At the very least, it's probably worth having a look at; it's not the end of the world, but in terms of ~design space~ it does feel like it's bumping up a bit against how the early part of a Sleeper playthrough is "meant" to play.

Everything else is just pure magic, though. I love the different options for the chassis and how it changes up how the unit plays, I love the weapon variety on the arms (I'm still trying to figure out what weapon set-up I like the absolute best, and perhaps which for different missions), I love the options the missile hardpoints give you for loadouts, I love the fairly generous fitting allotment, I love how the various ship systems work, and I even love how its defenses are far from perfect. It's still quite vulnerable to getting popped from behind, and some ships that you didn't think of as being that dangerous in other contexts can be quite lethal now! (Diable Avionics Hazes are the ones currently terrifying and delighting me, because they just loooove to phase skip right behind you and beanbag you...) It's an incredibly different experience compared to other "super ship" starts and it's so, so engaging and fun. It really does get that "flying a special fighter/mecha in a battle of big ships" feeling across like nothing else I've played in the modiverse, and it's an utter delight. It even makes considerations and math for a lot of skills feel different; Wolfpack, as noted, gives the Valk a truly hilarious uptime where some other frigates or strikecraft might not benefit as much, while a lot of "mainstay" damage increasers are maybe not quite as relevant to it! But what about going into neural interface, and commanding both it and a mighty, proper battlecarrier-flagship and switching as needed, and perhaps trying to arrange skills for both? Hmmmmmm...

In short, really great job with this; it was worth what I'm sure was hours and hours of labor setting everything up just right. I'm practically on tip-toes waiting to see what kind of campaign content you have planned related to the Valk!

A lot of the other feedback has also been covered by others, and I don't have much to add or productively gush about there, so I'll wrap things up. (https://i.imgur.com/kcBTfAR.gif) In short, it's all great, I love it, it's quite an improvement over ArmaA 1.x, and I'm glad this mod exists. Please keep at it!

(And finally, a question: is there a way to order a strikecraft to go repair/re-arm at a friendly carrier? I'm having a little trouble getting my officer'd strikecraft to do so.)

Thanks! Yeah, I spent a lot of time working on valk specifically trying to make it interesting , so im glad you like it!
I remember increasing CR cost to 40% but not as to why, and tbh dropping it to 30% is definitely doable.
There's no way to manually make AI controlled ones rearm outside of taking damage / running out of ammo that doesn't screw with other things (at least that I can think of at the moment, anyway) but most of my attempts was with issuing orders, like defend as some kind of prerequisite when I was trying to make it work.
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: Karleen on March 19, 2022, 09:43:34 PM
Ahahah, can't wait to beat the Ziggurat with motes chasing me all over the place n
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: SpaceDrake on March 19, 2022, 10:30:34 PM
Thanks! Yeah, I spent a lot of time working on valk specifically trying to make it interesting , so im glad you like it!

OFC! I appreciate hard work that goes into helping me enjoy things. :D

Quote
I remember increasing CR cost to 40% but not as to why, and tbh dropping it to 30% is definitely doable.

Well (https://i.imgur.com/kcBTfAR.gif), even I'm dithering on it a little bit. The "problem" is that while 30% would allow the Valk to operate twice without malfunction risk at 70%, at 100% you're talking about a fighter-frigate that strong that can operate for three full fights, with the possibility of being repaired mid-fight, and I can definitely see that being a bit crazy, especially in a situation like a base defense. (Hell, I've already done a few base defenses where I could basically stay on the field forever.)

I think what I might actually suggest is bumping up the CR recovered per day a bit - right now, it takes 4 days to recover from one engagement, and that feels a little crazy, even for a high end prototype. It may be that, but it's also a fightercraft, essentially, so access for maintenance isn't going to be like having to run around fixing things on a frigate, even. By way of comparison, the hangar queen that is the Hyperion currently loses 40% per deployment and has a recovery rate of 8%, but somewhat more practical high-performance machines are a bit different, with the Tempest at 20%/10% and the Afflictor at a whopping 50% but then 25% per day. The impression I get is that while the Valk is a high-end machine with some crazy design behind it, it's meant to be at least somewhat more practical than a Hyperion.

Or, another little suggestion for feature creep (https://i.imgur.com/kcBTfAR.gif): another bonus that you get for having a dedicated carrier in the fleet is that CR recovery is increased by 50% or so for strikecraft, due to having proper dedicated facilities to do it, rather than having poor shmoes out there in EVA suits while your Valk or Ein is strapped to a Hermes or whatever. I think that might feel a bit better, ultimately; you burn a lot of CR each deployment at minimum because of component stress, but it's relatively quick to recover, especially if you have ships dedicated to it.

Quote
There's no way to manually make AI controlled ones rearm outside of taking damage / running out of ammo that doesn't screw with other things (at least that I can think of at the moment, anyway) but most of my attempts was with issuing orders, like defend as some kind of prerequisite when I was trying to make it work.

Yeah, I was kind of afraid of that, or that it would require entering the truly dark magic realm of introducing new command types and command keybinds to handle the case. If we're wishing for horses, I would definitely say my new big wish is for a dedicated command/keybind to order folks to re-arm, but I fully understand that's probably a full order of magnitude more complicated than anything else that's gone into the mod so far. Still, if you figure out a way to do it that isn't quite so hideous on your workload, it's definitely the one thing that feels "missing" right now.

Anyway, thank you again, and if you want feedback on specific things, please feel free to ask!

---

Also, to finish off with another question: for the current system of protecting strikecraft from hyperstorms etc., is it checking for ships with the CARRIER tag specifically, or is just having bays enough? I noticed I didn't take CR damage when I had a Condor (tho ofc the hull protection doesn't seem to be working, as I reported), but when I tried to use just a Fidem from Alfonso's Luddic Enhancement mod (which doesn't have the tag), my strikecraft still took damage. If so, that informs fleet comps and also means it could be ideal for the user to mess with a few weird edge-cases in mods specifically (such as the Diable capitals not having CARRIER tags despite blatantly having the necessary equipment in-lore to dock and service strikecraft of Arma's sort).
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: hydremajor on March 20, 2022, 01:25:44 AM
on the theme of the 40% reduction, it might be to delay the player in pursuits since cargo haulers are basically defenseless against a tuned up cataphract...

OR to "force" the player to use mechs for their intended purposes so a player would be well advised to keep multiple mechs on standby for whatever situatio