Fractal Softworks Forum

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

Title: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: shoi on June 25, 2020, 05:09:27 AM

(https://i.imgur.com/zYciRZg.png)
Download  for 0.97 - NOT save compatible with versions of ArmaA prior to v3.0
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v3.0.5.zip)

(https://i.imgur.com/k1cBYHg.gif)
(https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExMTA4bzBxMXR4cDVvOW14ajZtc3FobXVrYXJsMXo0bGtzbTdlaGN6dyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/H69rOxqUNqVhZYCXcr/giphy.gif)
Mod Requirements:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
(https://i.imgur.com/Yfyo9O2.png)
By Government Monkey
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

Other mods featuring Strikecraft:
Gundam UC Mod (https://fractalsoftworks.com/forum/index.php?topic=24162.0)
Vanilla Armatura (https://fractalsoftworks.com/forum/index.php?topic=24800.msg368309#msg368309)
Mayasuran Fighter Expansion (https://fractalsoftworks.com/forum/index.php?topic=24799.msg368308#msg368308)
Epta Consortium (https://fractalsoftworks.com/forum/index.php?topic=23526.195)
 Roider Armatura (https://fractalsoftworks.com/forum/index.php?topic=24956.0)
Starfighter Intrastellar Modification Program (SIMP) - (Available on Unoffical discord only)
Plunderin Strikecraft - (Available on Unoffical discord only)
Unofficial Diable Avonics Addon (https://drive.google.com/file/d/1RPGO3Q3gNC5a9aCUU4gPeJwTyY07LigO/view?usp=sharing) - By Pep
UNSC Strikecraft  (https://fractalsoftworks.com/forum/index.php?topic=25555.0)


I. Summary:

This mod primarily is centered around a framework allowing playable fighters. The objective was simulate the behavior of normal fighters as closely as possible while still making them viable for normal gameplay. Additionally, the mod adds a few weapons as well as a hullmod that assigns characters that gradually level up over time to your fighter wings.

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(if any), 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/TdDS5hq.gif)
(https://i.imgur.com/VN7rHlc.png)

(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/MmM5wx4.png)

(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]
PAQ - Potentially Asked Questions
Spoiler
ship_data.csv:
-What does the fake_fighter tag do?
This tag is mostly for modder use. It's purpose is if modders want to distinguish actual fighters from the ones this mod adds for weapon effect/AI purposes

-What does the independent_of_carrier tag do?
Some ships had this tag for testing purposes, but it's a fighter wing only tag that has no effect

-What does the no_wingcom_docking tag do?
This tag isn't used currently

-What does the strikecraft_medium tag do?
This tag prevents strikecraft from landing on destroyers.

-What does the strikecraft_large tag do?
This tag prevents strikecraft from landing on destroyers and cruisers.

-What does the armaa_traveldrive do?
This simulates the "travel drive" of base fighters, with a reduced max speed. It's main purpose is simulating strikecraft launching from ships directly when applicable.

.ship stuffs:
-What's Landing Override?
This was used initially to manually enable landing before targeting was an option. It's only still around for save compat

-What's the difference between armaa_strikeCraftFrig and strikeCraft?
armaa_strikeCraftFrig changes hullsize to frigate, while strikeCraft hullmod contains the core functionality for strikecraft (in other words, strikeCraftFrig is just an addon combined with strikeCraft that changes hullsize)

-How do I make built-in fighters land/do not land on the strikecraft?
Fighters will never land on strikecraft, and there currently isnt anyway for them to be able to.

General:
-How do I make my strikecraft be able/not be able to land on carriers?
Strikecraft can always land on at least one form of ship with a bay by either targetting a valid ship or activating autopilot,  depending on the tags used. There currently isnt any way to prevent them from landing completely.

-How do I make my strikecraft always/never deploy from carriers?
Strikecraft will always try to deploy from a carrier if using armaa_travelDrive. To have them never deploy, use the standard travel drive.
[close]
Mod Compatibility
Spoiler
- 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
v2.09
------------------
- Slight tweaks to VX Custom sprite, added arm recoil anim(s)
- balance tweaks
   - reduced HP and flux stats slightly for all mechs
   - switched hullsize to frigate (except for gunhaz)
   - removed expanded magazine/misslerack restriction
- Refactored launch script

v2.084
-------------------
- Fixed Valkazard being locked in an invisible/uncontrollable state if docking while under player control

- Adusted refit logic so that ships with a loadout consisting of weapons with finite ammo will immediately attempt to resupply when exhausted instead of flying around uselessly

- Fixed ships with strikecraft_large && strikecraft_medium still being able to land on banned ship sizes

- Fixed some weirdness with the takeoff script

- Fixed debug text appearing when AI strikecraft land

- Fixed bug where AI would linger over carrier instead of docking (?)

v2.083
-------------------
= New Features =
- AI strikecraft(enemies and NPC allies) with WINGCOM and an officer piloting will have pilots assigned to their fighters like the player
   - Level varies based on the officers level + a bit of rng
   - Squad names are (currently) just (parent ship name) + Squadron

- New ship, VX Custom

- Added two tags: strikecraft_medium and strikecraft_large
   - ships with strikecraft_medium can only land on cruisers and capitals
   - ships with strikecraft_large can only land on capitals

= Bugfixes / QoL =
- AI strikecraft should launch from their own carriers properly

- Strikecraft should no longer 'clown car' from carriers
   - Basically, the number of strikecraft that can deploy from carriers is equal to the number valid launch bays on the field at time of deployment
   - Once all slots are taken remaining strikecraft will deploy from edge like normal ships

- Fixed pilotable kouto never appearing for sale
- Fixed strikecraft not being affected by CR Reduction / Reduced PPT in coronas/event horizon
- Fixed visual bug with Valkazard Combat Stims appearing disabled on hullmod, even when recreational drugs present
- Fixed bug where WINGCOM fighters would land on parent ship with no native bays if no other carriers were present instead of retreating
- Fixed strikecraft being locked in an invisible/uncontrollable state if player tried ordering one while docked

Watchdog
- Watchdog sprite revised by Selkie
   - Removed 2 medium turrets
   - Added WINGCOM
   - Adjusted AI to better attempt to keep distance

- Garegga sprite revised by Selkie

- Curvy Laser subprojectiles are now interceptable targets (versus only the parent projectile being interceptable)
   - fixed outdated description text stating impact damage was 4500, should be 3000

v2.07
-------------------
- fixed flickering arrow bug on command ui for strikecraft
- restricted curvy laser use for remnant to a specific variant that appears infrequently
- Misc changes/fixes
- Fixed crash caused by carriers that somehow dont have launchbays, for real this time
- WINGCOM
   - Previously, fighters with wingcom installed on parent ship would get increased RoF + damage bonus. the damage bonus has been removed.

- Fixed huge supply consumption by salvage gunhazard
- Fixed description bug with valkazard
- Valkazard
   - High Intensity Beam
   - Max Ammo: 8
   - Ammo/Sec : 0.13->0
   - Burst Delay : 4->20
v2.06
-------------------
- Added some more dialogue text
- Fixed another potential crash caused by carriers that somehow don't have launchbays
- fixed crash caused by transferring command to wingcom ship using officer that never was assigned a wingcom ship before
- Fix bug with aleste swordsman variant
- Fix bug with hullmod order on Leynos
- Leynos Railgun Flux Cost: 225->90 (2.25 ->.9)
   - EMP Damage: 100-> 175
- fixed typo with mobile armor tag
- fixed watchdog weapon swapping
- adjusted watchdog system AI
   - Should be a bit smarter with using it
- Fixed incorrect display of elite skills for wingcom pilots
- Added small chance for wingcom hullmod to appear for sale on submarket @ meshan
- Increased engagement range reduction for wingcom by 10% for all hullsizes
- Strikecraft can no longer use fighter clamps from Roider Union
- Enemy ships with WINGCOM hullmod that have a squadron will now use the correct colors to identify them instead of friendly/player colors (this case shouldn't happen in normal gameplay outside of mod shenanigans / traitor command ... for now)

v2.05
-------------------

- fix special strings (such as faction names) not properly appearing during chatter

- Added clarification that wingcom needs crewed fighters to function

- Added info for if player has no squadrons on intel screen

- added null checks for every dumb thing possible



v2.041
--------------------
-fix damage crash

v2.04
--------------------

- fixed crash by transferring command into ship with a wingcom officer
- Lowered valkazard CR Deployment cost to 30%
- raised threat level for: einhander, einhander P, valkazard
   - einhander, einhander P, valkazard can now capture points
- Fixed bug with AI strikecraft locking up if carrier was destroyed just before it finished landing

v2.03
--------------------
- fixed crash with null carrier
- fixed various crash inducing NPEs
- fixed strikecraft instantly repairing hull and armor by docking and immediately undocking
- new ship: Einhänder Plus (technically already released, but now with an actual desc.)
   - Einhänder with almost all built-ins removed in favor of modular slots

- fixed einhander crash with dummy weapon

v2.02
--------------------
- Blocked Front Shield Emitter from being installed on Valkazard's Counter Shield Torso
- Fixed invisible launch bug, probably
   - 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)

=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

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
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 - Initial mech script
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.

[attachment deleted by admin]
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 b@llsh@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 b@llsh@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 b@llsh@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.

[attachment deleted by admin]
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 :(

[attachment deleted by admin]
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 situation may come up

I guess its a way like any other to put added stress on logistics

and speaking of wich I had another idea for a carrier mod

"Scramble Protocols"
uses the carrier's replacement rate when deployed with damaged cataphracts to repair them before deployment, drains carrier's replacement, will only use up to 100% replacement for repairs, carrier must recover spent replacement afterwards

Basically damaged mechs deploy docked with a carrier if it has that mod and replacement to spare for the repairs
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on March 20, 2022, 11:07:15 AM
This happened after I tried to take command of a Gunhazard during combat

6120192 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.E.D.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.E.D.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.E.C.super(Unknown Source)
   at com.fs.starfarer.combat.CombatState.addMessage(Unknown Source)
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:94)
   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 v2.03 - Playable Fighters, wings with personality
Post by: Commodore Stephans on March 20, 2022, 11:35:50 AM
Does anyone know how to disable the mechs in this mod? I like the idea of playing around with fighters but not the idea of mechs.
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: shoi on March 20, 2022, 02:43:30 PM
This happened after I tried to take command of a Gunhazard during combat

6120192 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.E.D.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.E.D.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.E.C.super(Unknown Source)
   at com.fs.starfarer.combat.CombatState.addMessage(Unknown Source)
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:94)
   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)

Thanks, will fix!
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: SpaceDrake on March 20, 2022, 02:51:45 PM
Does anyone know how to disable the mechs in this mod? I like the idea of playing around with fighters but not the idea of mechs.

You can simply remove the mechs from spawning by removing their relevant entries from the various .faction files in ss-arma/data/world/factions, and by avoiding any Nexerelin Arma starts with mechs in them.

This removes a lot of the mod's showcase ships and hard work, though. FWIW, the playable mechs still largely behave like small, fast frigates, albeit with some fighter-like properties. It doesn't turn the game into Armored Core or whatnot.
Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: shoi on March 20, 2022, 05:32:42 PM
More fixes

(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/v2.04.zip)
Quote
V 2.04
--------------------

- fixed crash by transferring command into ship with a wingcom officer
- raised threat level for: einhander, einhander P, valkazard
   - einhander, einhander P, valkazard can now capture points
- Fixed bug with AI strikecraft locking up if carrier was destroyed just before it finished landing
-fixed inconsistent built-in value on leynos

Title: Re: [0.95.1a] Arma Armatura v2.03 - Playable Fighters, wings with personality
Post by: powerkillera on March 20, 2022, 07:23:26 PM
After updating to 2.04, game crashes whenever I try to look at an Altagrave. Doesn't crash if I revert to 2.03.

70417 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.renderSlotCovers(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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: [0.95.1a] Arma Armatura v2.04 - Playable Fighters, wings with personality
Post by: shoi on March 20, 2022, 10:27:52 PM
Try redownloading. Tested with Altagrave as well as the C type without any issue. What Altagrave was it?
Title: Re: [0.95.1a] Arma Armatura v2.04 - Playable Fighters, wings with personality
Post by: Necrodamis on March 20, 2022, 10:36:11 PM
Found a new bug:

If you're playing the valkhazard and it goes to land to resupply, but if you try to fly away just before it lands, disabling autopilot it gets stuck in like a pocket dimension where it acts like you can control it with all the hud present, but you can't do anything and the game will even tell you this.

I managed to do this by accident after the ship I was in got destroyed so I went to hop into the valk but since I didn't want to sit through it reloading, I tried to cancel but I was too late; the battle ended before normal refit time would be completed. I assume this would be an issue with your other strike craft that can land, but I've only managed to do this once with the Valk so I'm not certain.
Title: Re: [0.95.1a] Arma Armatura v2.04 - Playable Fighters, wings with personality
Post by: powerkillera on March 21, 2022, 12:06:46 AM
Redownloading has fixed the Altagrave problem.
Was specifically the Altagrave [G]
Title: Re: [0.95.1a] Arma Armatura v2.04 - Playable Fighters, wings with personality
Post by: Axetongler on March 21, 2022, 02:04:35 AM
I've found two bugs, getting hit by motes from boss variant of ziggurat caused me to crash while piloting valk, and getting hit by some kind of flamethrower from "agni" thing from prv starworks also crashed me.
Ziggurat crash log:
Spoiler
java.lang.ClassCastException: com.fs.starfarer.combat.systems.EmpArcEntity cannot be cast to com.fs.starfarer.api.combat.DamagingProjectileAPI
   at data.hullmods.armaa_strikeCraft$StrikeCraftDeathMod.modifyDamageTaken(armaa_strikeCraft.java:953)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.systems.EmpArcEntity.doDamage(Unknown Source)
   at com.fs.starfarer.combat.systems.EmpArcEntity.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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Agni crash log
Spoiler
java.lang.NullPointerException
   at data.hullmods.armaa_strikeCraft$StrikeCraftDeathMod.modifyDamageTaken(armaa_strikeCraft.java:953)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at scripts.spatterfire.prvPureflamePlugin.logicStep(prvPureflamePlugin.java:73)
   at scripts.spatterfire.prvBaseStickyEffectPlugin.advance(prvBaseStickyEffectPlugin.java:34)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95.1a] Arma Armatura v2.04 - Playable Fighters, wings with personality
Post by: shoi on March 21, 2022, 02:25:24 AM
I've found two bugs, getting hit by motes from boss variant of ziggurat caused me to crash while piloting valk, and getting hit by some kind of flamethrower from "agni" thing from prv starworks also crashed me.
Ziggurat crash log:
Spoiler
java.lang.ClassCastException: com.fs.starfarer.combat.systems.EmpArcEntity cannot be cast to com.fs.starfarer.api.combat.DamagingProjectileAPI
   at data.hullmods.armaa_strikeCraft$StrikeCraftDeathMod.modifyDamageTaken(armaa_strikeCraft.java:953)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.systems.EmpArcEntity.doDamage(Unknown Source)
   at com.fs.starfarer.combat.systems.EmpArcEntity.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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Agni crash log
Spoiler
java.lang.NullPointerException
   at data.hullmods.armaa_strikeCraft$StrikeCraftDeathMod.modifyDamageTaken(armaa_strikeCraft.java:953)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at scripts.spatterfire.prvPureflamePlugin.logicStep(prvPureflamePlugin.java:73)
   at scripts.spatterfire.prvBaseStickyEffectPlugin.advance(prvBaseStickyEffectPlugin.java:34)
   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)
[close]

This should fix
More fixes

(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/v2.041.zip)
Quote
v2.041
--------------------
-fix damage crash from params that are neither DamagingProjectileAPI or beamAPI

Title: Re: [0.95.1a] Arma Armatura v2.04 - Playable Fighters, wings with personality
Post by: Axetongler on March 21, 2022, 02:41:49 AM
It worked! thank you for quick fix.
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: SpaceDrake on March 21, 2022, 02:33:03 PM
Quote
- einhander, einhander P, valkazard can now capture points

Okay, now to be contrarian(https://i.imgur.com/kcBTfAR.gif): I'm actually not sure I like this. For my part, I was fine with the previous implementation of strikecraft not being able to point capture, period, and with how strong these units are otherwise, I felt like not being able to point capture was a fair trade for being able to repair mid-fight. It also gets a little squiffy game-feel-wise for why these units can do it but not others of their size, but then how points are "captured" anyway is far more gameplay-centered than ~lore~ anyway.

Also I'm still dithering on whether I should've brought up the 40% thing at all. :P I was actually trialing 40%/15% on my own end and it felt pretty good. I'll see how 30/10 feels. Game balance is friggin' hard, yo.

Still, thanks for all your hard work on this, shoi! Arma seems like a bit of a nightmare to maintain as it is without all of us coming in with our big dumb opinions. (https://i.imgur.com/kcBTfAR.gif)

EDIT: I did want to bring up one thing: it seems like the Arma market now virtually never spawns an Einhander or Altagrave, and even Leynoses are pretty freaking rare. Is this intentional (and I'm guessing the Ein Plus comes from Elsewhere™), or is RNG just being RNG? I remember pre-2.0 Altagraves felt like they showed up fairly often, at least.
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: ColdMorn on March 21, 2022, 04:02:04 PM
Getting the same renderSlotCovers crash as above, this time with  the Altagrave-RS. Am on JRE8, if that helps.
Btw, love the Wingcom feature.
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: shoi on March 21, 2022, 04:53:40 PM
Quote
- einhander, einhander P, valkazard can now capture points

Okay, now to be contrarian(https://i.imgur.com/kcBTfAR.gif): I'm actually not sure I like this. For my part, I was fine with the previous implementation of strikecraft not being able to point capture, period, and with how strong these units are otherwise, I felt like not being able to point capture was a fair trade for being able to repair mid-fight. It also gets a little squiffy game-feel-wise for why these units can do it but not others of their size, but then how points are "captured" anyway is far more gameplay-centered than ~lore~ anyway.

The inability to capture points wasnt ever really a balance decision but moreso a consequence of the implementation for mimicking fighter characteristics. The only reason those 3 are different is because they were changed to be identified by frigates for AI purposes, which brings about the side effect of being able to capture points. I honestly prefer it this way more, because it completely circumvents my hacky attempts that keeps the other strikecraft from capping points (which they also can ignore via a specific method I have no way to work around with the current state of the API)

As for why they can do it, I guess *insert anime prototype bs*
consider it a tradeoff for being treated as a full-scale ship as opposed to a regular fighter, which is a massive boon in and of itself (See: Karleen soloing ziggurat)

I -could- just do the same thing with Aleste and Leynos, though. The only reason I didn't was because I wasn't sure how badly it'd impact their survivability - but they aren't too far off from frigates statswise (not to mention they can repair anyway) and it'd also eliminate the slightly cheesy nature of the vaunted dual-blade dual-reaper aleste.

Getting the same renderSlotCovers crash as above, this time with  the Altagrave-RS. Am on JRE8, if that helps.
Btw, love the Wingcom feature.
AAAAA

Redownloading should fix this. sorry :'(
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: ShogunTrooper on March 21, 2022, 06:48:52 PM
So, I downloaded the most recent version, but there seems to be a problem. I get the "Fatal: Fatal: ship_systems.scv missing" message.

After checking the starsector.log, this is what came up:

Quote
31888 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [armaa_mpdamper]
31888 [Thread-3] WARN  com.fs.starfarer.loading.SpecStore  - Ship system [armaa_overshield] from ship_systems.csv not found in store
31888 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [armaa_karma]
31889 [Thread-3] WARN  com.fs.starfarer.loading.SpecStore  - Ship system [armaa_oboost] from ship_systems.csv not found in store
31889 [Thread-3] WARN  com.fs.starfarer.loading.SpecStore  - Ship system [armaa_oboost2] from ship_systems.csv not found in store
31889 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [armaa_lowgradeemp]
31889 [Thread-3] WARN  com.fs.starfarer.loading.SpecStore  - Ship system [armaa_phaseteleporter] from ship_systems.csv not found in store
31890 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [armaa_piladrone]
31890 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [armaa_claw]
31890 [Thread-3] WARN  com.fs.starfarer.loading.SpecStore  - Ship system [armaa_valken_defender] from ship_systems.csv not found in store
31890 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [armaa_piladrone_ex]
31891 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [armaa_piladrone_alta]
31891 [Thread-3] WARN  com.fs.starfarer.loading.SpecStore  - Ship system [armaa_piladrone_shield] from ship_systems.csv not found in store
31891 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Applying data from ship_systems.csv to [armaa_tshell]

So, was there some stuff added or missing in the new version, or is that issue on my end? This is the only Mod that has any "XY from ship_systems.csv not found" notes in the file, all the others load perfectly fine. And I didn't have this problem with previous versions.
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: shoi on March 21, 2022, 10:44:39 PM
Did you just overwrite the mod folder when you updated, or deleted and then added the new version?
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: ShogunTrooper on March 21, 2022, 11:06:25 PM
Did you just overwrite the mod folder when you updated, or deleted and then added the new version?
I just replaced it with the up-to-date version.

...in hindsight, that might have caused some hiccups. I still got the old versions backed up, just in case, so I'll see if overwriting them, rather than outright replacing them, fixes it.
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: Obsidian Actual on March 21, 2022, 11:11:46 PM
When it comes to StarSector mods, never just overwrite a folder. Delete it entirely and re-extract the new one in its place.
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: ShogunTrooper on March 21, 2022, 11:19:24 PM
When it comes to StarSector mods, never just overwrite a folder. Delete it entirely and re-extract the new one in its place.
I mean, I did that. Then I got the error message that files were missing.

EDIT:
Okay, I reinstalled the game and the mod (As well as Tahlan Shipworks. As that later caused another error, so it needed a reinstall too.), and now it launches without any issues.

First time I ran into that. Not sure what caused the issue in the first place, since delete/replace was my standard method, but now it works.
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: Turdicus on March 22, 2022, 09:10:45 PM
Hello, just want to report a crash log I received and recreated twice. I think its AA causing it but it might be VIC. Here is the log. Hope it helps, and thank you for the amazing work!

java.lang.ClassCastException: com.fs.starfarer.combat.systems.EmpArcEntity cannot be cast to com.fs.starfarer.api.combat.DamagingProjectileAPI
   at data.hullmods.armaa_strikeCraft$StrikeCraftDeathMod.modifyDamageTaken(armaa_strikeCraft.java:953)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.systems.EmpArcEntity.doDamage(Unknown Source)
   at com.fs.starfarer.combat.systems.EmpArcEntity.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: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: shoi on March 22, 2022, 09:14:27 PM
that was fixed in the last update, redownloading should do it  :)
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: Kitfox88 on March 23, 2022, 06:45:38 AM
Not sure what's up but I found a BP for the Curvy Laser as a large synergy weapon and I'm also fighting REDACTED fleets with it. It's uh, a little scary to say the least.
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: Deageon on March 24, 2022, 12:02:26 PM
Not sure what's up but I found a BP for the Curvy Laser as a large synergy weapon and I'm also fighting REDACTED fleets with it. It's uh, a little scary to say the least.
Intended. Have fun :)
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: Kitfox88 on March 24, 2022, 04:19:49 PM
Intended. Have fun :)

Got it, time to homing laser some stuff  8)
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: shoi on March 24, 2022, 07:58:44 PM
EDIT: I did want to bring up one thing: it seems like the Arma market now virtually never spawns an Einhander or Altagrave, and even Leynoses are pretty freaking rare. Is this intentional (and I'm guessing the Ein Plus comes from Elsewhere™), or is RNG just being RNG? I remember pre-2.0 Altagraves felt like they showed up fairly often, at least.

I did change things up with the submarket since with the previous implementation, there would always be at least 3 Alta's in stock (which i didn't like personally, since it goes against the """""""""lore"""""""", and being able to stack them easily is kind of cheesy with the mechanics of their system), and I also adjusted rarities so that the normal fighters are more common than the mechs. The rarity on leynos and aleste is probably too high (.7 and .8, respectively, and iirc 1 is the maximum value)

Not sure what's up but I found a BP for the Curvy Laser as a large synergy weapon and I'm also fighting REDACTED fleets with it. It's uh, a little scary to say the least.

it was even worse beforehand :P. There was a mod combination where you could effectively spawn them infinitely and most likely kill your GPU. Current version is a lot less intensive on that front, but if it feels a bit too strong-ish let me know.
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: 0202 on March 25, 2022, 06:41:11 PM
hello,can I get your permission to translate this to Chinese ? dude. And i will upload this mod to a forum in china (everthing is free). I just wish more people can play this great mod. thank u really.
Title: Re: [0.95.1a] Arma Armatura v2.041 - Playable Fighters, wings with personality
Post by: shoi on March 27, 2022, 03:36:48 PM
Sure thing!

In other news - new update is out, just more bug fixes. Check first page.
Quote
v2.05
-------------------

- fix special strings (such as faction names) not properly appearing during chatter

- Added clarification that wingcom needs crewed fighters to function

- Added info for if player has no squadrons on intel screen

- reduced rarity of leynos slightly

-fixed bug that allowed altagrave ex to appear in illegal arms dealer event
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: 0202 on March 27, 2022, 06:29:15 PM
thank U really :)
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: TheArchange on March 29, 2022, 12:04:26 PM
There are pilots like you in every generation, Pilot with the Three Strikes.
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: SpaceDrake on March 29, 2022, 10:06:22 PM
You know, as I mess around with it, I think my favorite thing about Arma 2.0 is how it brings back a lot of the original ideas (https://fractalsoftworks.com/2010/12/13/spotlight-fighters-part-1/) Alex had about the use of fighters all the way at the start of the project, but updates the concept with an eye toward the reasons Alex did the big fighter rework (https://fractalsoftworks.com/2016/08/24/fighter-redesign/) in 2016 into the system we have today. ArmaA, strikecraft and WINGCOM now allow you to deploy wings forward with a high-performance vanguard ship taking the role of wing-leader, but this carries a fair bit of risk and its own difficulties - the wings basically have to stick to the wing leader for attacking, they still rely on an on-field carrier to re-arm (and must then travel back to the wing leader if the lead is still in combat, or just hang out while the lead gets refurbished), and the wing leader ships are now often a fair bit more pricey to maintain than the old fighter wings were and do take up what could be valuable fleet space for a full-size vessel. It's a neat balancing act and brings back a bit of that "original" flavor while remaining a fun and unique experience on its own.

Basically I really can't wait to see what's next for the mod. :V Dare I pray for something like Diable integration or something equally bonkers?
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: Mosthra on March 30, 2022, 04:31:01 AM
Perhaps someone has asked about this. i don't know.
But Strikecraft (Cataphract) "Strikecraft blur the line between frigates and fighters.".
But is Strikecraft considered frigates or fighters? If I raise a skill that increases the stats of fighters, will Strikecraft benefit from that skill? Or is Strikecraft considered a frigates, a regular ship not fighters?
I'm wondering if my skills will work with Strikecraft.
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: SpaceDrake on March 30, 2022, 05:54:05 AM
But is Strikecraft considered frigates or fighters? If I raise a skill that increases the stats of fighters, will Strikecraft benefit from that skill? Or is Strikecraft considered a frigates, a regular ship not fighters?
I'm wondering if my skills will work with Strikecraft.

For all skill purposes, pilotable strikecraft are considered frigates, yes. So Wolfpack will give you +50% operation time, etc. while the pilotable strikecraft won't benefit, IIRC, from the fighter buff portions of the two carrier-based skills (but any fighter/mech wings assigned to pilotable strikecraft via WINGCOM will benefit). The main difference between a strikecraft and frigate is that anything smaller/less advanced than an Einhander or Valkazard cannot capture points on the battle map, and ships will "treat" them like fighters and focus more PD weapons on them when available, and strikecraft can move "through" ships and terrain as a fighter can.
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: shoi on March 30, 2022, 02:12:35 PM
Perhaps someone has asked about this. i don't know.
But Strikecraft (Cataphract) "Strikecraft blur the line between frigates and fighters.".
But is Strikecraft considered frigates or fighters? If I raise a skill that increases the stats of fighters, will Strikecraft benefit from that skill? Or is Strikecraft considered a frigates, a regular ship not fighters?
I'm wondering if my skills will work with Strikecraft.
For the most part they're essentially frigates, save for the exceptions SpaceDrake mentioned.
The primary skill they are affected by that normally only affects fighters is the Point Defense skill(specifically the damage bonus), which has them take additional damage from all weapons employed by an enemy officer who has it.

Strikecraft don't get any fighter bonuses because they don't have any fighter wing to be attached to, which iirc is normally what would be used to get said bonuses from the captain of their source ship (per the API, you can assign ships to a wing, though I've never tried it before).

Basically I really can't wait to see what's next for the mod. :V Dare I pray for something like Diable integration or something equally bonkers?

someone else asked about this in the discord. i could make sub mod for it but I have to ask tartiflette for permission first, then maybe ill do it at some point

Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: Mosthra on March 31, 2022, 12:41:13 AM
Thank you both for your answers
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: SpaceDrake on March 31, 2022, 08:19:03 PM
Oh! I do have a Bug Report™, by the way.

So you can find a free Aleste set up for a sword build with Hardened Subsystems "built-in" for free (i.e. it doesn't count toward the build-in limit and it isn't supposed to cost any OP) at One Of The Spoiler Places In That System.

However, because of the way this has been implemented (just making that individual Aleste have it instead of using a .skin file to make it intrinsic to the hull), whenever you go into the build-in menu from the refit screen and then exit out (perhaps without building anything else in), the Hardened Subsystems hullmod loses its previous status and becomes a normal, non-built-in hullmod. This should be pretty easy to replicate on the fitting screen.
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: powerkillera on March 31, 2022, 10:54:17 PM
So, strikecraft can, in fact, capture points.
The game does scream at you if you assign strikecraft directly, and it doesn't send strikecraft to try and capture points, but if you set a waypoint right next to a point and have an Aleste loiter near it for a moment, it does actually capture the point.
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: shoi on April 01, 2022, 02:17:27 AM
only happens if you open up command ui. nothing i can do about it (for now)
Oh! I do have a Bug Report™, by the way.

So you can find a free Aleste set up for a sword build with Hardened Subsystems "built-in" for free (i.e. it doesn't count toward the build-in limit and it isn't supposed to cost any OP) at One Of The Spoiler Places In That System.

However, because of the way this has been implemented (just making that individual Aleste have it instead of using a .skin file to make it intrinsic to the hull), whenever you go into the build-in menu from the refit screen and then exit out (perhaps without building anything else in), the Hardened Subsystems hullmod loses its previous status and becomes a normal, non-built-in hullmod. This should be pretty easy to replicate on the fitting screen.

thanks, wil check
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: Mr_8000 on April 03, 2022, 12:47:56 PM
This is just a bug report of stuff I noticed in 2.05

-Various things are missing descriptions, the ones I noticed specifically are (by id):
(weapons)
armaa_altagrave_syrinx
armaa_altagrave_blade
armaa_kouto_torso_frig
armaa_einhander_plus_head
armaa_leynos_minigun_right (despite the id this is actually an aleste weapon)
There's also various fightercraft (LPC only) weapons that are missing descriptions, but personally I'm not the type to mind those.

(hullmods)
armaa_variableRifle (this might be intended, still gonna list it)
armaa_selector_gauss
armaa_selector_hellbore

armaa_flare_decoy (system) seems to have been copied improperly, the text repeats twice and lists ",Defensive,"

The watchdog has a typo in its tags, armaa_mobilearmo (missing "r").
The watchdog's weapon switching isn't functioning properly, it only swaps guns when both hullmods are missing. You cannot use both hellbores or guass unless stripping the hull until desired results. Most likely stems from having both switchers (LEFTSWITCH,RIGHTSWITCH) look for the same hullmods, unlike other craft where left/right gun hullmods are distinct.
Since I've listed the watchdog twice now, I don't like the AI's use of the system, it cannot properly chase ships since it leaves the system on even when the enemy is backing off.

Valkazard counter shield body incorrectly states shield arc is decreased by 0%.

Leynos right arm crusher hullmod sorts differently than the other switcher hullmods, it always favors the bottom of the list (of installed hullmods) instead of the top as the others do.

Wingcom suite has an extra percent symbol under the details tab ("skills over time%").

Now a bit of balance feedback, the Leynos left arm railgun is terrible. Compared to a standard railgun all it has is non-arcing EMP (worth very little) and worse DPS, and yet it costs more than double the flux per damage (efficiency 2.25 vs 0.9)

Finally a question, since the baseline altagrave has a "laser sword" in its left arm slot, are the (C) and (G) variants supposed to have nothing there? The (G) variant especially, since it alone has a movement system allowing for easier use of a melee weapon.
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: IGdood on April 03, 2022, 06:12:22 PM
Is this potentially AA related?

Happens right when I blow up the last enemy ship

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.o00000(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.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
    at com.fs.starfarer.combat.tasks.CombatTaskManager.orderFullRetreat(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?O0000(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.Object(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.B.?00000(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatFleetManager.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(Thread.java:748)
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: memeextremist on April 09, 2022, 10:14:47 AM
hello, I just got your mod today and am getting this crash when hitting "manage" on a squad leader. I tried it twice, and same result. I thought I'd let you know. thanks! so far it's really fun

Code
65563 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:233)
at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:534)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:574)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: Sgt.Schnitzel on April 09, 2022, 02:04:33 PM
Alright so every single fighter i launch from a carrier that has wingcom immediatly has a critical malfuntion and sometimes just straight up explodes. I have no idea why thats happening :/
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: CrashToDesktop on April 09, 2022, 03:01:40 PM
Alright so every single fighter i launch from a carrier that has wingcom immediatly has a critical malfuntion and sometimes just straight up explodes. I have no idea why thats happening :/
Some interference with Modern Carriers? I know Modern Carriers has that functionality as a failsafe under certain circumstances.
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: Sgt.Schnitzel on April 09, 2022, 03:29:52 PM
Alright so every single fighter i launch from a carrier that has wingcom immediatly has a critical malfuntion and sometimes just straight up explodes. I have no idea why thats happening :/
Some interference with Modern Carriers? I know Modern Carriers has that functionality as a failsafe under certain circumstances.

Forget what i said its because it was a ED carrier which cant use manned fighters.....im stupid
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: Kiren on April 09, 2022, 08:17:48 PM
sir,may i ask for your permission to translate your mod into Chinese and upload it to a Chinese Starsector forum?
here's it's address:https://www.fossic.org/
I would really appreciate it if you could agree.  ;D ;D
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: shoi on April 09, 2022, 08:43:54 PM
This is just a bug report of stuff I noticed in 2.05

-Various things are missing descriptions, the ones I noticed specifically are (by id):
(weapons)
armaa_altagrave_syrinx
armaa_altagrave_blade
armaa_kouto_torso_frig
armaa_einhander_plus_head
armaa_leynos_minigun_right (despite the id this is actually an aleste weapon)
There's also various fightercraft (LPC only) weapons that are missing descriptions, but personally I'm not the type to mind those.

(hullmods)
armaa_variableRifle (this might be intended, still gonna list it)
armaa_selector_gauss
armaa_selector_hellbore

armaa_flare_decoy (system) seems to have been copied improperly, the text repeats twice and lists ",Defensive,"

The watchdog has a typo in its tags, armaa_mobilearmo (missing "r").
The watchdog's weapon switching isn't functioning properly, it only swaps guns when both hullmods are missing. You cannot use both hellbores or guass unless stripping the hull until desired results. Most likely stems from having both switchers (LEFTSWITCH,RIGHTSWITCH) look for the same hullmods, unlike other craft where left/right gun hullmods are distinct.
Since I've listed the watchdog twice now, I don't like the AI's use of the system, it cannot properly chase ships since it leaves the system on even when the enemy is backing off.

Valkazard counter shield body incorrectly states shield arc is decreased by 0%.

Leynos right arm crusher hullmod sorts differently than the other switcher hullmods, it always favors the bottom of the list (of installed hullmods) instead of the top as the others do.

Wingcom suite has an extra percent symbol under the details tab ("skills over time%").

Now a bit of balance feedback, the Leynos left arm railgun is terrible. Compared to a standard railgun all it has is non-arcing EMP (worth very little) and worse DPS, and yet it costs more than double the flux per damage (efficiency 2.25 vs 0.9)

Finally a question, since the baseline altagrave has a "laser sword" in its left arm slot, are the (C) and (G) variants supposed to have nothing there? The (G) variant especially, since it alone has a movement system allowing for easier use of a melee weapon.

Hi, thanks, im going through this now.

Is this potentially AA related?

Happens right when I blow up the last enemy ship

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.o00000(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.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
    at com.fs.starfarer.combat.tasks.CombatTaskManager.orderFullRetreat(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?O0000(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.Object(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.B.?00000(Unknown Source)
    at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatFleetManager.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(Thread.java:748)

This used to occur with AA, but not in the context you mentioned. What ship was it that you destroyed when this happened?

hello, I just got your mod today and am getting this crash when hitting "manage" on a squad leader. I tried it twice, and same result. I thought I'd let you know. thanks! so far it's really fun

Code
65563 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:233)
at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:534)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:574)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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)

Hmm, I can't reproduce this. Was this with a normal officer?

sir,may i ask for your permission to translate your mod into Chinese and upload it to a Chinese Starsector forum?
here's it's address:https://www.fossic.org/
I would really appreciate it if you could agree.  ;D ;D

Hi you are free to translate it, however the person quoted below asked me for permission previously, so it might be a good idea to check with them so you don't end up doing extra work for nothing  :)
hello,can I get your permission to translate this to Chinese ? dude. And i will upload this mod to a forum in china (everthing is free). I just wish more people can play this great mod. thank u really.
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: memeextremist on April 10, 2022, 02:48:18 AM
hello, I just got your mod today and am getting this crash when hitting "manage" on a squad leader. I tried it twice, and same result. I thought I'd let you know. thanks! so far it's really fun

Code
65563 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:233)
at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:534)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:574)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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)

Hmm, I can't reproduce this. Was this with a normal officer?
edit: WOW. figured it out. I didn't have the hullmod installed. herp
thanks again o7
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: Mr_8000 on April 10, 2022, 08:47:32 AM
What's the logic behind wingcom's rep and leveling? Sometimes I get a decent rep boost post-combat, for seemingly an easy, small engagement. Other times the fight grants be upwards of 200k xp and the rep doesn't change on any pilot, despite this being the harder battle (neither combat caused the ship to be disabled).
 
As for the levels/elite skills I'm assuming it's a roll post combat at a certain rep level? Since they don't seem to correlate directly to rep.


Never mind, I missed that bit under the info tab. Instead I'd like to recommend that the random gain should at least be non-zero, it feels pretty bad to not make any progress for potentially several combats in a row.

Edit: There might be something else at play here, since after having 5 combats with no change I restarted the game and gains were possible again. Afterwards I repeated this experiment, when I seemed to stop gaining any rep restarting once again fixed it.

While looking at this more closely I've also noticed that elite skills don't display properly in the management UI, they all seem to be elite (I'm assuming that's what the "+" means, if I'm wrong then ignore this), after promoting however it appears to just be a display issue.

Spoiler
(https://i.imgur.com/b9qzChz.png)
(https://i.imgur.com/jNs3oqU.png)
[close]
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: shoi on April 12, 2022, 08:23:29 AM
Quote
Edit: There might be something else at play here, since after having 5 combats with no change I restarted the game and gains were possible again. Afterwards I repeated this experiment, when I seemed to stop gaining any rep restarting once again fixed it.

Was this on a new game?
The elite indicator is indeed bugged - for some reason checking skill with isElite seems to always return as true, even if it isn't, ill look into that more.

Also RE: The Altagrave [C] and Altagrave[G] and laser swords, G was basically soft removed since the weapons can be swapped now. I could make a melee-specific alta with a system more practical to that playstyle, but it'd probably involve rerigging the ship since it's animation is a bit more limited due to how its set up compared to the fighter-sized mechs.

Anyhow, i should have an update out this weekend hopefully that deals with most of your other feedback + some bugs
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: Mr_8000 on April 12, 2022, 12:15:43 PM
Was this on a new game?

No it isn't, this save was started just after v2.00 released. If that could potentially be the issue then I'll just live with it until I start a fresh one.

Edit: As for the elite skills, isElite seems to check whether or not the skill can be elite, not whether or not it is elite. Seems to be defined in the .skill file ""elite":true,". You might be better off checking with getLevel, since elite skills return level 2 instead of 1.
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: Sunnyko on April 12, 2022, 10:27:52 PM
Would be kind of nice if we could.... say assign AI cores to the wingcom of automated wings.

[attachment deleted by admin]
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: 0202 on April 19, 2022, 02:58:15 AM
Hello brother, I am the translator before, my friends in China like your mod very much, so I would like to express my thanks to you here
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: Pep on April 20, 2022, 03:11:20 AM
I was able to make mini mod that makes diable mechs playable like the ones here,,, can I post it?
Title: Re: [0.95.1a] Arma Armatura v2.05 - Playable Fighters, wings with personality
Post by: shoi on April 20, 2022, 10:06:20 AM
Hello brother, I am the translator before, my friends in China like your mod very much, so I would like to express my thanks to you here

Good to hear! Thanks for translating!  :)

I was able to make mini mod that makes diable mechs playable like the ones here,,, can I post it?

I don't mind but you probably should run it past DA mod author, I don't know what their stance would be

In other news another bugfixing round

Quote
v2.06
-------------------
- Added some more dialogue text
- Fixed another potential crash caused by carriers that somehow don't have launchbays
- fixed crash caused by transferring command to wingcom ship using officer that never was assigned a wingcom ship before
- Fix bug with aleste swordsman variant
- Fix bug with hullmod order on Leynos
- Leynos Railgun Flux Cost: 225->90 (2.25 ->.9)
   - EMP Damage: 100-> 175
- fixed typo with mobile armor tag
- fixed watchdog weapon swapping
- adjusted watchdog system AI
   - Should be a bit smarter with using it
- Fixed incorrect display of elite skills for wingcom pilots
- Added small chance for wingcom hullmod to appear for sale on submarket @ meshan
- Increased engagement range reduction for wingcom by 10% for all hullsizes
- Strikecraft can no longer use fighter clamps from Roider Union
- Enemy ships with WINGCOM hullmod that have a squadron will now use the correct colors to identify them instead of friendly/player colors (this case shouldn't happen in normal gameplay outside of mod shenanigans / traitor command ... for now)

Known bug:
Hyperstorm damage reduction for strikecraft on campaign layer applies in combat as well for corona PPT reduction
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: Skip on April 21, 2022, 06:19:48 AM
Thank you for this great mod.

Im trying to use WINGCOM with the Battelstar from ScalarTech Solutions. Its a multi-module Ship with fighter bays on each part, but it doesnt seem to work. WINGCOM thinks that there is not officer assigned, except for the main part. Any chance that this gets fixed?
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: SpaceDrake on April 21, 2022, 11:11:49 AM
I wouldn't be surprised if WINGCOM isn't rigged up to work with modular carriers just yet. Remember that modular ships are only "sort of" supported by Starsector as it stands; some weirdness is to be expected. It's probably not detecting that the "ship" (e.g. the module) has an officer. And the question is, how hard will it be to get that to work?

Anyway, thanks for the update, Shoi (the bug I reported got fixed!)

also Pep I am vibrating in my seat here, pls gib mini-mod
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: 0202 on April 22, 2022, 01:36:21 PM
hello dude. I find some bugs,some of the ship, such as "valkazard""aleste" ,they can't land on other ships normally,maybe because they didn't build in "landingBeacon" , I don't know,according to  description about "strikeCraft", "valkazard" or "aleste" should be able to land and resupply on other ships normally.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: shoi on April 22, 2022, 05:02:59 PM
Thank you for this great mod.

Im trying to use WINGCOM with the Battelstar from ScalarTech Solutions. Its a multi-module Ship with fighter bays on each part, but it doesnt seem to work. WINGCOM thinks that there is not officer assigned, except for the main part. Any chance that this gets fixed?
TBD on this, iirc there was some issues with modules and detecting them on refit screen. I know its possible, i just need to ask a friend for more info

hello dude. I find some bugs,some of the ship, such as "valkazard""aleste" ,they can't land on other ships normally,maybe because they didn't build in "landingBeacon" , I don't know,according to  description about "strikeCraft", "valkazard" or "aleste" should be able to land and resupply on other ships normally.

Docking is enabled once they run out of ammo or take enough damage, and then activating autopilot. To dock manually, you have to target a carrier and activate autopilot.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: Brainwright on April 22, 2022, 11:18:29 PM
Dang, I want this mod just so I can play the ships that look like shoot-em up bosses.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: 0202 on April 22, 2022, 11:41:30 PM
Please check this (https://i.imgur.com/lDPybiO.gif). So is this really normal? The strikeCraft does not land on a ship and Supply action is not done.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: shoi on April 23, 2022, 02:23:02 AM
That's definitely not normal, i've never seeen that happen before. You can send me the translated version and I can try to debug it.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: 0202 on April 23, 2022, 03:07:27 AM
That's definitely not normal, i've never seeen that happen before. You can send me the translated version and I can try to debug it.
Some people say that as long as these "strikeCraft"s have officers or pilots, they can land normally, I'm not sure,but I think it's probably right.Here is the link to the file I translated.(2.05:https://drive.google.com/file/d/1hHqPlGKPLcd60nGCPaBM1ssYAoz1DI2U/view?usp=sharing).I did not use IDEA to compile your source code, but use a tool to directly replace the corresponding string in the CLASS file of ur original JAR, there should be no problem, enter the game without any errors.Btw,when your mechs are loaded with missiles And the missile runs out of ammunition,they will return to the mother ship to resupply when they are in good condition or  other weapons have plenty of  ammo.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: Brainwright on April 23, 2022, 07:18:41 PM
By the way, is there a readme or something?  I can't find any instructions for the new systems, and I still haven't figured out how to make NPC strike craft dock.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: SpaceDrake on April 23, 2022, 08:06:16 PM
By the way, is there a readme or something?  I can't find any instructions for the new systems, and I still haven't figured out how to make NPC strike craft dock.

This was discussed a few pages back; currently, there's no way to force computer-controlled strikecraft to dock, because that would basically require coding a new map command. If you want to get your NPC buddies to dock fairly often, make sure they're using low-ish count missile weapons in slots that support it.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: 0202 on April 24, 2022, 02:30:35 AM
Hey, buddy. Did you find the cause of that weird Bug :)
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: shoi on April 24, 2022, 06:44:59 AM
By the way, is there a readme or something?  I can't find any instructions for the new systems, and I still haven't figured out how to make NPC strike craft dock.

Instructions for what? WINGCOM is documented in game in the intel screen and on the main page. Strikecraft stuff is pretty self-explanatory (but I am the developer, so let me know if there is something that isnt :D) Like SpaceDrake said, they dock when they need to

Quote from: 0202
Btw,when your mechs are loaded with missiles And the missile runs out of ammunition,they will return to the mother ship to resupply when they are in good condition or other weapons have plenty of  ammo.
While this isn't optimal, its the same behavior that vanilla fighters have (well, I guess not 100%, since fighters continue to attack on "engage" until you flip it, so maybe I can add another condition such as having no target)

Also, regarding the bug: I wasn't able to reproduce it. (https://imgur.com/3OMvtih)

I tried with both the ship AI controlled with and without an officer, as well as being directly controlled.
Maybe there is something I am missing?
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: 0202 on April 24, 2022, 09:05:04 AM
This is too strange,it may be because of my Chinese mod?I can't understand. There was no mistake,and I didn't modify any data.And about missile,I think you're on the right track,please do it ,thanks.Have you ever tried landing a "strikeCraft" on a non-flagship unit. (Even if it's not a carrier)?
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: shoi on April 24, 2022, 09:25:44 AM
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: 0202 on April 24, 2022, 09:29:39 AM
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: hydremajor on April 24, 2022, 12:12:36 PM
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?

Do they have another mod running besides AA ?

could be the reason
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: Brainwright on April 24, 2022, 06:37:56 PM
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?

I once landed on an allied Drover.  Would like to test whether space stations work.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: 0202 on April 25, 2022, 01:32:06 AM
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?

I once landed on an allied Drover.  Would like to test whether space stations work.
  Thank you for your advice.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: 0202 on April 25, 2022, 01:34:50 AM
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?

Do they have another mod running besides AA ?

could be the reason
Of course, they loaded a lot of mods . I don't know if any other mods are causing the problem
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: 0202 on April 25, 2022, 01:43:23 AM
According to the latest feedback, one player said that the strange bug(https://i.imgur.com/lDPybiO.gif) appeared because the missile had limited ammo and would go back to resupply after firing all the ammo, he changed the other missile weapons(These missiles tend to fire for long periods of time, unlike Reaper) and it worked fine.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: TrickyTidy on April 25, 2022, 09:30:52 AM
According to the latest feedback, one player said that the strange bug(https://i.imgur.com/lDPybiO.gif) appeared because the missile had limited ammo and would go back to resupply after firing all the ammo, he changed the other missile weapons(These missiles tend to fire for long periods of time, unlike Reaper) and it worked fine.
Im guessing those are mod missile weapons the player is using in the gif? The Valkazard has a script that causes the shoulder missile weapons to disappear when they're empty and I noticed that those ones are still there. Probably a complication with those specific missile weapons the player used.


Unrelated note, if I wanted to add some new leg graphics, how should I go about that? Basically want to make white legs for my notGundam lol
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: 0202 on April 26, 2022, 03:13:05 AM
According to the latest feedback, one player said that the strange bug(https://i.imgur.com/lDPybiO.gif) appeared because the missile had limited ammo and would go back to resupply after firing all the ammo, he changed the other missile weapons(These missiles tend to fire for long periods of time, unlike Reaper) and it worked fine.
Im guessing those are mod missile weapons the player is using in the gif? The Valkazard has a script that causes the shoulder missile weapons to disappear when they're empty and I noticed that those ones are still there. Probably a complication with those specific missile weapons the player used.


Unrelated note, if I wanted to add some new leg graphics, how should I go about that? Basically want to make white legs for my notGundam lol
I think it's quite possible, because my game doesn't have those problems
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: Phantasia on April 28, 2022, 02:47:42 AM
I wonder what it would mean balance-wise if Strikecraft hulls were to receive a scaling debuff the further they're operating outside a given distance from allied ships with dockable fighter bays.
I don't imagine this would play well under AI control though...
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: OneQuestion on May 01, 2022, 08:51:39 AM
Any way to add the carrier functionality for strikecraft to ships? If i wanted a shepherd to be able to field strikecraft, for example?
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: Brainwright on May 01, 2022, 09:32:47 AM
The WINGCOM mod will do that.  You can add the functionality, but it won't make it a carrier.  For instance, I can add the WINGCOM mod to an Aleste and attach a squad of Valken to it, but the squad will spawn in the back of the battlefield like normal ships and can't dock at the Aleste.

You can find the WINGCOM mod sometimes at New Meshan.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: Crosspass on May 01, 2022, 10:47:44 AM
Any way to add the carrier functionality for strikecraft to ships? If i wanted a shepherd to be able to field strikecraft, for example?
you can give strikecraft function to any carrier with wingcom hullmod. for shepherd you might need another mod to remove its built in drone or add more fighter bay.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: paopao on May 01, 2022, 01:10:43 PM
Hi, the replenishment speed of the strikecraft like Aleste can be affected by hullmods like Expanded Deck Crew?
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: Killsode on May 02, 2022, 05:27:55 AM
got a little bug to report, only the trihander's right pulselaser will target missiles, its left completely ignores them, probably a missing flag somewhere
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: shoi on May 02, 2022, 06:46:33 PM
got a little bug to report, only the trihander's right pulselaser will target missiles, its left completely ignores them, probably a missing flag somewhere

fix'd

Hi, the replenishment speed of the strikecraft like Aleste can be affected by hullmods like Expanded Deck Crew?
At the moment, it does not affect them.

Any way to add the carrier functionality for strikecraft to ships? If i wanted a shepherd to be able to field strikecraft, for example?
Others answered, but just FYI, what you are asking for as an example wouldn't work since frigates are restricted from being landed on.

Unrelated note, if I wanted to add some new leg graphics, how should I go about that? Basically want to make white legs for my notGundam lol

you'd have to add them in mod config file and tehn to the leganim script since its hardcoded (or make a copy of it, i suppose)

Anything you guys would like to see added/changed in the mod?
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: SpaceDrake on May 02, 2022, 11:28:45 PM
Mostly I just want to see the stuff currently hinted at developed further - some kind of questline for showing up at New Meshan after recovering or waking up in the Valkazard. :D Beyond that, just whatever you think feels good to add!

About the only thing that feels "missing" right now is that it feels a little strange that AA doesn't really have an in-house carrier solution aside from the AA Valkyrie. I get that during the First AI War they largely used existing carrier designs, but they don't have anything optimized for Cataphract use? Nothin' at all, even from the halcyon days? I'm not asking for a customized Astral or anything - that feels too large-scale for AA - but I think a destroyer or cruiser-scale carrier that's been optimized for AA robotics would feel right.

Oh, and of course, in the current release version strikecraft still take armor damage even with a proper carrier in-fleet. I'm not sure if that's intended, but from the tooltips it feels like it's not.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: Killsode on May 03, 2022, 03:44:05 AM
Anything you guys would like to see added/changed in the mod?

i'd like to see some more strikecraft with more customizable ballistics/energy mounts, even if its just a single small energy mount, there's some really neat things you can do with cool weapons
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: shoi on May 03, 2022, 04:46:48 AM
New update. see the main page
Quote
v2.07
-------------------
- Strikecraft with missile weapons should no longer immediately disengage if they are still in fighting condition
       (they will continue to fight as long as they have a valid target)
- fixed flickering arrow bug on command ui for strikecraft
- restricted curvy laser use for remnant to a specific variant that appears infrequently
- Misc changes/fixes
- Fixed crash caused by carriers that somehow dont have launchbays, for real this time
- WINGCOM
    - Previously, fighters with wingcom installed on parent ship would get increased RoF + damage bonus. the damage bonus has been removed.

- Fixed huge supply consumption by salvage gunhazard
- Fixed description bug with valkazard
- Valkazard
    - High Intensity Beam
    - Max Ammo: 8
    - Ammo/Sec : 0.13->0
    - Burst Delay : 4->20

Mostly I just want to see the stuff currently hinted at developed further - some kind of questline for showing up at New Meshan after recovering or waking up in the Valkazard. :D Beyond that, just whatever you think feels good to add!

About the only thing that feels "missing" right now is that it feels a little strange that AA doesn't really have an in-house carrier solution aside from the AA Valkyrie. I get that during the First AI War they largely used existing carrier designs, but they don't have anything optimized for Cataphract use? Nothin' at all, even from the halcyon days? I'm not asking for a customized Astral or anything - that feels too large-scale for AA - but I think a destroyer or cruiser-scale carrier that's been optimized for AA robotics would feel right.

Oh, and of course, in the current release version strikecraft still take armor damage even with a proper carrier in-fleet. I'm not sure if that's intended, but from the tooltips it feels like it's not.

There's a partially complete carrier that just doesn't spawn anywhere; I'll probably get around to properly implementing it soon. As for the quest..yeah, I should probably get that properly implemented too  :'(
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Belkai on May 03, 2022, 07:19:18 AM
Does the Altagrave EX spawn in a random system like the Valkazard if you've got Nexerelin installed?
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Killsode on May 03, 2022, 10:13:03 AM
Does the Altagrave EX spawn in a random system like the Valkazard if you've got Nexerelin installed?

the only times i've managed to find it was from an exceedingly lucky blueprint drop from industrial revolution (that was literally my first run with Arma too ;D) and from a unique locked&loaded bounty. If you have l&l, i would suggest checking the bounty board on new meshan frequently, and any other independent market.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: paopao on May 03, 2022, 11:51:00 AM
Hello, how can I get the Altagrave EX? I install the Nexerelin mod.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Algoul on May 03, 2022, 03:04:36 PM
My only hope is restore Mechan and glory of Arma Armatura Corporation. Do we see it someday?
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Killsode on May 04, 2022, 06:43:13 AM
So, i was taking out a pirate armada for its bounty, two atlas mk2's, some other pirate cruisers, this'll be *** easy. But as the fight when on, i realized "where did my carrier go? how did my ristreza suddenly go from 50% hull, to none, and why does it have no armor left anywhere... " a moment later, i see it, 4+ entire wings of valken's SWARMING one of my cruisers and tearing the helpless bastard to pieces... the only cruiser i had left was a python from apex, a phase-brawler with big cannons, i had to just slowly sling shells at the incoming waves of fighters to whittle them down.

Glorious, i have never been afraid of fighters before, let alone PIRATE fighters
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Algoul on May 05, 2022, 07:21:22 AM
So, i was taking out a pirate armada for its bounty, two atlas mk2's, some other pirate cruisers, this'll be *** easy. But as the fight when on, i realized "where did my carrier go? how did my ristreza suddenly go from 50% hull, to none, and why does it have no armor left anywhere... " a moment later, i see it, 4+ entire wings of valken's SWARMING one of my cruisers and tearing the helpless bastard to pieces... the only cruiser i had left was a python from apex, a phase-brawler with big cannons, i had to just slowly sling shells at the incoming waves of fighters to whittle them down.

Glorious, i have never been afraid of fighters before, let alone PIRATE fighters

This is why i so love AA. Now you seriously think about PD and with Modern Carrier mod, carriers begun to be a serious player option
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Blindfire on May 05, 2022, 12:36:28 PM
So, i was taking out a pirate armada for its bounty, two atlas mk2's, some other pirate cruisers, this'll be *** easy. But as the fight when on, i realized "where did my carrier go? how did my ristreza suddenly go from 50% hull, to none, and why does it have no armor left anywhere... " a moment later, i see it, 4+ entire wings of valken's SWARMING one of my cruisers and tearing the helpless bastard to pieces... the only cruiser i had left was a python from apex, a phase-brawler with big cannons, i had to just slowly sling shells at the incoming waves of fighters to whittle them down.

Glorious, i have never been afraid of fighters before, let alone PIRATE fighters

I exclusively play the Valkhazard ever since I was graced with its presence, its just too fun, and in general the AA mod is amazing.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: SpaceDrake on May 05, 2022, 12:39:55 PM
On that note: what is the LYC designation on the Valka and its shuttle meant to stand for? That's not the AA fleet's standard designation, and there's no notes about it in the files.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Killsode on May 05, 2022, 09:23:43 PM
I exclusively play the Valkhazard ever since I was graced with its presence, its just too fun, and in general the AA mod is amazing.

i wholeheartedly agree with you, and its just a wonderful ship to fly.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: SpaceDrake on May 05, 2022, 09:58:25 PM
Speaking of the Valkazard, though, I've got another bug to report (even though I have a lot of fun with it): if you set the core system to counter shield and then put the shield conversion: front hullmod on the Valka, when you switch to one of the front-shielding options, the shield will retain the "bonus" arc it got from the previous shield conversion. When combined with Extended Shields, this allows the Valkazard to have a 300 degree frontal shield.
Title: Re: [0.95.1a] Arma Armatura v2.06 - Playable Fighters, wings with personality
Post by: TrickyTidy on May 08, 2022, 07:08:56 PM
you'd have to add them in mod config file and tehn to the leganim script since its hardcoded (or make a copy of it, i suppose)

Anything you guys would like to see added/changed in the mod?

Thanks! I just made a copy of the legAnim script and tweaked some values. Im not 100% sure what some of the Valkazard specific code does, but messing with those seems to brick my legs

As for what else to add.... I guess more mechs lol
After fiddling with the Kouto Kai, I think it would be cool to have more mechs that have additional support functionality whether pilotable or LPC. Maybe some low-tech worker mechs that give bonuses to salvaging with a drill arm melee weapon and mining weapons. Or exploration mechs that can assist with surveying somehow. Not sure how it would be to balance them so the logistics bonuses aren't too overwhelming but I like the idea of more mechs that interact with other aspects of the game.

Beyond that, a Cataphract-specific carrier would be neat. Would essentially be ArmaA's White Base-equivalent. I noticed the Caymon in the files, so I guess that's the low hanging fruit waiting to be plucked.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Oxer555 on May 12, 2022, 06:47:02 AM
I dont know if it is a bug but wingcome suite doesnt work on modules of ships like cathedral from swp and gown from scalartech. Only the wings on the main part of those ships get the bonus
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Baren on May 13, 2022, 05:52:59 AM
I'm not sure if this is intentional or a bug. But it seems that mech pilots with a steady personality has a habit of constantly landing even when their mech is fully functional and fully armed.

At first i thought it only happened when they're equipped with certain weapons. But now i'm not so sure. Now it seems to be frustratingly consistent
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: shoi on May 13, 2022, 01:09:57 PM
I'm not sure if this is intentional or a bug. But it seems that mech pilots with a steady personality has a habit of constantly landing even when their mech is fully functional and fully armed.

At first i thought it only happened when they're equipped with certain weapons. But now i'm not so sure. Now it seems to be frustratingly consistent
Personality doesn't have any impact on refitting.
I'd need more information to help you beyond that, such as if this was observed with AI pilots, the flagship on autopilot, weapons, etc

I dont know if it is a bug but wingcome suite doesnt work on modules of ships like cathedral from swp and gown from scalartech. Only the wings on the main part of those ships get the bonus
known bug, will be fixed hopefully in the next update

Speaking of the Valkazard, though, I've got another bug to report (even though I have a lot of fun with it): if you set the core system to counter shield and then put the shield conversion: front hullmod on the Valka, when you switch to one of the front-shielding options, the shield will retain the "bonus" arc it got from the previous shield conversion. When combined with Extended Shields, this allows the Valkazard to have a 300 degree frontal shield.

Thanks, will fix!

On that note: what is the LYC designation on the Valka and its shuttle meant to stand for? That's not the AA fleet's standard designation, and there's no notes about it in the files.
its kind of a placeholder for now, but ill probably elaborate on it in the future
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: SpaceDrake on May 13, 2022, 07:45:00 PM
On that note: what is the LYC designation on the Valka and its shuttle meant to stand for? That's not the AA fleet's standard designation, and there's no notes about it in the files.
its kind of a placeholder for now, but ill probably elaborate on it in the future

Lore. More delicious lore!

Also, thank you for staying on top of all this, as always. I imagine it gets kind of frustrating (https://i.imgur.com/kcBTfAR.gif)
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Baren on May 13, 2022, 08:20:28 PM
I'm not sure if this is intentional or a bug. But it seems that mech pilots with a steady personality has a habit of constantly landing even when their mech is fully functional and fully armed.

At first i thought it only happened when they're equipped with certain weapons. But now i'm not so sure. Now it seems to be frustratingly consistent
Personality doesn't have any impact on refitting.
I'd need more information to help you beyond that, such as if this was observed with AI pilots, the flagship on autopilot, weapons, etc

Huh. so i just did further testing and yeah. personality doesn't seem to affect reffiting. But now I'm left with a bigger problem. Cataphract AI in general now likes to constantly refit after 1 or 2 seconds of engagement. Regardless of whether there's an officer or not. Or whatever loadouts it had.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: SpaceDrake on May 13, 2022, 08:42:50 PM
I'm definitely not having that issue on my end. Did you set the landing override to auto-fire? (The auto-config for fire groups likes doing that.)
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Baren on May 13, 2022, 09:28:00 PM
Okay. So this time instead of just sending a single cathapract and a carrier i send in multiple cathapracts along with it in simulation. And turns out it was the flagship that was having the problem. I think whenever i do simulation. The ship that i pressed simulation on will be regarded as the flagship regardless wether it was the commander in there or not. Because when i test a cathapract that was not piloted by the commander and deployed said commander in the simulation as reinforcements in the simulation (piloting a cathapract). It engaged the enemy just fine. While the "flagship" runs off to refit.

So to conclude. Flagship cathapract AI is f***ed
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Brainwright on May 13, 2022, 11:00:53 PM
Liking this mod a good deal.  Most of the content is even fairly balanced within the vanilla parameters.

Gotta ask, though, shouldn't the AA Valkyrie be able to launch cataphracts?  I've only used it in sim, but it doesn't deploy cataphracts like other carriers do.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: envenger on May 15, 2022, 01:20:11 PM
I am a bit confused on howbdoes the wingcomsuite work?

I had add this on a carrier and then on the strike craft.
but the menu only showed carrier officer on it, and ibside its squadrons it had 2 for the equipped fighters, i had 3/4 strike crafts but i couldn't find them in the menu.

Does it allow to manually make squadrons of a partocular number of carriers and strikecrafts?
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: IGdood on May 15, 2022, 08:36:25 PM
I am a bit confused on howbdoes the wingcomsuite work?

I had add this on a carrier and then on the strike craft.
but the menu only showed carrier officer on it, and ibside its squadrons it had 2 for the equipped fighters, i had 3/4 strike crafts but i couldn't find them in the menu.

Does it allow to manually make squadrons of a partocular number of carriers and strikecrafts?

I think you have to generate the squadron by hovering your mouse over the hullmod in the fitting screen, if I understand your post correctly.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Brainwright on May 15, 2022, 09:54:53 PM
I am a bit confused on howbdoes the wingcomsuite work?

I had add this on a carrier and then on the strike craft.
but the menu only showed carrier officer on it, and ibside its squadrons it had 2 for the equipped fighters, i had 3/4 strike crafts but i couldn't find them in the menu.

Does it allow to manually make squadrons of a partocular number of carriers and strikecrafts?

You cannot combine multiple ships to make a squadron.  You can only make a squadron from fightercraft assigned to a carrier ship or a WINGCOM equipped ship with an officer.

Each member of the squadron will be randomly generated, but their name and portrait can be customized.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: AshStyles on May 16, 2022, 08:56:21 AM
Sorry if this has been asked a lot but I haven't seen it in search or ctrl f'ing for info. Can anyone tell me tips on how to actually find the WINGCOM hullmod? Is it not available in any market? Noob to the game.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: shoi on May 16, 2022, 01:11:51 PM
Liking this mod a good deal.  Most of the content is even fairly balanced within the vanilla parameters.

Gotta ask, though, shouldn't the AA Valkyrie be able to launch cataphracts?  I've only used it in sim, but it doesn't deploy cataphracts like other carriers do.

It's a logical bug with how i'm checking for valid carriers most likely. Will look into it. Thanks!

Sorry if this has been asked a lot but I haven't seen it in search or ctrl f'ing for info. Can anyone tell me tips on how to actually find the WINGCOM hullmod? Is it not available in any market? Noob to the game.

It can be found via exploration and has a chance to appear in the market added by AA if the player doesn't already know it (New Meshan)
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Argon on May 19, 2022, 05:36:59 PM
Made an account only for this but I'm sure it has been reported already.
For some reason after changing one of the smaller mechs that come with their own wings and try to change their loadout weapon groupings the game crashes.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: Killsode on May 19, 2022, 05:42:00 PM
Made an account only for this but I'm sure it has been reported already.
For some reason after changing one of the smaller mechs that come with their own wings and try to change their loadout weapon groupings the game crashes.

can you post the crash log?
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: zhj376212792 on May 19, 2022, 10:40:00 PM
Cool
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: zxc112233 on June 11, 2022, 04:21:56 PM
Hello. My WINGCOM suite is not gaining any relation/xp for officers under it. I have been running a custom Xyphos with an officer for several ingame months with no changes to WINGCOM, even with good combat stats.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: IGdood on June 11, 2022, 06:31:06 PM
Hello. My WINGCOM suite is not gaining any relation/xp for officers under it. I have been running a custom Xyphos with an officer for several ingame months with no changes to WINGCOM, even with good combat stats.

Exp gain is fastest when you let them do pursuit options in autobattle
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: CountV on June 12, 2022, 08:33:29 AM
I noticed an issue with the Valkazard, Einhander and Einhander (P) preventing regular friendly ships and autofire weapons from firing over them even though friendly projectiles pass over them like they do for all strikecraft.

I suspect it's due to the change made to treat them like frigates for the hostile AI to better prioritize them, which might also result in friendly standard(non-fighter) ship AI also thinking that there's a regular frigate in the way and trying not to commit friendly fire.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: speeder on June 13, 2022, 06:36:06 AM
@shoi

I have two suggestions using the new-ish industry blueprint feature:

1. Have Armaa market sell ground defense mechs. (idea is you buy blueprint so you can build the defensive mechs like Arma own market have, or a version of it).

2. Create a Armaa space station, that is focused on spamming mechs, have it available on Armaa world itself (maybe a unique "fortress" version of it) plus have it for sale as blueprint too! :D
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: rawkhawklives on June 13, 2022, 12:31:53 PM
I am making a Star Wars strikecraft mod and it requires your ARMAA code to function. Your mod is literally the only reason I can even make my own strikecraft mod, that and the KnightChase's Mayasuran Navy for its splendid Viper ship graphic. Do I have your permission to release a mod, with an ARMAA dependency, using your fake_fighter and associated ship tags and travel drive? I have no intention of using any of your graphical assets. Full credit to you for your original work, of course. I have not released it to anyone and do not intend to if I do not receive your permission. Thank you for your consideration.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: zxc112233 on June 13, 2022, 02:04:45 PM
Hello. My WINGCOM suite is not gaining any relation/xp for officers under it. I have been running a custom Xyphos with an officer for several ingame months with no changes to WINGCOM, even with good combat stats.

Exp gain is fastest when you let them do pursuit options in autobattle
No, Exp gain is non existent for me. It was in combat and not a single point of xp was awarded.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: shoi on June 14, 2022, 03:54:24 AM
@shoi

I have two suggestions using the new-ish industry blueprint feature:

1. Have Armaa market sell ground defense mechs. (idea is you buy blueprint so you can build the defensive mechs like Arma own market have, or a version of it).

2. Create a Armaa space station, that is focused on spamming mechs, have it available on Armaa world itself (maybe a unique "fortress" version of it) plus have it for sale as blueprint too! :D

ill note these down

Hello. My WINGCOM suite is not gaining any relation/xp for officers under it. I have been running a custom Xyphos with an officer for several ingame months with no changes to WINGCOM, even with good combat stats.

Was this over a single gameplay session or multiple ones?

I am making a Star Wars strikecraft mod and it requires your ARMAA code to function. Your mod is literally the only reason I can even make my own strikecraft mod, that and the KnightChase's Mayasuran Navy for its splendid Viper ship graphic. Do I have your permission to release a mod, with an ARMAA dependency, using your fake_fighter and associated ship tags and travel drive? I have no intention of using any of your graphical assets. Full credit to you for your original work, of course. I have not released it to anyone and do not intend to if I do not receive your permission. Thank you for your consideration.

yeah, you can do what you want with it. This is the license I used for reference.
https://creativecommons.org/licenses/by-nc-sa/4.0/
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: speeder on June 14, 2022, 12:46:46 PM
Seemly WINGCOM doesn't update if you don't open the refit screen and check the wingcom tooltip for some reason...
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: shoi on June 14, 2022, 10:32:02 PM
Seemly WINGCOM doesn't update if you don't open the refit screen and check the wingcom tooltip for some reason...

that was an actual bug in older versions but pilots and whatnot are generate as needed when refit screen is opened now.
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: NiTrojan on June 16, 2022, 03:22:40 PM
bit late and probably answered before but uh how do i get my fighter to dock? i get right over the hanger and hit u and he just flies off or forms up with the carrier? Using the broadsword
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: shoi on June 17, 2022, 09:25:23 AM
bit late and probably answered before but uh how do i get my fighter to dock? i get right over the hanger and hit u and he just flies off or forms up with the carrier? Using the broadsword

target carrier and activate autopilot or just activate autopilot at less than 50% HP / 0 ammo
Title: Re: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality
Post by: shoi on July 09, 2022, 01:54:44 PM
Update time! Big thanks to Selkie, co-author of Iron Shell (https://fractalsoftworks.com/forum/index.php?topic=18297.0), for revising the Watchdog and GAREGGA Sprites!
(https://i.imgur.com/Btdbnk0.png)
Spoiler
Quote
v2.083
-------------------
= New Features =
- AI strikecraft(enemies and NPC allies) with WINGCOM and an officer piloting will have pilots assigned to their fighters like the player
   - Level varies based on the officers level + a bit of rng
   - Squad names are (currently) just (parent ship name) + Squadron

- New ship, VX Custom

- Added two tags: strikecraft_medium and strikecraft_large
   - ships with strikecraft_medium can only land on cruisers and capitals
   - ships with strikecraft_large can only land on capitals

= Bugfixes / QoL =
- AI strikecraft should launch from their own carriers properly

- Strikecraft should no longer 'clown car' from carriers
   - Basically, the number of strikecraft that can deploy from carriers is equal to the number valid launch bays on the field at time of deployment
   - Once all slots are taken remaining strikecraft will deploy from edge like normal ships

- Fixed pilotable kouto never appearing for sale
- Fixed strikecraft not being affected by CR Reduction / Reduced PPT in coronas/event horizon
- Fixed visual bug with Valkazard Combat Stims appearing disabled on hullmod, even when recreational drugs present
- Fixed bug where WINGCOM fighters would land on parent ship with no native bays if no other carriers were present instead of retreating
- Fixed strikecraft being locked in an invisible/uncontrollable state if player tried ordering one while docked

Watchdog
- Watchdog sprite revised by Selkie
   - Removed 2 medium turrets
   - Added WINGCOM
   - Adjusted AI to better attempt to keep distance

- Garegga sprite revised by Selkie

- Curvy Laser subprojectiles are now interceptable targets (versus only the parent projectile being interceptable)
   - fixed outdated description text stating impact damage was 4500, should be 3000
[close]

Between the last update and this one, a bunch of other mods that add strikecraft have been released. Most of them are available on the unofficial discord only, but you can get them at the below links:
Vanilla Armatura: https://discord.com/channels/187635036525166592/825068217361760306/994873133028876319

Mayasuran Fighter Expansion:
https://discord.com/channels/187635036525166592/825068217361760306/991247358526509096

Plunderin' Strikecraft:
https://discord.com/channels/187635036525166592/825068217361760306/993353538912649256

SIMP
https://discord.com/channels/187635036525166592/825068217361760306/991140063826149436

Machina Void Shipyards AA Addon:
(see MVS page)

Unofficial Diable Avonics Addon:
(This was made by forum user Pep, but they arent going to do any further work on it if anyone wants to take it over, go for it..it adds all the wanzers as playable units)https://drive.google.com/file/d/1RPGO3Q3gNC5a9aCUU4gPeJwTyY07LigO/view?usp=sharing (https://drive.google.com/file/d/1RPGO3Q3gNC5a9aCUU4gPeJwTyY07LigO/view?usp=sharing)
Title: Re: [0.95.1a] Arma Armatura v2.083 - Playable Fighters, wings with personality
Post by: Katsumi on July 10, 2022, 12:01:24 AM
Hey Shoi. I just downloaded the new update, and I've noticed an odd interaction that hasn't happened with the prior version.

Whenever I dock my Valkazard with an AI-controlled Netzach from the ARC mod, it starts reloading and rearming as usual, but when the Netzach uses its ship system (a phase dive analogue), it, uh... eats the Valkazard, and spits out the leg module. Alone, and uncontrollable.

I've also noticed that when the AI-Netzach does a phase dive when it has an AI-controlled Alesté docked, it gets "stuck" in phase space, wobbling around uselessly, until the rearmament is complete and the Alesté returns to the field. Interestingly, this doesn't seem to happen when the Netzach is under player control.

This only just started happening with the latest update.

Edit: Actually, I was wrong. My Valkazard getting eaten seems to be happening no matter which carrier I dock at. It doesn't seem to be limited to the Netzach. Happened with the BB+ Black Lotus, too, which doesn't have a phase dive system. Haven't seen the Alesté, Kuoto-E type, or the Leynos have any odd behaviours, aside from the Netzach getting phase-dive stuck.
Title: Re: [0.95.1a] Arma Armatura v2.083 - Playable Fighters, wings with personality
Post by: shoi on July 10, 2022, 11:23:56 AM
Hey Shoi. I just downloaded the new update, and I've noticed an odd interaction that hasn't happened with the prior version.

Whenever I dock my Valkazard with an AI-controlled Netzach from the ARC mod, it starts reloading and rearming as usual, but when the Netzach uses its ship system (a phase dive analogue), it, uh... eats the Valkazard, and spits out the leg module. Alone, and uncontrollable.

if you redownload this should be fixed, i made a small ninja update for this issue specific to the valk a little after the initial post
Title: Re: [0.95.1a] Arma Armatura v2.083 - Playable Fighters, wings with personality
Post by: A_Random_Dude on July 10, 2022, 11:38:02 AM
Hey, so I had a quick, pretty simple question to ask:

Spoiler
So I downloaded the update and got a bit curious as to how the new ship's sprite looked like. However, when I got in the graphics folder, I noticed that you added some XIV version of a few mechs too (the Leynos for example). I failed to see any .skin files that would actually use those so... Did I simply not look at the right place, or are they intended as some kind of teaser for an upcoming thing? I'd like the idea of having some XIV battlegroup mechs in my fleet, honestly.
[close]

As always, thanks for your hardwork. Your mod's one of my favorites!
Title: Re: [0.95.1a] Arma Armatura v2.083 - Playable Fighters, wings with personality
Post by: Brainwright on July 10, 2022, 05:56:18 PM
Good stuff.  Any chance the Trihander will get the same treatment?
Title: Re: [0.95.1a] Arma Armatura v2.083 - Playable Fighters, wings with personality
Post by: shoi on July 10, 2022, 06:45:19 PM
Good stuff.  Any chance the Trihander will get the same treatment?

It did! (Though I failed to mention that..whoops ^_^;)

Hey, so I had a quick, pretty simple question to ask:

Spoiler
So I downloaded the update and got a bit curious as to how the new ship's sprite looked like. However, when I got in the graphics folder, I noticed that you added some XIV version of a few mechs too (the Leynos for example). I failed to see any .skin files that would actually use those so... Did I simply not look at the right place, or are they intended as some kind of teaser for an upcoming thing? I'd like the idea of having some XIV battlegroup mechs in my fleet, honestly.
[close]

As always, thanks for your hardwork. Your mod's one of my favorites!

That was mostly me messing around with stuff, and imo it's a pretty shoddy attempt at matching the aesthetic. That said, I could  (and did while testing) implement it, only reason i didnt was because I dont want to add too much mech stuff to vanilla fleets
Title: Re: [0.95.1a] Arma Armatura v2.083 - Playable Fighters, wings with personality
Post by: Brainwright on July 10, 2022, 07:33:58 PM
Hey, so I had a quick, pretty simple question to ask:

Spoiler
So I downloaded the update and got a bit curious as to how the new ship's sprite looked like. However, when I got in the graphics folder, I noticed that you added some XIV version of a few mechs too (the Leynos for example). I failed to see any .skin files that would actually use those so... Did I simply not look at the right place, or are they intended as some kind of teaser for an upcoming thing? I'd like the idea of having some XIV battlegroup mechs in my fleet, honestly.
[close]

As always, thanks for your hardwork. Your mod's one of my favorites!

It's not a skin.  Look in the leynos sprites.  It looks pretty good, honestly.
Title: Re: [0.95.1a] Arma Armatura v2.083 - Playable Fighters, wings with personality
Post by: miu on July 11, 2022, 06:33:32 AM
Do I have to make another save for this update to work?
Title: Re: [0.95.1a] Arma Armatura v2.083 - Playable Fighters, wings with personality
Post by: Brainwright on July 11, 2022, 08:34:28 AM
Nope.  Just delete the old AA mod folder and replace with the new one.  Only the next major version, 3.0, will break saves.
Title: Re: [0.95.1a] Arma Armatura v2.083 - Playable Fighters, wings with personality
Post by: speeder on July 11, 2022, 08:39:12 AM
Request:

When reading the description of several vanilla ships, one thing became clear in the game backstory:

"Explorarium" had as one of its main jobs, enforce the "law" on frontier where the main navy wasn't present yet, or being more obvious: They would use AI fleets (that were technically, illegal), to crush any rebellious colonies until they could build a gate that would gate-in the navy.

Also several ships descriptions mentions rebels loved fighters, with Legion being invented to counter rebels inventing their own carriers, and a bunch of other random ships descriptions mentions how they were intended to counter the fighters the rebels spammed.

And then there is the fact that Explorarium was a company that you could legally sell AI ships to (for example Mbaye-Gogol had contracts to sell AI ships to them).



The request is: can you make some drone mech fighters and strikecrafts that were intended as "rebel killers"? They probably would look different than normal explorarium drones (ie: normal explorarium drones are defensive self-replicating drones intended to defend probes, these would be offensive drones intended to kill fighters, then land on planets and attack cities until they capiulate), probably they used the official color scheme (explorarium color is cyan, not green, you can check the "mothership" sprite for reference, it is the only vanilla sprite that use that color as far as I know. The "nebula" freighter use a similar color but I am not sure why, also explorarium own flag has a dark cyan part), and looked not too low tech I guess, explorarium drones we see on vanilla game are intended to be self-replicating cheap stuff made en-masse, the "rebel hunter" mechs probably were still cheap, but not THAT cheap, they probably looked "scary", since their job would be intimidate rebels in allowing Domain to build a gate on their system and bring in the main navy.

They could even be crewed too in a sense... Maybe have more of those "strikecraft carriers", you have a main mech  with a pilot that controls a small army of smaller AI mechs, the pilot being there more to tell the AI what to do, than fight, although obviously he would be able to defend himself since if such tactic was common rebels would quickly realize they could win by killing the pilots or something.
Title: Re: [0.95.1a] Arma Armatura v2.083 - Playable Fighters, wings with personality
Post by: shoi on July 11, 2022, 10:18:42 AM
Hi speeder, thanks for the suggestion! I'll definitely look into that, though no promises!

Small bugfixes:
Quote
v2.084
-------------------
- Fixed Valkazard being locked in an invisible/uncontrollable state if docking while under player control

- Adusted refit logic so that ships with a loadout consisting ONLY of weapons with finite ammo will immediately attempt to resupply when exhausted instead of flying around uselessly

- Fixed ships with strikecraft_large && strikecraft_medium still being able to land on banned ship sizes

- Fixed some weirdness with the takeoff script
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: Brainwright on July 11, 2022, 10:22:22 AM
I've seen the new Valken, and I noticed one severe problem :

You didn't put a sword on it.

Just shameful...
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: dk1332 on July 11, 2022, 07:26:12 PM
I've seen the new Valken, and I noticed one severe problem :

You didn't put a sword on it.

Just shameful...

This. Kinda wish its the same with the Aleste that you can swap the left arm for an energy blade.


A question though, Let's say someone makes a submod that creates vanilla faction variants of the mechs, are you gonna be against it?


Also, something has bothered me for a while. There are frigate sized carriers but you decided to block the ability to land strikecraft. If its the reason to avoid strikecrafts landing on each other, then I can understand that but why not make the strikecraft hullmod the thing that also blocks the ability to land on frigate sized carriers?
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: shoi on July 12, 2022, 10:39:53 AM
I've seen the new Valken, and I noticed one severe problem :

You didn't put a sword on it.

Just shameful...

leaving it would have been a bit too restrictive and repetitive (besides, aleste and valkazard already have sword options) and I didn't want to make the ship system revolve around using it either..sorry :'(

This. Kinda wish its the same with the Aleste that you can swap the left arm for an energy blade.


A question though, Let's say someone makes a submod that creates vanilla faction variants of the mechs, are you gonna be against it?


Also, something has bothered me for a while. There are frigate sized carriers but you decided to block the ability to land strikecraft. If its the reason to avoid strikecrafts landing on each other, then I can understand that but why not make the strikecraft hullmod the thing that also blocks the ability to land on frigate sized carriers?

To answer your first question, I dont mind at all.
As for the second, not sure I fully understand. The strikecraft hullmod is what blocks landing on frigate sized carriers. As for why, it was primarily to prevent cheesing with the ability to resupply at cheap low DP carriers that potentially could kite, and the second is that there are 'frigate sized carriers' that arent really carriers (see: Tempest), and the easiest thing to do is to just to block landing on all of them instead of trying to figure out if its a real carrier or not because im 100% sure there would be an exception to the logic one way or the other
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: speeder on July 12, 2022, 11:17:17 AM
What you need is remove this restriction, and allow strikecraft carriers land on other strikecraft carriers, and have a carrierception, so you can build a huge fleet composed solely of strikecraft carriers with Wingcom, put cheated officers on all of them, and see how many people you can have as wingcom pilots until the game breaks with all of them :P
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: dk1332 on July 12, 2022, 05:30:20 PM


To answer your first question, I dont mind at all.
As for the second, not sure I fully understand. The strikecraft hullmod is what blocks landing on frigate sized carriers. As for why, it was primarily to prevent cheesing with the ability to resupply at cheap low DP carriers that potentially could kite, and the second is that there are 'frigate sized carriers' that arent really carriers (see: Tempest), and the easiest thing to do is to just to block landing on all of them instead of trying to figure out if its a real carrier or not because im 100% sure there would be an exception to the logic one way or the other

My apologies, What I meant is that some mods add Frigate sized carriers like the Luddic enhancement mod, There's also the vanilla Shepherd which is technically a micro carrier. For early games it should be no surprise that players can only access low cost ships. Being unable to use such ships to dock and fix one's strike craft forces players to invest on a destroyer-sized carrier. It could also open new tactics especially when chasing an escaping enemy.
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: miu on July 14, 2022, 12:47:01 AM
Did something happened to the Valk? I can't seem to use the silversword anymore unless I let the AI do it first
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: shoi on July 14, 2022, 04:02:53 PM
Did something happened to the Valk? I can't seem to use the silversword anymore unless I let the AI do it first
try venting (press v) and see if it works then.
Someone had a similar issue, but i couldnt recreate it myself

EDIT: Actually what are the hullmods you had on valk?
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: miu on July 14, 2022, 11:24:14 PM
Yeah seems like the problem happens when I launch from a carrier but not from the edges of the screen, venting seems to have fixed it though.

Did something happened to the Valk? I can't seem to use the silversword anymore unless I let the AI do it first
Actually what are the hullmods you had on valk?

Here's what I got other than the default built-in mods:
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: Scourge on July 16, 2022, 10:43:42 AM
I got a small question, are there any debug or dev commands to forcily remove a captain from a squad or disband a wingcom squad? I seem to have caused a bug by installing a Wing com suite into a ship that had no compatible ships and now my Commander is stuck as the Wing Squad captain.

Reassigning them to an actual squadron that exists and then unassigning them did not fix the issue and whenever I click on Manage Squad for this phantom squadron crashes the game.
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: shoi on July 16, 2022, 11:53:44 AM
can you pos the crash log, ship you used the hullmod on, and fighter wings assigned?
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: Scourge on July 16, 2022, 01:20:17 PM
Of course.

Though to clarify with 'no compatible ships' i mean that it only had fighters in it that were not supported by Arma Armatura.

All of the ships, items, etc, are from the Star Wars mod.

Ship: Republic Star Destroyer
Fighter wings Installed: 2x Aggressive Recoinnessence Starfighter, 2x BTL-B Y Wing Bomber, 1x Low Altitude Transport Support

The entire Log file is 40 MB in size, so I am just posting the crash. The rest of the file is mostly busy with Nex and other mods loading.
I hope this helps, if not can I always upload the file to pastebin or something else if needed.


java.lang.NullPointerException
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:233)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:534)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:574)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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)

Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: shoi on July 16, 2022, 01:51:06 PM
Thanks! it looks like the script crashes when trying to access some data from the officer in question. I'm not 100% sure why that is  :o

Instead of uploading the crash log, could you upload your save to pastebin instead for me? I'm pretty sure I can fix it by removing some bits related to arma from it.
(it's campaign.xml under \saves\save_yourCharName_xxx\)

Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: Troika on July 16, 2022, 11:03:29 PM
You might want to increase the firing arc on the beam swords a bit. If for whatever reason range bonuses make the sword sufficiently long, it will miss targets a lot.
Title: Re: [0.95.1a] Arma Armatura v2.084 - Playable Fighters, wings with personality
Post by: Scourge on July 17, 2022, 01:16:39 PM
Thanks! it looks like the script crashes when trying to access some data from the officer in question. I'm not 100% sure why that is  :o

Instead of uploading the crash log, could you upload your save to pastebin instead for me? I'm pretty sure I can fix it by removing some bits related to arma from it.
(it's campaign.xml under \saves\save_yourCharName_xxx\)

I tired to upload the file buuuut... its 80 mb and around 200k symbols or so. So Pastebin & co croak a bit when copy pasting.

And as long as I don't let the captain command any of the arma ships is it fine, so I think I will be able to live with some random code in my save for as long as it doesn't effect the gameplay. Which it doesn't as far as I can tell. You still can take a gander at the savefil if you want
https://mega.nz/file/XfpW2JRK#5q8QPDrpbsLjKFdjJaCZUdOcS-s6iH8obeTCH7tr7qM

Maybe it will help or something.
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: jetster on July 18, 2022, 10:12:07 AM
Hello! Having an issue where valkazard doesn't turn towards the cursor no matter what settings I apply. It started happening midfight and only happens on Valk, so I figured it may be worth asking you here. Could I just be really dumb and its a keybind that I missed? I'm still pretty new LOL.

P.S - noticed guns still aim towards the cursor when using them in a selected weapon group! The ship just won't turn.


Thanks,
Jet
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: shoi on July 18, 2022, 12:29:08 PM
Can't say i've seen/heard about that happening. Do you happen to have the steps to get it to happen consistently?

Also, small update with mostly balance tweaks and a fix to the bug that disables system use until venting. you can get it on the main page.
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on July 19, 2022, 03:55:14 PM
I don't know what happened, I was just fighting a bounty and the game suddenly crashed and, according to the log, it has somthing to do with Armaa

13677082 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.armaa_combat_docking_AI.init(armaa_combat_docking_ai.java:667)
   at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:708)
   at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:846)
   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(Thread.java:748)
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: SpaceDrake on July 19, 2022, 04:58:16 PM
At a glance, I'd say that happened when a fighter tried to dock for refit. What Arma-compatible strikecraft were you running when this happened, and what carrier(s)?
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on July 19, 2022, 05:30:38 PM
At a glance, I'd say that happened when a fighter tried to dock for refit. What Arma-compatible strikecraft were you running when this happened, and what carrier(s)?
For strikecrafts: I deployed A LOT of Raphuses, a Basque, a Saber (all three from Starfighter Intrastellar Modification Program <SIMP>), a few Greatswords and a Phosphor (both from Plunderin Strikecraft)
Since strikecraft can land on anything with a fighter bay, I'm just going to list every ship on my fleet that has a fighter bay: 2 Audacious, a Vengeance (both from Iron Shell), a Storm (Diable Avionics), 2 D'Erlons, a Normandie (both from Dassault Mikoyan Egineering), 3 Herons, a Briliant, 2 Cetans (Caymon's Ship Pack), a Minuano, 3 Syrigmas (both from Symetrical Ship Pack) and 3 Formicas (Stopgap Measures)
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: shoi on July 19, 2022, 07:31:20 PM
I don't know what happened, I was just fighting a bounty and the game suddenly crashed and, according to the log, it has somthing to do with Armaa

13677082 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.armaa_combat_docking_AI.init(armaa_combat_docking_ai.java:667)
   at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:708)
   at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:846)
   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(Thread.java:748)

this part of the script checks for fighterbays assigned to a fighter wing to find the landing location; looks like it picked a fighter with a nonexistent wing and thus NPE'd. its weird because I already check for that....
anyway, added more nullchecks for this edge case. redownloading should contain the fix.
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: Katsumi on July 20, 2022, 03:14:14 AM
Where do you even find the VX Custom anyways?
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on July 20, 2022, 10:12:49 AM
So, I redownloaded Armaa, went to fight the same bounty, and the game crashed again with the same log. I could send you my save, so you could figure out what is going on, but I feel like trying to find what is causing the game to crash on a +100 mods save is near impossible
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: shoi on July 20, 2022, 11:55:39 AM
Did it crash on the same line? The log(even if its the same crash) would be helpful, since there's a null check for everything prior to accessing stuff now.

Where do you even find the VX Custom anyways?

Besides finding the BP, they show up in the illegal arms dealer bar event, merc company from nexerelin usually always has one, and theres a small chance for them to appear in merc fleets. you can also start with it
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on July 20, 2022, 05:00:23 PM
I don't know about "crash on the same line", but it was for the same reason. And I noticed something, it only happens when the enemy fleet has a strikecraft

anyway, here's the crashlog:

14731259 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.C.getLandingLocation(Unknown Source)
   at data.scripts.ai.armaa_combat_docking_AI.init(armaa_combat_docking_AI.java:659)
   at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:708)
   at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:846)
   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(Thread.java:748)
Title: Re: [0.95.1a] Arma Armatura v2.09 - Playable Fighters, wings with personality
Post by: shoi on July 20, 2022, 10:13:34 PM
I don't know about "crash on the same line", but it was for the same reason. And I noticed something, it only happens when the enemy fleet has a strikecraft

anyway, here's the crashlog:

14731259 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.C.getLandingLocation(Unknown Source)
   at data.scripts.ai.armaa_combat_docking_AI.init(armaa_combat_docking_AI.java:659)
   at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:708)
   at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:846)
   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(Thread.java:748)

Thanks, the crash is from the same script but it's actually not being caused by the same thing.

Anway, there's another hotfix on the main page with a few other things added.

Quote
v2.10
------------------
- Added null checks to prevent some crashes
- Revised strikecraft hullmod text
- Tweaked arma submarket hull frequency once again
   - Stock is halved but the rarer hulls should appear more often instead of once every 10 cycles (at best)
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: S on July 20, 2022, 11:40:26 PM
 ONE : THANKS FOR YOUR AMAZING WORK !

TWO :  I GOT  2 CRASHES THO !

 The first when i was trying to play simulation or "mission" with your "units/ships"   the second  when a intel event telling me to approve or not a modification for the ships ( though i think it's linked to the starship legend mod too so but was with your ship )

Also is it just me or the AA variant of regular wings are kinda weak and almost useless ? Do they need specific things to work ?
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: shoi on July 20, 2022, 11:50:25 PM
Quote
The first when i was trying to play simulation or "mission" with your "units/ships"   the second  when a intel event telling me to approve or not a modification for the ships ( though i think it's linked to the starship legend mod too so but was with your ship )

Also is it just me or the AA variant of regular wings are kinda weak and almost useless ? Do they need specific things to work ?

What ships were you using during the crash? What mission was it that crashed?

Also, the crash log would help.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: miu on July 21, 2022, 05:08:21 AM
Are there any plans for custom quests? like the sleeper start could maybe give you one at the beginning
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: hydremajor on July 21, 2022, 05:49:48 AM
Can someone share that front mission portrait pack ?
bonus points if there's a way to make only modded portraits show
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: BigBeans on July 21, 2022, 09:57:22 AM
Any plans for more AA fighters? Super talon would be pog haha
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: shoi on July 21, 2022, 12:24:30 PM
Are there any plans for custom quests? like the sleeper start could maybe give you one at the beginning

I want to make one specifically for the sleeper stuff, since there's supposed to be a way to give the valk back to AA ppl on new meshan for ____________ but im trying to tweak things a bit balance wise before I delve into that. The last thing im debating is nerfing docking in some way - mostly, I think its a little cheesy to be able to endlessly repair to 100%, but I think this is only an issue for stronger strikecraft with at least 1 weapon equivalent to a medium (basically everything this mod adds, lel) so im probably going to think of the best approach to alter that without forcing submods to have to follow if they don't want to

Can someone share that front mission portrait pack ?
bonus points if there's a way to make only modded portraits show
https://fractalsoftworks.com/forum/index.php?topic=10836.0


Any plans for more AA fighters? Super talon would be pog haha

Quartofel added the entire vanilla roster (https://fractalsoftworks.com/forum/index.php?topic=24800.msg368309#msg368309l) if you wanna check that out :) there's a few other submods on the OP as well. Btw, love your ship pack!
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Quartofel on July 21, 2022, 12:44:40 PM
The last thing im debating is nerfing docking in some way - mostly, I think its a little cheesy to be able to endlessly repair to 100% [...] so im probably going to think of the best approach to alter that without forcing submods to have to follow if they don't want to
It'd be really nice to have a tag, similar to strikeCraft_medium and strikeCraft_large. Additionally, methinks that it'd be quite a nerf and also it would make sense if strikecraft could not land on carriers that only have launch bays with built-in wings (since usually those are either described to be hardwired to certain LPC or just utility dronebays that probably aren't suited for refitting manned strikecraft).

Also, dunno about mechs, because it's frankly not my cup of tea, but regular strikecraft like those from my add-ons are really fragile (and I honestly think that AI is a bit too brave when piloting them and prolly should retreat for repairs earlier) and being able to repair endlessly to 100% is a good balance counterweight.

And also, still kinda wish that bug with strikecraft landing on strikecraft returned as a feature, it has some really neat potential for corvette-like strikecraft with hangar bay. It'd mix nicely with that strikeCraft_no_refit tag too.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: miu on July 21, 2022, 08:08:45 PM
I personally think that the docking is balanced as it is since the time it takes to repair your strikecrafts is already pretty long
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: FranzDenKaiser on July 22, 2022, 11:46:03 AM
So minor question, I tried the Valkazard start to see how it goes, but how do I use the drugs to complete the ship? I acquired some but it still says I need drugs in order to go full power.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Brainwright on July 22, 2022, 12:19:47 PM
So minor question, I tried the Valkazard start to see how it goes, but how do I use the drugs to complete the ship? I acquired some but it still says I need drugs in order to go full power.

The drugs are consumed when you first barely dodge a shot.  It's what gives you that small period of slow-motion.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Draconas on July 23, 2022, 12:22:30 PM
Has anyone had issue with Arma vendor on New Meshan not resetting item market? Checked other specialty vendors and it seems its only this one. What happens is every market refresh, the items (weapons/LPC/etc) don't clear when new stock comes in, this results in dozens of all LPCs and a weapon list that is 4-5 screens deep. Did newest update break market?
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: CountV on July 23, 2022, 01:52:21 PM
Just a suggestion, but perhaps the silversword ship systems should increase weapon ammo regeneration rate along with the existing rate of fire buff?

As it is with only modifying the rate of fire, it feels slightly disincentivizing to use the Valkazard's clip-based weapons like the machineguns or the hand/chest shotguns since they effectively do not benefit from the ship system. (They do unload faster, but the sustained DPS remains unaffected unlike the non-clip based weapons)

It's not as apparent for the Garegga/Trihander since those two have fixed non-clip-based weapons, though it might still be felt if you mount a minipulser/burst pd(or some other modded clip-based weapon) on them.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: BigBeans on July 23, 2022, 04:06:13 PM


Any plans for more AA fighters? Super talon would be pog haha

Quartofel added the entire vanilla roster (https://fractalsoftworks.com/forum/index.php?topic=24800.msg368309#msg368309l) if you wanna check that out :) there's a few other submods on the OP as well. Btw, love your ship pack!

Ah, might have to make some of my own sprites for those to get them to match your AA fighters skins then. Though those submod fighters aren't quite the same as they're as weak as regular fighters just pilotable unlike your AA fighters which have better stats and unique loadouts.

Thanks Shoi, love your mech pack haha.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: miu on July 24, 2022, 12:58:38 AM
https://fractalsoftworks.com/forum/index.php?topic=10836.0

How do I get this to work on the current version?
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: BigBeans on July 24, 2022, 04:30:05 AM
https://fractalsoftworks.com/forum/index.php?topic=10836.0

How do I get this to work on the current version?

How is that relevent to Arma?
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Quartofel on July 24, 2022, 07:33:31 AM
Though those submod fighters aren't quite the same as they're as weak as regular fighters just pilotable unlike your AA fighters which have better stats and unique loadouts.

You'd be surprised how much of a difference a couple of hullmods and the ability to actually pilot them makes, even with regular fighter's base stats :D
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Brainwright on July 24, 2022, 07:54:23 AM
I want to make one specifically for the sleeper stuff, since there's supposed to be a way to give the valk back to AA ppl on new meshan for ____________ but im trying to tweak things a bit balance wise before I delve into that. The last thing im debating is nerfing docking in some way - mostly, I think its a little cheesy to be able to endlessly repair to 100%, but I think this is only an issue for stronger strikecraft with at least 1 weapon equivalent to a medium (basically everything this mod adds, lel) so im probably going to think of the best approach to alter that without forcing submods to have to follow if they don't want to

Infinite repair might be cheesy, but so is your expensive strike craft scrapped in the first Locust volley.  They're pretty vulnerable.  Most can't take a single antimatter blaster shot.  So not repairing them at all is not very feasible.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Somtaaw on July 27, 2022, 06:20:53 PM
Is it possible to get the WingCom Suite (For the persistent strikecraft development) as a standalone? I quite like it but not as big of a fan with the "not-Mobile Suits"



That being said, still having quite a lot of fun with it.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Chryvrius on July 28, 2022, 10:22:12 AM
Hopefully I'm not asking a repeat question-- but I didn't see this in the PAQ/FAQ or the credits:

What's the source for the track that plays when docking at New Meshan?
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Quartofel on July 28, 2022, 10:49:09 AM
New Meshan population be like:
(https://c.tenor.com/XO-Nmue7IUkAAAAC/cybergoth-dance-party.gif)
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: swop on July 28, 2022, 01:15:03 PM
Minor question:

Is it supposed to be that no special variations of the algarve are spawning in the Arma Armatura submarket?
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: dk1332 on July 28, 2022, 09:45:41 PM
https://fractalsoftworks.com/forum/index.php?topic=10836.0

How do I get this to work on the current version?

How is that relevent to Arma?

I think he is asking if the portraits pack works with the Wingcom Pilot system. If so, Then yes it works. Most portraits packs, if not all, still works with the game. As long as you manually update them. It should be simple since it's just a portrait mod. You just need to edit the mod_info.json to match the current version and delete some .faction files for factions that are no longer around. Just don't share it.


Back on topic, VX custom is starting to warm up to me. I did some spawn tweaks to make them appear more around the game. My only gripe is the locked LPC but since I was thinking of making an Anti-ship version. You know, swap the VX LPC with a Bomber and you got yourself an Anti-ship squad.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Draconas on July 28, 2022, 11:02:27 PM
Minor question:

Is it supposed to be that no special variations of the algarve are spawning in the Arma Armatura submarket?
They did originally, but the Altagrave EX version is bounty only I believe.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Ramiel on July 28, 2022, 11:03:31 PM
Apologies if it was already answered.
I just found a ruined Valkazard mech near a destroyed research station, and there was mention of reward if you go.....somewhere.....I found New Meshan, but there was nobody to talk to about the mech. Is it just a place holder for a future quest, or do I have to travel somewhere else to learn more about this?
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: swop on July 28, 2022, 11:50:53 PM
Minor question:

Is it supposed to be that no special variations of the algarve are spawning in the Arma Armatura submarket?
They did originally, but the Altagrave EX version is bounty only I believe.
Yeah i mean the (C) and (G) versions. They aren´t spawning for me. is this wanted or is my mod bugged.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: shoi on July 29, 2022, 04:44:34 AM
It'd be really nice to have a tag, similar to strikeCraft_medium and strikeCraft_large. Additionally, methinks that it'd be quite a nerf and also it would make sense if strikecraft could not land on carriers that only have launch bays with built-in wings (since usually those are either described to be hardwired to certain LPC or just utility dronebays that probably aren't suited for refitting manned strikecraft).

Also, dunno about mechs, because it's frankly not my cup of tea, but regular strikecraft like those from my add-ons are really fragile (and I honestly think that AI is a bit too brave when piloting them and prolly should retreat for repairs earlier) and being able to repair endlessly to 100% is a good balance counterweight.

And also, still kinda wish that bug with strikecraft landing on strikecraft returned as a feature, it has some really neat potential for corvette-like strikecraft with hangar bay. It'd mix nicely with that strikeCraft_no_refit tag too.

I'll hold off on doing anything with refits but i'll add this tag for corvettes or whatnot that could have fighter bay.



Is it possible to get the WingCom Suite (For the persistent strikecraft development) as a standalone? I quite like it but not as big of a fan with the "not-Mobile Suits"

That being said, still having quite a lot of fun with it.

i've thought about doing this but its not worth maintaining as a seperate mod atm. you should be able to reduce their already small spawn rate to 0 by deleting the faction files in the mod folder, if you want. That said, I think i'll end up splitting the mech stuff up eventually.

Hopefully I'm not asking a repeat question-- but I didn't see this in the PAQ/FAQ or the credits:

What's the source for the track that plays when docking at New Meshan?
the source is in the music folder, but it probably should go on the credits here too. Anyway, the track was made by +TEK (https://soundcloud.com/plrusek-chan/inexpressible-emotions)
Apologies if it was already answered.
I just found a ruined Valkazard mech near a destroyed research station, and there was mention of reward if you go.....somewhere.....I found New Meshan, but there was nobody to talk to about the mech. Is it just a place holder for a future quest, or do I have to travel somewhere else to learn more about this?
Placeholder for future content - I thought I removed that text hook, but obviously didnt. Sorry about that :(

Minor question:

Is it supposed to be that no special variations of the algarve are spawning in the Arma Armatura submarket?
They did originally, but the Altagrave EX version is bounty only I believe.
Yeah i mean the (C) and (G) versions. They aren´t spawning for me. is this wanted or is my mod bugged.

G doesn't spawn anymore since the default version can swap to its weapon now, making it mostly obsolete. C isn't obtainable from the market but can be found by the historian / as a rare BP.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Draconas on July 29, 2022, 06:57:00 AM
Has anyone had issue with Arma vendor on New Meshan not resetting item market? Checked other specialty vendors and it seems its only this one. What happens is every market refresh, the items (weapons/LPC/etc) don't clear when new stock comes in, this results in dozens of all LPCs and a weapon list that is 4-5 screens deep. Did newest update break market?
Just confirming, am I only person experiencing this? I had to buy out entire inventory and jettison to space because it alongside my own storage was getting big and every month-end market update was lagging for a few seconds, and I have a pretty good computer too. I've tried going through config files to see if I could find cause and I have been unable to do so.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Space Cowboy on July 29, 2022, 08:01:16 AM
Love this mod, I'm looking for build suggestions for a carrier capital with wingcom suite. I have been having issues fitting in an extra 25 op since carriers are so strapped for op as it is. Does anyone have a set up that works well? I wanted to have a fleet carrier with nav/ecm/command center and then a bunch of officers in fighter wings/ frigates/ destroyers but I haven't been able to make it viable.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: shoi on July 29, 2022, 09:21:20 AM
Has anyone had issue with Arma vendor on New Meshan not resetting item market? Checked other specialty vendors and it seems its only this one. What happens is every market refresh, the items (weapons/LPC/etc) don't clear when new stock comes in, this results in dozens of all LPCs and a weapon list that is 4-5 screens deep. Did newest update break market?
Just confirming, am I only person experiencing this? I had to buy out entire inventory and jettison to space because it alongside my own storage was getting big and every month-end market update was lagging for a few seconds, and I have a pretty good computer too. I've tried going through config files to see if I could find cause and I have been unable to do so.

no, i fixed in the update
Quote
v2.1.1
  • uncommented loc that prevented weapons from being pruned on arma market (oops)
  • removed debug text that appeared when allied strikecraft were landing
  • added skin swap for vx custom since I can't decide if the high-techy blue or red is better
replaced references of dollars to credits in some dialogue lines
  • Added "strikecraft_with_bays" tag

    if wingcom is equipped fighters will launch directly from the ship
Added combat dialogue for enemy wingcom squads relevant to players acheivements/actions during the run

used transverse jump
war crimes
Janus device
working/worked w/ baird
-Valkazard
SILVERSWORD
System now increases ammo regen of clip based weapons[/li]
[li][/li]
[/list]
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Brainwright on July 29, 2022, 06:40:58 PM
G doesn't spawn anymore since the default version can swap to its weapon now, making it mostly obsolete. C isn't obtainable from the market but can be found by the historian / as a rare BP.

I'd really like the G to get the weapon swap.  I tend to find it the most survivable of the not-broken Altagraves (not a coincidence it has a special system like the EX).

But just the grenade launcher is really awful.
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Somtaaw on July 30, 2022, 01:35:46 PM

Is it possible to get the WingCom Suite (For the persistent strikecraft development) as a standalone? I quite like it but not as big of a fan with the "not-Mobile Suits"

That being said, still having quite a lot of fun with it.

i've thought about doing this but its not worth maintaining as a seperate mod atm. you should be able to reduce their already small spawn rate to 0 by deleting the faction files in the mod folder, if you want. That said, I think i'll end up splitting the mech stuff up eventually.


Thanks I'll give that a try.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: SpaceDrake on July 30, 2022, 06:40:28 PM
Anyone who doesn't like "the mech stuff" has a soul far too weighed down by gravity.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Space Cowboy on July 30, 2022, 11:38:23 PM
The Altgrave EX is amazing but I can't use it bc of the reloading sound effect. I'm not sure if it is bugged but it's really loud and gets spammed every 0.5 seconds. Even if I'm not piloting it I can't escape the sound effect.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Killsode on July 31, 2022, 08:12:10 AM
The Altgrave EX is amazing but I can't use it bc of the reloading sound effect. I'm not sure if it is bugged but it's really loud and gets spammed every 0.5 seconds. Even if I'm not piloting it I can't escape the sound effect.

it is an amazing ship, i think you could possibly fix it by either deleting the sound "Shotgun_cock.ogg" in ss-armaa-2.1.1\sounds\armaa, or by adjusting the sound's audio.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Space Cowboy on July 31, 2022, 08:36:43 AM
The Altgrave EX is amazing but I can't use it bc of the reloading sound effect. I'm not sure if it is bugged but it's really loud and gets spammed every 0.5 seconds. Even if I'm not piloting it I can't escape the sound effect.

it is an amazing ship, i think you could possibly fix it by either deleting the sound "Shotgun_cock.ogg" in ss-armaa-2.1.1\sounds\armaa, or by adjusting the sound's audio.

That gives me a fatal error saying shotgun_cock.ogg not found of failed to load  :( It was worth a shot though.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Brainwright on July 31, 2022, 09:32:13 AM
That gives me a fatal error saying shotgun_cock.ogg not found of failed to load  :( It was worth a shot though.

Download Audacity, use it to open shotgun_cock.ogg, and use the slider next to the sound file to modify the gain by -15dB.  Then export it back to the original folder, overwrite the original, and it should be significantly quieter.

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

The sound the EX uses sounds distorted compared to the file in /sounds/armaa, so this may have been a matter of that distortion causing the volume to increase.  It may make the shotgun racking sound inaubible in other areas.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Space Cowboy on July 31, 2022, 06:00:29 PM
That gives me a fatal error saying shotgun_cock.ogg not found of failed to load  :( It was worth a shot though.

Download Audacity, use it to open shotgun_cock.ogg, and use the slider next to the sound file to modify the gain by -15dB.  Then export it back to the original folder, overwrite the original, and it should be significantly quieter.

The sound the EX uses sounds distorted compared to the file in /sounds/armaa, so this may have been a matter of that distortion causing the volume to increase.  It may make the shotgun racking sound inaubible in other areas.

That did the trick, thank you!
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: shoi on August 01, 2022, 01:26:19 PM
The Altgrave EX is amazing but I can't use it bc of the reloading sound effect. I'm not sure if it is bugged but it's really loud and gets spammed every 0.5 seconds. Even if I'm not piloting it I can't escape the sound effect.

thats really weird cause I remember someone telling me about this earlier (like months ago), and replacing the sound..srry about that, it'll just be removed in the next update

G doesn't spawn anymore since the default version can swap to its weapon now, making it mostly obsolete. C isn't obtainable from the market but can be found by the historian / as a rare BP.

I'd really like the G to get the weapon swap.  I tend to find it the most survivable of the not-broken Altagraves (not a coincidence it has a special system like the EX).

But just the grenade launcher is really awful.

I'll add it in next update.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Brainwright on August 01, 2022, 01:30:24 PM
I'll add it in next update.

Maybe add the Valkyrie CV into the Arma Armatura market's rotation, too?  Pretty please?
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: shoi on August 01, 2022, 02:32:15 PM
It already is, though that was a very recent change - probably within the last 1-2 updates.  :)
Title: Re: [0.95.1a] Arma Armatura v2.1 - Playable Fighters, wings with personality
Post by: Killsode on August 01, 2022, 05:36:59 PM
G doesn't spawn anymore since the default version can swap to its weapon now, making it mostly obsolete. C isn't obtainable from the market but can be found by the historian / as a rare BP.

I'd really like the G to get the weapon swap.  I tend to find it the most survivable of the not-broken Altagraves (not a coincidence it has a special system like the EX).

But just the grenade launcher is really awful.

The Vajra didnt seem all that great to be either, but it back when i last used it the shots were pathetically easy to stop. Now it's got some juicy DPS, but an equally heavy flux cost.
Sidenote, moonlight++ is awesome, although its currently limited to just the base altagrave which pretty much just uses it to swat fighters or over-eager frigates, could we see it on some of the other altagrave variants too?
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Brainwright on August 01, 2022, 08:47:15 PM
It already is, though that was a very recent change - probably within the last 1-2 updates.  :)

Yay!   ;D

The Vajra didnt seem all that great to be either, but it back when i last used it the shots were pathetically easy to stop. Now it's got some juicy DPS, but an equally heavy flux cost.
Sidenote, moonlight++ is awesome, although its currently limited to just the base altagrave which pretty much just uses it to swat fighters or over-eager frigates, could we see it on some of the other altagrave variants too?

The Vajra is good because it's a PD weapon.  The Altagrave is already vulnerable enough with its fairly weak shield arc, something to pick off those Salamanders and fighters is a must.  Then the other slots are free to be whatever.  It's pure utility.

For which, the Moonlight++ is also a good addition!  Really, there needs to be more swords all around.

I might even make a few new ships myself...
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Killsode on August 02, 2022, 12:30:11 AM
The Vajra is good because it's a PD weapon.  The Altagrave is already vulnerable enough with its fairly weak shield arc, something to pick off those Salamanders and fighters is a must.  Then the other slots are free to be whatever.  It's pure utility.

hehe, a 1167 (525) energy/s, 1283 (578) flux/s pd weapon? off those stats along the vajra is actually an incredible main weapon, the base altagrave juuustt doesnt quite have enough flux to use the thing in combat.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Brainwright on August 02, 2022, 05:55:06 AM
hehe, a 1167 (525) energy/s, 1283 (578) flux/s pd weapon? off those stats along the vajra is actually an incredible main weapon, the base altagrave juuustt doesnt quite have enough flux to use the thing in combat.

And all of the other mounts are fixed forward, leaving only the built in PD weapon, which is not sufficient.  Lots of ships are built in sub-optimal ways.  What's your point?
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Killsode on August 03, 2022, 12:17:03 AM
 
And all of the other mounts are fixed forward, leaving only the built in PD weapon, which is not sufficient.  Lots of ships are built in sub-optimal ways.  What's your point?

er, that its like using a storm needler for PD? i'm having a laugh mate. And remember the altagrave has its hunter-killer drones too, as little as they do XD.

More seriously, my point is that the vajra seems too flux-intensive for the base altagrave, its continuous flux of 578 is literally only 22 short from the ship's max vent of 600. in practical terms if you're using it you need to mount missiles in your synergy and universal slots, because you simply do not have the flux to supply anything else without overloading under minimal fire.

Sidenote, are there any plans to give the other altragrave variants the moonlight++ or the extra 2 small missile slots the base variant has?
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Brainwright on August 03, 2022, 07:57:27 AM
er, that its like using a storm needler for PD? i'm having a laugh mate. And remember the altagrave has its hunter-killer drones too, as little as they do XD.

More seriously, my point is that the vajra seems too flux-intensive for the base altagrave, its continuous flux of 578 is literally only 22 short from the ship's max vent of 600. in practical terms if you're using it you need to mount missiles in your synergy and universal slots, because you simply do not have the flux to supply anything else without overloading under minimal fire.

Sidenote, are there any plans to give the other altragrave variants the moonlight++ or the extra 2 small missile slots the base variant has?

Yeah, I ain't laughing because you're not funny.  The Vajra does a handy job of taking down fighters before they start disabling systems, like the engines which seem to flame out in a light breeze.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Killsode on August 03, 2022, 08:34:30 AM
Yeah, I ain't laughing because you're not funny.  The Vajra does a handy job of taking down fighters before they start disabling systems, like the engines which seem to flame out in a light breeze.

cool... i dont care?

I find myself overload more than i flame out. The grenade launcher can pop fighters with similar ease if you have range indicators turned on.

Although on the note of fighters, could the KARMA system have an effect against them? It could 'absorb' some energy or hull from fighters, or perhaps just smack them with a bit of EMP. Kind of like Apex Design Collective's Mamba.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Gundamfan on August 04, 2022, 07:29:10 PM
Does anyone know where can I edit the WingCom Suite hullmod?
40% reduction range to Fighters is a bit too much...
Can it be 15%?
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Null Ganymede on August 05, 2022, 10:42:33 AM
Ridiculously stylish mod.

Garegga has a fun interaction with elite PD skill since the arms are PD weapons. You can soften stuff up from 700 range, "bounce" it off of SILVERSWORD once it gets close, then finish it safely as it retreats. Officer-intensive and not super AI friendly but extremely satisfying. The gun sounds and firing animations are amazing too.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: shoi on August 05, 2022, 05:49:17 PM
Re:Altagrave, i'll look at reconciling the inconsistencies between the variants, probably will post a patch sometime this weekend
Ridiculously stylish mod.

Garegga has a fun interaction with elite PD skill since the arms are PD weapons. You can soften stuff up from 700 range, "bounce" it off of SILVERSWORD once it gets close, then finish it safely as it retreats. Officer-intensive and not super AI friendly but extremely satisfying. The gun sounds and firing animations are amazing too.
I do want to make them a little more viable for AI usage. The range reduction seems to be the big issue there so might just bump up built-in range to by 100-150
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Brainwright on August 05, 2022, 08:17:23 PM
Garegga has a fun interaction with elite PD skill since the arms are PD weapons.

I keep forgetting that... thanks for reminding me.

Surprised that hasn't been patched out somehow.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: SwaggyCthulhu on August 06, 2022, 03:41:05 AM
Heyo, just had a crash when one of my Gundams tried to dock and repair mid battle.

I'm running the Gundam UC mod as well.

Code
9420472 [Thread-3] INFO  sound.public  - Cleaning up music with id [expanse.ogg]
9420472 [Thread-3] INFO  sound.public  - Cleaning up music with id [StellarRemnant.ogg]
9420480 [Thread-7] INFO  sound.public  - Cleaning up music with id [Panic.ogg]
9420497 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [SkeletonCrew.ogg]
9420500 [Thread-9] INFO  sound.OooO  - Playing music with id [SkeletonCrew.ogg]
9420850 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:146)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: hydremajor on August 06, 2022, 07:26:18 AM
Had a case of a blue-ish mech's arm despawning after mounting a gun on the same side as the arm, that supposed to happen ?
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Killsode on August 06, 2022, 02:34:12 PM
Had a case of a blue-ish mech's arm despawning after mounting a gun on the same side as the arm, that supposed to happen ?

errr, which 'blue-ish' mech? gunhazard perhaps?
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: shoi on August 06, 2022, 03:36:05 PM
Had a case of a blue-ish mech's arm despawning after mounting a gun on the same side as the arm, that supposed to happen ?

need more info, what gun etc

Heyo, just had a crash when one of my Gundams tried to dock and repair mid battle.

I'm running the Gundam UC mod as well.

Code
9420472 [Thread-3] INFO  sound.public  - Cleaning up music with id [expanse.ogg]
9420472 [Thread-3] INFO  sound.public  - Cleaning up music with id [StellarRemnant.ogg]
9420480 [Thread-7] INFO  sound.public  - Cleaning up music with id [Panic.ogg]
9420497 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [SkeletonCrew.ogg]
9420500 [Thread-9] INFO  sound.OooO  - Playing music with id [SkeletonCrew.ogg]
9420850 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:146)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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)

thanks, will look into it
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: hydremajor on August 07, 2022, 11:46:33 PM
So I used the "mod showcase" to mess around

Came upon the "VX Custom Class"

started messing around and noted that putting a ion cannon in the left slot causes the arm to despawn

went back to it today and messed around with other slots

Noticed a pattern, it appears the vanilla weapons with a "charge up" effect such as the Ion Cannon, IR Pulse laser and Railguns all cause this ?

Slotting in certain other weapons fixes it and respawns the arm

Further, the right arm has somthing similar going on where weapons with a "spinning barrel" animation cause the weapon to spawn on top of the mech and not have it use the arm to fire

Weird stuff
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: shoi on August 08, 2022, 12:17:11 AM
So I used the "mod showcase" to mess around

Came upon the "VX Custom Class"

started messing around and noted that putting a ion cannon in the left slot causes the arm to despawn

went back to it today and messed around with other slots

Noticed a pattern, it appears the vanilla weapons with a "charge up" effect such as the Ion Cannon, IR Pulse laser and Railguns all cause this ?

Slotting in certain other weapons fixes it and respawns the arm

Further, the right arm has somthing similar going on where weapons with a "spinning barrel" animation cause the weapon to spawn on top of the mech and not have it use the arm to fire

Weird stuff

Thanks for the report!

the arm disappears when you slot in a weapon with no cooldown/chargedown (such as ion cannon) since the recoil anim is tied to that. im guessing the sprite probably ends up floating around at some Y value offscreen. I fixed this for the right arm but forgot to check for it on the left sooo i'll do that rn.

I've never seen and haven't been able to repro the rotary weapon bug though, unless what you were seeing was in the refit screen only (since they do show up there, but don't appear in actual combat)

Anyway, ill put out a fix soon alongside some other changes, I just need to squash a bug with WINGCOMs promo system first.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: sanya02 on August 08, 2022, 05:12:47 AM
Hi! Where can I get wingcom?
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Brainwright on August 08, 2022, 08:17:20 AM
Hi! Where can I get wingcom?

The Arma Armatura market on New Meshan in Gamlin or through salvaging ruins or space stations.  Research stations especially.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: sanya02 on August 08, 2022, 10:14:25 AM
Hi! Where can I get wingcom?

The Arma Armatura market on New Meshan in Gamlin or through salvaging ruins or space stations.  Research stations especially.
I see! Thank you. You can't put the commander from this mod on regular aircraft carriers?
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: Brainwright on August 08, 2022, 10:56:31 AM
I see! Thank you. You can't put the commander from this mod on regular aircraft carriers?

You can use an aircraft carrier to lead a WINGCOM unit, just assign the commander to the carrier, but he will have to pilot the carrier during battle.

It is the best way to use WINGCOM, in fact.
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: hydremajor on August 08, 2022, 01:43:23 PM
as a side note, the Einhander P has the same "vanishing arm" problem with its medium energy mount, namely when attempting to mount a Ion Gatling thing....
Title: Re: [0.95.1a] Arma Armatura v2.1.1 - Playable Fighters, wings with personality
Post by: shoi on August 11, 2022, 11:11:18 AM
Another patch, not any real content but fix bugs for some users.
Quote
v2.1.2
-------
WINGCOM:
- Fixed bug that could sometimes prevent pilots from gaining rep/ levelling up
- Fixed bug where pilot would level up when upgrading a skill to elite (they should only level when gaining a new skill)
- Added additional skills that pilot can learn (polarized armor, etc)
- Max level pilots can now continue gaining elite skills, if they still have slots for them remaining
- VX Custom 
  - reduced shield arc from 140 -> 70
  - Fixed bug that would cause arms to disappear
  - Added Weapon Swap to Altagrave G, readded to market
- Reduced Altagrave Vajra's f/s from 1.1->.8
- Fixed nullpointer that could occur during landing caused by edge cases
You can get it from main page.
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: Brainwright on August 11, 2022, 06:55:49 PM
Thanks.
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: Killsode on August 16, 2022, 09:01:22 PM
The altagrave's Modular Mobile Armor description text appears to be bugged for the variants, it just describes the base altagraves features.
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: ShpunkY on August 17, 2022, 05:04:14 AM
im curious how does the "cataphract" units affect ground combat in Nexerelin ?
does it just increase the damage they do or something else ?
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: Brainwright on August 17, 2022, 09:36:38 AM
They add to your Ground Support score.
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: shoi on August 17, 2022, 03:02:44 PM
They add to your Ground Support score.

This.  if by 'ground combat' you mean invasions,  the aforementioned score increases unit attack power / movement points
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: LordKhorne on August 17, 2022, 05:06:26 PM
hey man I love your mod but the recent version is causing my game to lag like hell.
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: Killsode on August 17, 2022, 05:59:51 PM
hey man I love your mod but the recent version is causing my game to lag like hell.

I think i know what you mean. Any visual effect that adds a glow to something, like fighters, can absolutely demolish performance when applied to armaa mech-strikecraft due to the multiple small overlaying textures all getting the effect applied. i actually had to stop using my altagrave(c) because it would pretty consistently destroy my performance in combat. i remember there being a particularly terrible combination of carrier and cataphracts that nuked performance, i'll make another post when i've messed about with it.
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: shoi on August 17, 2022, 06:24:27 PM
hey man I love your mod but the recent version is causing my game to lag like hell.
I haven't experienced any change in performance, and afaik there hasn't been anything i've altered that would affect it, so if you could give a bit more information (including steps to reproduce if possible) that'd be appreciated.
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: Killsode on August 18, 2022, 03:13:27 AM
I haven't experienced any change in performance, and afaik there hasn't been anything i've altered that would affect it, so if you could give a bit more information (including steps to reproduce if possible) that'd be appreciated.

I've got something for ingame performance with carrier ship-system fighter buffs.
Standard Valken wings and Targeting feed seriously degrades performance, even just 3 wings effected is enough to drop my FPS in simulator with only a heron from a steady 60 to 25.
Some other fighter-buff ship systems do absolutely nothing though, for instance Apex Design Collectives Spectrum's 'Remote temporal dampeners' and Dassault Mikoyan's Normadie's 'Strike command' do nothing. Strangely, Magellans Edger's 'Command datalink' doesnt effect performance despite having a very similar visual effect to targeting feed.
This performance hit also applies to Altagrave (C)'s support KARMA and valkens.

Of course, i dont have a potato. AMD ryzen 5 2600 and Radeon RX 580. With all the necessary vram config edits to make modded starsector run, and latest graphics lib. Only other graphics mod is Unknown skies but that wouldnt effect combat.
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: shoi on August 18, 2022, 04:01:17 AM
Spoiler
(https://i.imgur.com/FxNnJp6.png)
[close]

So this setup? 3x Valken Wing, Heron, and simply activating the system?

If so, I wasn't able to reproduce the slowdown you experienced. FPS remained steady.
I'm skeptical about this being an issue specific to arma, but ill mess around a bit more. Do you happen to have your full modlist?
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: Killsode on August 18, 2022, 04:09:53 PM
So this setup? 3x Valken Wing, Heron, and simply activating the system?

huh, yes it was O.o
Strange as i dont think i'd have any mod that would effect it. I also tried with Frost wings from diable and got the same result.
What would be a good way to get the active modlist?
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: Killsode on August 18, 2022, 04:22:54 PM
alright well all of that can go out the window because i just tested heron and 3x valken with just nexerlin, armaa, console commands, lazy, and magic lib, and it persisted
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: DeepIndigo on August 18, 2022, 05:15:25 PM
I think it has something to do with having an amd gpu.
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: Killsode on August 18, 2022, 06:31:58 PM
I think it has something to do with having an amd gpu.

Yeah unfortunately, its probably an alex bugfix then. Shame as team green and blue are pretty scummy from time to time
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on August 21, 2022, 10:44:44 AM
It happened again:

6733620 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_AI.java:222)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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(Thread.java:748)

I still don't know what is causing it
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on August 21, 2022, 10:57:56 AM
Also, is the scripts file supposed to still be a zip file?
Title: Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
Post by: shoi on August 21, 2022, 05:05:40 PM
since I cant reproduce that bug I can only guess that it's being caused by a fighter without a source ship or wing as the NPE occurs when trying to access one of the two; most likely it's a cross mod interaction since I have never been able to reproduce it myself. It'd help a lot if you told me what ships/mods were being used so I can better test the fix and verify it works.

Either way, I posted a small update that should prevent that specific NPE + a few other things on the main page.

Quote
v2.1.2b
-------
- fixed bug that would cause wingcom pilots to be extremely chatty

- added another skin for vx custom
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on August 22, 2022, 03:56:41 AM
I could compress and send you my mod folder, if I can be allowed to do so. The ships with fighter bays that I used: a Heron, a Carnyx, 2 Battle Phantoms, a Battle Shadow, an Adventurer, a Vortex, a Gemogee, a Tress, 3 Cerberuses (PS), a Condor (PS), an Odyssey, 2 Aphelions
As for the strikecraft: too many Raphuses to count, a Saber, a Greatsword, a Phosphor, a Sparrow and 2 Dragoons.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on August 22, 2022, 12:37:44 PM
There's also another variable in this equation: the enemy fleet. I fought a lot of fleets with stirkecrafts in this playthrough, but only one caused the crash. Fortunaly, I saved the game before fighting that fleet, so I could send you the composition of it
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: shoi on August 23, 2022, 08:28:30 AM
Thanks! The crash should hopefully be fixed in the latest patch but that info would be useful as well :)
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: DecimaMASAdmiral on August 24, 2022, 04:02:28 PM
Hello first of all love the mod, having great fun and hope to keep seeing the good work, sadly im getting CTD on starting a new game when used in conjunction with the Gundam UC mod. Any help would be wonderful.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Brainwright on August 24, 2022, 05:37:07 PM
Note : it's a good idea to grab the last few lines of the log that detail the error that caused the crash.

It's in starsector\starsector-core\starsector.log

Be aware that certain special characters cause the forum to go all wonky, and you won't be able to post it.  Be ready to delete those if you have to.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: DecimaMASAdmiral on August 25, 2022, 08:41:28 AM
Note : it's a good idea to grab the last few lines of the log that detail the error that caused the crash.

It's in starsector\starsector-core\starsector.log

Be aware that certain special characters cause the forum to go all wonky, and you won't be able to post it.  Be ready to delete those if you have to.

Ah forgive me. I was going to but I forgot to do so but after checking the error log a second time it would seem my version of Substance Abuse was causing the error, again my apologies.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on August 26, 2022, 10:19:15 AM
Thanks! The crash should hopefully be fixed in the latest patch but that info would be useful as well :)
Sorry for the wait, here's the composition of the enemt fleet that is causing the crash:

Hel Scaith, Castella (LI), Hresvelgr (LI), Guts, 3 Colatluses, 5 Hel Champions, 2 Hel Dominator, 2 Atlases MK.II, Junk, 2 Moras, Mora (P), 2 Doominators, 3 Hel Hammerheads, 4 Hel Manticores, Haligan (P), Venture, Rime (P), Subjugator, Eagle (P), Cravantia, 5 Motorheads, Drover (BHD), Muligan, Ass, Peryton, Dromedary, Heliadae, Trocar, Enforcer (P), 3 Broncos (LI), Flagelator (LI), 2 Prospectors, 4 Badgers, Badger MK.II, 2 Nebulas (P), Buffalo MK.III, 2 Condors, Mule (P), 2 Cockroaches, 2 Convicts, Striker, Falconet L, Falconet R, Hugin, Susrat, Buffalo MK.=, Dire Rise (BHD), Buffalo (PS), 2 Hel Centurions, 2 Hel Vanguards, Vanguard (P), 2 Dragoons (PS), Shkiper, Raphus (AA), Gremlin, Cerberus, Cerberus (P), 2 Rock Hounds, Vroomicorn, Malet (P), Rusted Bolt, Spade MK.II and Evade Camirillo GT Custom.

I don't know how to send an image on the forum, so I wrote this text wall
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on August 26, 2022, 10:36:53 AM
Also, I did a test with the 2.1.2b version, still crashed:

6193818 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:483)
   at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:238)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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(Thread.java:748)
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: JJACK on August 26, 2022, 06:38:43 PM
I love this mod, the mobile suits are awsome.

PS. for the error of the following log, may I know if it happened as the mobile suit could not be able to dock into AI carriers in the combat? 

   at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:483)
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Arthur_The_Ok on August 26, 2022, 07:18:21 PM
I love this mod, the mobile suits are awsome.

PS. for the error of the following log, may I know if it happened as the mobile suit could not be able to dock into AI carriers in the combat? 

   at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:483)
Maybe? There was too much going on and my fleet was too spread apart, so a strikecraft could've tried to land and broke reality in the process, but there are way too many variables to be sure about that being the cause
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: MattyK on August 31, 2022, 08:23:33 PM
Heya! Absolutely loving the mod, gives everything that little 'Ace Combat' flair that really breathes a little life into the game.

So, I'm having several issues;
Code
> Progression Problem: The WINGCOM Module Upgrade is not signposted clearly enough, this resulted in me quite literally doing a full Story Campaign playthrough before finally receiving it randomly in a Salvage. I did find Gamlin and the Arma Armatura shop in the end but the WINGCOM Hullmod did not spawn. A solution to this would either be to make the WINGCOMM a default Hullmod (always accessible), or weight it higher in the market with a mention of New Mesham in the Info Page.

> CRASH: Clicking "Manage Squadrons" on the Player Captain without having a WINGCOM Hullmod on the Flagship (but one on another Officers Ship) will cause a NullPointer, it seems to generate a Squadron for the Player Captain regardless of if they have a WINGCOM or not.

> CRASH: During a Disengage encounter, the game will crash with a NullPointer, cause unknown, possibly a result of a Cataphract attempting to land on a retreated craft, or if an Escort carrying Squadrons leaves the field.

This is my Modlist for Starsector 0.96.1a-RC6;
(https://cdn.discordapp.com/attachments/808031458325168218/1014736447321940028/unknown.png)
And if there's any way to get the crash logs I'll try to provide more information.

Also god I hope someone makes an unofficial addon for UAF, it's like it's Strike Craft were made for this lmao.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: shoi on August 31, 2022, 09:41:49 PM
So, I'm having several issues;
Code
> Progression Problem: The WINGCOM Module Upgrade is not signposted clearly enough, this resulted in me quite literally doing a full Story Campaign playthrough before finally receiving it randomly in a Salvage. I did find Gamlin and the Arma Armatura shop in the end but the WINGCOM Hullmod did not spawn. A solution to this would either be to make the WINGCOMM a default Hullmod (always accessible), or weight it higher in the market with a mention of New Mesham in the Info Page.

> CRASH: Clicking "Manage Squadrons" on the Player Captain without having a WINGCOM Hullmod on the Flagship (but one on another Officers Ship) will cause a NullPointer, it seems to generate a Squadron for the Player Captain regardless of if they have a WINGCOM or not.

> CRASH: During a Disengage encounter, the game will crash with a NullPointer, cause unknown, possibly a result of a Cataphract attempting to land on a retreated craft, or if an Escort carrying Squadrons leaves the field.

Also god I hope someone makes an unofficial addon for UAF, it's like it's Strike Craft were made for this lmao.

You should be able to find your log file(s) in starsector-core. It's usually named 'starsector' with older logs being called 'starsector.log.x' (where x is the number of the log)

If you are able to get the log for those two crashes it'd help immensely. Specifically the first crash since there are nullchecks in place that should prevent this issue (and squadrons also should only be generated by the captain of valid flagships)

Will look at the availabilty of wingcom though, thanks for the feedback! :)
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Killsode on August 31, 2022, 11:45:05 PM
Will look at the availabilty of wingcom though, thanks for the feedback! :)

I'm not sure how much of a problem it actually is, as i've seen new-meshan with literally 50 modspecs for WINGCOM at a time...
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: MattyK on September 01, 2022, 07:19:30 AM
You should be able to find your log file(s) in starsector-core. It's usually named 'starsector' with older logs being called 'starsector.log.x' (where x is the number of the log)

If you are able to get the log for those two crashes it'd help immensely. Specifically the first crash since there are nullchecks in place that should prevent this issue (and squadrons also should only be generated by the captain of valid flagships)

Will look at the availabilty of wingcom though, thanks for the feedback! :)

Here you go, Logs!

The first one is the "Null Squadron" issue;
Code
12375715 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:233)
at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:534)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:574)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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)

The second one is the Pursuit Mission Crash
Code
4239741 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(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)


Will look at the availabilty of wingcom though, thanks for the feedback! :)

I'm not sure how much of a problem it actually is, as i've seen new-meshan with literally 50 modspecs for WINGCOM at a time...
There might be something else in my Mod Playlist that's either causing WINGCOMM Hullmods to be consumed by AI Factions or is possibly even causing a 'shift-up' scenario where the weights are changed around.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Brainwright on September 01, 2022, 07:22:14 AM
Gotta say, I'm loving the recent changes.  I have some thoughts on things in general, if you don't mind.

Most of the ships added with the mod work pretty well.  The new VX Custom is probably the one that fits in the best with the vanilla line up.  It's not too strong, and it doesn't have glaring weaknesses.  In 240 DP battles, the primary threat against anything below cruiser size is fighters, and the VX has enough flexibility in its mounts that it can deal with it.

The Leynos is greatly improved to the point I rather like using it in the early game.  It now goes pretty well with the Polarized Armor skill, and the narrower shield arc makes it easier to dodge incoming fire.  I still find IPDAI a necessary mod, but the ship works well overall.  The primary thing holding it back is the lack of escort fighters that just escort.  They currently fly off and die before I can really tell what's going on.

The Leynos variant is pretty fun, too.  Kinda wish the head mount was modular so I could slot in a PD weapon of my choice, because the built in one is pretty weak.

I was kind of miffed by the changes to the Einhander (P).  It was my most played craft, and the EMP emitter seemed a bit overpowered at first.  However, the EMP damage it did was less than standard EMP emitters, the effect looked cool, and it worked a lot better than the previous flares.  The extra damage and protection from missile volleys also allowed me to branch out from my go-to combo of an ion pulser and thumper with phase anchor.  You just shredded any incoming missiles and quickly shut down weapons with that, it was hard to let go.  So that's a win!

The Altagrave is still a bit weak, though.  It's built like high-tech but doesn't have great shields.  Stray shots are constantly disabling weapons, and half a second of phase lance while you're trying to drop flux disables most of your weapons because the actual ship is so compact...  The KARMA system doesn't help that much.  As a system, it's a bit too slow to work in heated combat.  Also, the way the bar builds up and then depletes, you kind of don't want to use it once you're getting the RoF and flux cost bonuses.  Might be better to make the bar and its associated bonus slowly deplete over time and do the plasma bolts if you grab some big damage with the activation.  The area of effect is a bit of a problem too, as without SE skill, you need to get right next to other ships if you want to block damage for them.  Might be better if the area of effect was project forward like a cone or teardrop shape.  That would also make it more useful for protecting the Altagrave itself, as taking projectiles further out means more time without incoming fire.

The Altagrave G is pretty fun, though.

The Aleste is kinda flux starved for what it comes equipped with, but it works with a player pilot.  PD skill plus IPDAI works a little too well with everything in this mod.  The sword actually is a good stop-gap point defense when it's got an extra 200su to its reach...

The Garegga is really fun.  It's basically a ship with Safety Overrides you can switch on and off.  Kinda sucks Systems Expertise works so incredibly well with it, as you then need 5 skill points in combat.

The Watchdog change was a good improvement.  The original forward mounts just had too limited range to provide adequate PD, and they still didn't cover the rear, where fighters would just hang out and kill it.  Still hampered by the lack of escort fighters, as the only vanilla example is the Xyphos.  Firespitters from Torchships and Deadly Armaments and the Dorn Funnel from Tahlan Shipworks work very well, though.

Wish the Valkyrie CV was more common in the AA market...

I don't actually pilot the Valkhazard very much.  Aggressive piloting plus an omnishield usually means I'm dead before I know what hit me.  Too slow to work the omnishield.  It's great to have an NPC pilot, though, as its varied loadout gives it a ton of flexibility.  Plus, all the big weapons are rather cool, especially the big laser.

And that's about it.  Thanks for the mod.  Whatever else I'm using in a fleet, I'm usually using a ship from this mod personally.  It's been a blast.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: TypicalPilot on September 05, 2022, 06:43:33 AM
Stellar mod

Can't wait to go full Armored Core with this.
Title: Crash found
Post by: Xkali on September 06, 2022, 02:58:41 AM
Seems Aleste is still considered a fighter, and game crashes after she retreats. After changing to FRIGATE from FIGHTER in armaa_aleste.ship file everything works. Hope it won't break later because I changed it. Here is log output:
Code
102141 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.oooO$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.oooO.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)
102487 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
102487 [Thread-10] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
Also, I'm quite new to the forum, so I'm sorry if it isn't a place to post this stuff.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Obsidian Actual on September 07, 2022, 07:48:42 PM
Hey shoi, wanted to ask about a couple of things before the next patch:
In any case, looking forward to whatever you have planned for the future!



EDIT: While I'm at it, I simply must inquire -- I know LSM stands for Land Space 'Mech (for now), but what about ASM and S-II?
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: CptBeacon on September 15, 2022, 07:59:46 PM
Hi, i'm just wondering how to make the range penalty lesser, the ai seems to stand way to far in my games and my carriers are a bit useless with less than 1200 fighter range, i saw the java file but i'm way too much of a coding noob to know what any of it means (or even how to change it) a bit of guidance or pointing in the right direction would be greatly apreciated!
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Killsode on September 15, 2022, 08:22:38 PM
Hi, i'm just wondering how to make the range penalty lesser, the ai seems to stand way to far in my games and my carriers are a bit useless with less than 1200 fighter range, i saw the java file but i'm way too much of a coding noob to know what any of it means (or even how to change it) a bit of guidance or pointing in the right direction would be greatly apreciated!

Which/What range penalty?
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: CptBeacon on September 15, 2022, 11:29:30 PM
Yes, sorry, i meant the penalty with this hulmod https://i.imgur.com/GPZaLNv.png "wingcom suite" i fully understand the 70% penalty for the strikecrafts and pilotable fighters with their squads as that makes some balancing sense and even make the ai work best, but when i want to use it on normal carries it's just a bit short, a 40% big and slow normal non strikecraft carrier makes me a bit sad, and that's the more generous option penalty wise.

Now i know that this is just me liking seeing 20 fighters with their own name going into combat and that might not be the og intention of the mod, but it does make me very happy seeing those little guys doing work and blowing up :D Which is why i kinda want them to be on every one of my carries but in later stages it kinda makes them both too slow for the party (as in never getting into the action) or too close to big guns for a normal non battleship-like carrier.

Mind you i'm playing heavily modded so if this is just an incompatibility with the mod carries i'm sorry for the big text, my coding knowledge to tell this things apart is quite literally 0, thx for taking the time to address it, i love the personality that the mod gives to fights, it somehow makes me nostalgic for older science fiction with all the chatter cheers!
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: IGdood on September 17, 2022, 07:33:30 PM
shoi, will you be editing the WINGCOM hullmod so that it can also include LPCs on modules of a ship?
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Sdalger on September 18, 2022, 12:35:41 PM
Hello. Have you ever considered making civilian mechs? I've been running a civilian only ship fleet and i thought it would be nice to add some mechs in 'em.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Obsidian Actual on September 18, 2022, 01:34:54 PM
Hello. Have you ever considered making civilian mechs? I've been running a civilian only ship fleet and i thought it would be nice to add some mechs in 'em.

I second this... but only because I fancy roleplaying with a lone civilian-grade LSM that possesses a Nexerelin mining strength value (if not built-in mining lasers).
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Hrothgar on September 18, 2022, 02:28:24 PM
I sent him idea for mech too , interesting if it can be possiboe to work.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Damonvi on September 20, 2022, 10:37:54 PM
not sure if it's been posted/discussed/or asked, but is there a way to either-

A. reduce the amount of com chatter from the wing pilots

or

B. scale down the size of their coms, so as to not have the left 1/3 of my screen be populated by a wall of text mid combat?

i love ComsChatter, but i notice it gets too... messy and takes up too much screen real estate.
(while posting this, i've gone into the Combat Chatter mod's settings and reduced the font sizes. i'll edit this if it makes a difference in the game once i reload after the changes)
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: oipo on September 21, 2022, 03:43:15 AM
got this error when loading AA + libs only, any ideas?

 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (O:\games\starsector\starsector-core\data\shipsystems\wpn\flarelauncher3.wpn)]
 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: O:\games\starsector\starsector-core\..\mods\SS-armaa-2.1.2b]
 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [ABSOLUTE_AND_CWD: null]
 INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [armaa_fluxcannon]
 INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [armaa_curvyLaser]
 ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.DANGEROUS
java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.DANGEROUS
   at java.lang.Enum.valueOf(Unknown Source)
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: Crash found
Post by: shoi on September 21, 2022, 05:51:50 AM
Seems Aleste is still considered a fighter, and game crashes after she retreats. After changing to FRIGATE from FIGHTER in armaa_aleste.ship file everything works. Hope it won't break later because I changed it. Here is log output:
Code
102141 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.oooO$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.oooO.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)
102487 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
102487 [Thread-10] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
Also, I'm quite new to the forum, so I'm sorry if it isn't a place to post this stuff.

The ship file you changed was for the fighter version, so those fighters will probably take collision damage when they launch from ships - the playabl aleste is already a frigate. Anyway, you mave have been on an outdated version since all the cata's use frig hullsize in combat now.

not sure if it's been posted/discussed/or asked, but is there a way to either-

A. reduce the amount of com chatter from the wing pilots

or

B. scale down the size of their coms, so as to not have the left 1/3 of my screen be populated by a wall of text mid combat?

i love ComsChatter, but i notice it gets too... messy and takes up too much screen real estate.
(while posting this, i've gone into the Combat Chatter mod's settings and reduced the font sizes. i'll edit this if it makes a difference in the game once i reload after the changes)

double check you have the latest version bc there was a bug that jacked chatter up to pretty absurd levels, other than that the only other option is to disable it in config file

shoi, will you be editing the WINGCOM hullmod so that it can also include LPCs on modules of a ship?


I tried a while ago and it got really messy though I can't remember off the top of my head what the main issue was. I think it was due to being unable to detect modules in refit screen or something, but ill look at it again.

Hey shoi, wanted to ask about a couple of things before the next patch:
  • SILVERSWORD afterimages (aesthetic): I've noticed that when the Garegga (as well as the Trihander skin variant) engages its SILVERSWORD system, the afterimages consist only of the stripped base hull (body sprite), without the decos for the shoulder pauldrons or arm weapons, let alone any modular armaments the player may have added to the 'mech. Seems to work fine for the smaller cataphracts though (e.g. the Valkazard and its prototype SILVERSWORD); is the code different between the two?


Valkazards version is hardcoded to render afterimages for the decos. I dont know why it did it that way specifically since its been a while, but I meant to add this to version for garegga but forgot, will fix.

Quote
  • Custom Ground Support values for pilotable strikecraft: Thanks again for adding in ground_support_custom as an externally configurable array. Would like to confirm if this current implementation allows us to define custom values to either:
    • override the default values assigned to not just fighter units, but playable units also, in cataphract.class or cataphract2.class (e.g. adjusting those of the Valkazard or Eihander)
    • assign new values to newly added (i.e. privately-modded) playable units. I MAY OR MAY NOT BE PUTTING TOGETHER A CUSTOM GAREGGA FOR FUNSIES... WITH NO SHIELDS... AND ARMED WITH SALVAGED BARRELS FROM A MJOLNIR CANNON...
I -think- it should work for this, if not I can patch it pretty easily
Quote
In any case, looking forward to whatever you have planned for the future!



EDIT: While I'm at it, I simply must inquire -- I know LSM stands for Land Space 'Mech (for now), but what about ASM and S-II?
ASM - Anti Ship 'Mech. I think only garegga explicitly has this, but the watchdog and altagrave are both these too. You can kind of think of the difference being kind of like mobile suit vs mobile armor in gundam, as lore wise the bigger stuff are modeled after rosenritter regalia without much consideration for any kind of land engagements

S-II is ...actually, I don't remember  ???
Basically, it just means ..."advanced cataphract". the best analogy i can think of rn is NORMAL vs NEXT in Armored Core

got this error when loading AA + libs only, any ideas?

 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (O:\games\starsector\starsector-core\data\shipsystems\wpn\flarelauncher3.wpn)]
 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: O:\games\starsector\starsector-core\..\mods\SS-armaa-2.1.2b]
 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [ABSOLUTE_AND_CWD: null]
 INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [armaa_fluxcannon]
 INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [armaa_curvyLaser]
 ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.DANGEROUS
java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.DANGEROUS
   at java.lang.Enum.valueOf(Unknown Source)
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
If I had to guess, you are on an outdated version of Starsector. are you using RC6?

Yes, sorry, i meant the penalty with this hulmod https://i.imgur.com/GPZaLNv.png "wingcom suite" i fully understand the 70% penalty for the strikecrafts and pilotable fighters with their squads as that makes some balancing sense and even make the ai work best, but when i want to use it on normal carries it's just a bit short, a 40% big and slow normal non strikecraft carrier makes me a bit sad, and that's the more generous option penalty wise.

Now i know that this is just me liking seeing 20 fighters with their own name going into combat and that might not be the og intention of the mod, but it does make me very happy seeing those little guys doing work and blowing up :D Which is why i kinda want them to be on every one of my carries but in later stages it kinda makes them both too slow for the party (as in never getting into the action) or too close to big guns for a normal non battleship-like carrier.

Mind you i'm playing heavily modded so if this is just an incompatibility with the mod carries i'm sorry for the big text, my coding knowledge to tell this things apart is quite literally 0, thx for taking the time to address it, i love the personality that the mod gives to fights, it somehow makes me nostalgic for older science fiction with all the chatter cheers!

I'll look at the penalty. As the huge % nerf to strikecraft probably indicates it was mostly there to prevent them from kiting but this isn't a real problem for actual carriers. Anyway, thanks! Games like Homeworld / Freespace 2 were a big influence, though most people seem to pick up on the ace combat references the most  :'(

Here you go, logs!

Thanks. I'll patch this ASAP

Gotta say, I'm loving the recent changes.  I have some thoughts on things in general, if you don't mind.

Most of the ships added with the mod work pretty well.  The new VX Custom is probably the one that fits in the best with the vanilla line up.  It's not too strong, and it doesn't have glaring weaknesses.  In 240 DP battles, the primary threat against anything below cruiser size is fighters, and the VX has enough flexibility in its mounts that it can deal with it.

The Leynos is greatly improved to the point I rather like using it in the early game.  It now goes pretty well with the Polarized Armor skill, and the narrower shield arc makes it easier to dodge incoming fire.  I still find IPDAI a necessary mod, but the ship works well overall.  The primary thing holding it back is the lack of escort fighters that just escort.  They currently fly off and die before I can really tell what's going on.

The Leynos variant is pretty fun, too.  Kinda wish the head mount was modular so I could slot in a PD weapon of my choice, because the built in one is pretty weak.

I was kind of miffed by the changes to the Einhander (P).  It was my most played craft, and the EMP emitter seemed a bit overpowered at first.  However, the EMP damage it did was less than standard EMP emitters, the effect looked cool, and it worked a lot better than the previous flares.  The extra damage and protection from missile volleys also allowed me to branch out from my go-to combo of an ion pulser and thumper with phase anchor.  You just shredded any incoming missiles and quickly shut down weapons with that, it was hard to let go.  So that's a win!

The Altagrave is still a bit weak, though.  It's built like high-tech but doesn't have great shields.  Stray shots are constantly disabling weapons, and half a second of phase lance while you're trying to drop flux disables most of your weapons because the actual ship is so compact...  The KARMA system doesn't help that much.  As a system, it's a bit too slow to work in heated combat.  Also, the way the bar builds up and then depletes, you kind of don't want to use it once you're getting the RoF and flux cost bonuses.  Might be better to make the bar and its associated bonus slowly deplete over time and do the plasma bolts if you grab some big damage with the activation.  The area of effect is a bit of a problem too, as without SE skill, you need to get right next to other ships if you want to block damage for them.  Might be better if the area of effect was project forward like a cone or teardrop shape.  That would also make it more useful for protecting the Altagrave itself, as taking projectiles further out means more time without incoming fire.

The Altagrave G is pretty fun, though.

The Aleste is kinda flux starved for what it comes equipped with, but it works with a player pilot.  PD skill plus IPDAI works a little too well with everything in this mod.  The sword actually is a good stop-gap point defense when it's got an extra 200su to its reach...

The Garegga is really fun.  It's basically a ship with Safety Overrides you can switch on and off.  Kinda sucks Systems Expertise works so incredibly well with it, as you then need 5 skill points in combat.

The Watchdog change was a good improvement.  The original forward mounts just had too limited range to provide adequate PD, and they still didn't cover the rear, where fighters would just hang out and kill it.  Still hampered by the lack of escort fighters, as the only vanilla example is the Xyphos.  Firespitters from Torchships and Deadly Armaments and the Dorn Funnel from Tahlan Shipworks work very well, though.

Wish the Valkyrie CV was more common in the AA market...

I don't actually pilot the Valkhazard very much.  Aggressive piloting plus an omnishield usually means I'm dead before I know what hit me.  Too slow to work the omnishield.  It's great to have an NPC pilot, though, as its varied loadout gives it a ton of flexibility.  Plus, all the big weapons are rather cool, especially the big laser.

And that's about it.  Thanks for the mod.  Whatever else I'm using in a fleet, I'm usually using a ship from this mod personally.  It's been a blast.

Thanks for the feedback! There are a few things that I think need a second look at (most prominently Altagrave, then Aleste) so I will keep this in mind when I get a chance to revisit them.

Hello. Have you ever considered making civilian mechs? I've been running a civilian only ship fleet and i thought it would be nice to add some mechs in 'em.

Yeah, someone floated the idea of a mining mech to me once before. I might do one eventually.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: MattyK on September 21, 2022, 07:59:29 AM
I have to agree on the requested WINGCOMM changes, especially later-game when your carrier group starts stacking up range bonuses, it ends up your escort carriers hide behind your capital ships and their wings become glorified point defense outside of bombers, who are now robbed of their valuable fighter screen.

Though vanilla bombers default engagement range is already pretty low (~4,000 units) so tack on the wingcomm and a dedicated targeting core and they practically never go out of your main battery ranges. It makes dealing with kiting frigates an absolute pain in the backside.

Then again, I guess that's what frigate-version Einhanders, Cataphracts and your own Frigates are there for.

If it was more like a -50/-40/-30/-20/ penalty to engagement range it'd be a lot more palatable... Or, you know, tune the penalty to decrease fighter recovery speed instead.

Also while I'm nitpicking, is there any particular reason for the module itself being so heavy on ordinance points? (-30 on a Capital) It makes tuning an actual carrier kinda hard as you have to start picking between adequate weapons, high tier fighters, or a WINGCOMM, and that's after you fine tune your flux and build in your expanded deck crews and dedicated targeting core.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Spoonyman on September 25, 2022, 10:12:04 PM
How do you get rid of the Sleeping Ahab Reactor D-mod on the Valkazard? The mech says its a cataphract 2 from arma armatura (sleepers) but the dmod says its from Iron Blood Orphans so I am not sure where it comes from and I cant find any information on how to get rid of it.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Killsode on September 26, 2022, 03:36:38 AM
How do you get rid of the Sleeping Ahab Reactor D-mod on the Valkazard? The mech says its a cataphract 2 from arma armatura (sleepers) but the dmod says its from Iron Blood Orphans so I am not sure where it comes from and I cant find any information on how to get rid of it.

have you got the gundam mod?
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: MattyK on September 26, 2022, 07:52:50 AM
How do you get rid of the Sleeping Ahab Reactor D-mod on the Valkazard? The mech says its a cataphract 2 from arma armatura (sleepers) but the dmod says its from Iron Blood Orphans so I am not sure where it comes from and I cant find any information on how to get rid of it.

I think this may be a question for the Iron Blooded Orphans Mod Page (https://fractalsoftworks.com/forum/index.php?topic=24234.0). I certainly haven't seen any of these D-Mods in my time using Arma Armatura.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Spoonyman on September 26, 2022, 07:30:38 PM
How do you get rid of the Sleeping Ahab Reactor D-mod on the Valkazard? The mech says its a cataphract 2 from arma armatura (sleepers) but the dmod says its from Iron Blood Orphans so I am not sure where it comes from and I cant find any information on how to get rid of it.

I think this may be a question for the Iron Blooded Orphans Mod Page (https://fractalsoftworks.com/forum/index.php?topic=24234.0). I certainly haven't seen any of these D-Mods in my time using Arma Armatura.

Yea I have the IBO gundam mod. In the end I got the character skill that rando removes d mods and it removed it so while im still not sure how you are legit supposed to get rid of it that workaround works for me.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: darkwarrior1000 on September 28, 2022, 03:32:19 PM
I had a crash soon after ordering an einhander to retreat.
Code
2361633 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(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(Thread.java:748)
I'm on version 0.95.1a RC6 of Starsector and version 2.1.2b of this mod for reference.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Brainwright on September 28, 2022, 03:49:06 PM
I've had this happen quite a bit when retreating with an Einhander-P
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: shoi on September 29, 2022, 11:35:51 AM
I can see how that crash would happen with the Einhander(s), looks like it doesnt occur with my fix in dev now :)

I should have a bugfix out in the next few days, which should address that issue + the CTD that occurs when trying to view squadrons sometimes (thanks to Nia to pointing me in the right direction on that one)

RE: the wingcom suggestions, i'll follow up on that in a bit
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: okj on September 30, 2022, 09:20:51 AM
I still don't get it. So they are independant fighters? Do they respawn when destroyed? What happens if the main one gets destroyed?
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: A_Random_Dude on September 30, 2022, 01:22:49 PM
Arma Armatura fighters are in fact fighter sized frigates. Most of them are, at least. That means that they have the size and mobility of a fighter, but the mechanics of a pilotable ship. So if your mech gets destroyed/disabled in combat, you can't spawn a new one and have to wait till the end of the battle to attempt to recover it. And just like a regular ship, you might very well not be able to that fighter back.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: CrescentQuill on September 30, 2022, 05:47:32 PM
I'm having a CTD with the following error in the early stages of a battle.

144275 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
   at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
   at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
   at com.fs.starfarer.combat.systems.F.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)

Valkazard is mentioned here so I posted this here. I'm not certain exactly what is triggering the crash.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: okj on September 30, 2022, 11:16:15 PM
Arma Armatura fighters are in fact fighter sized frigates. Most of them are, at least. That means that they have the size and mobility of a fighter, but the mechanics of a pilotable ship. So if your mech gets destroyed/disabled in combat, you can't spawn a new one and have to wait till the end of the battle to attempt to recover it. And just like a regular ship, you might very well not be able to that fighter back.
Wait so it's a fighter that cannot be respawned.
How are some of them so expensive
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: hydremajor on October 01, 2022, 02:32:03 AM
Arma Armatura fighters are in fact fighter sized frigates. Most of them are, at least. That means that they have the size and mobility of a fighter, but the mechanics of a pilotable ship. So if your mech gets destroyed/disabled in combat, you can't spawn a new one and have to wait till the end of the battle to attempt to recover it. And just like a regular ship, you might very well not be able to that fighter back.
Wait so it's a fighter that cannot be respawned.
How are some of them so expensive

They are complete glass cannons

they hit absurdly hard and can really haul ass, plus their ability to fly "over" ships makes it so encirclement is basically a myth for them, plus they can "add" fighter wings to whatever carrier your fleet uses by being there in the same fleet

the two main downsides are as follows:

1: they are fragile and if they are unable to disengage its likely prolonged damage will disable them or even destroy them outright

2: most of them are built to behave in a certain role, the Aleste is a great pick for a interceptor, the valken is a nice enough and cheap all rounder option for getting started or for carrying out horde tactics
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: darkwarrior1000 on October 03, 2022, 10:01:25 PM
I'm reluctant to post this since there were other mods at play but this was another way that the error from before manifested

Code
14195936 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.tasks.CombatTaskManager.removeAssignment(Unknown Source)
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:246)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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(Thread.java:748)
admittedly, this occurred with another mod that used this framework to create a remnant aleste. this remnant aleste was then brought as reinforcements through a capture point added by secrets of the frontier and attempted to dock at a pirate carrier.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Farya on October 06, 2022, 07:06:51 AM
So, how the game determines if your fleet has enough carrier for campaign transport of your strike craft? My Mithuna MM with two bays seems to be unable to serve as transport for a single Gunhazard. Or that's just Strikecraft description bugged? Bays are fitted with basic Valkens as well, but it doesn't seem to boost recovery speed as well.
Title: Constant Crash during battles
Post by: Spoonyman on October 06, 2022, 06:43:30 PM
1457236 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
   at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
   at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
   at com.fs.starfarer.combat.systems.F.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)

Cant quite figure it out, at first I thought it was when they would use one of the ship systems and it overloaded and that caused the crash but the latest crash with this had no overload so I have no clue what this means.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: SpaceDrake on October 07, 2022, 12:59:16 PM
It looks like the SILVERSWORD system on the Valkazard freaked out. Did you try to engage speed mode?

Or, an idea: do you have a modded commodity in your cargo hold that uses the same demand data as recreational drugs, but isn't rec-drugs? (E.G. the Red Water of HMI.)
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Spoonyman on October 07, 2022, 03:58:36 PM
It looks like the SILVERSWORD system on the Valkazard freaked out. Did you try to engage speed mode?

Or, an idea: do you have a modded commodity in your cargo hold that uses the same demand data as recreational drugs, but isn't rec-drugs? (E.G. the Red Water of HMI.)

I dont even have a Valkazard, so unless the enemy team has one idk why it throwing that. I have the 5 pilotable gundams from the UC mod and 1 cataprhract from the AA mod. I dont believe I am currently carrying any of the other drugs but I can check.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Spoonyman on October 10, 2022, 10:45:56 PM
Bump for help cause it has brought my game to a dead halt.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Killsode on October 10, 2022, 10:54:14 PM
Bump for help cause it has brought my game to a dead halt.

Its gonna be a bug from gundum UC mate
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Spoonyman on October 10, 2022, 11:59:53 PM
Alrighty then, I appreciate it brother, will go remake the post over there.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Zhein on October 17, 2022, 01:02:26 PM
So, strangely, my Valkazard just disappeared. And not only I have no clue why, but I also erased my previous save, so, meh :(
I think it happened after I sent it to rearm my Mora carrier ? (it's speculation, and since I don't have it anymore I can't test it again)

I'm sure I didn't lost it : I'm flying it, I would have noticed dying.

Edit :
"- Fixed Valkazard being locked in an invisible/uncontrollable state if docking while under player control"

Must be that... Except I'm in 2.1.2b, so the bug still exist. :(
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: raco12 on October 23, 2022, 07:08:31 AM
Excuse me, Im new to ArmaA and even I am really enjoy in it, im having the issue that if I have many wincoms on my fleet the combat chatter of the fighters spams so much msges on the screen that I cant play the game because i cant see.

Theres an advice to minimize the chatter of theres way to mess up the config folder to make less combat chatter appear from the fighters?

Your mod is amazing!
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Gunfire007 on October 23, 2022, 01:38:44 PM
Hey guys, just wondering if there are requirements to put the WING COM hullmod in ships. Is it only useable on certain hulls? Do I have to unlock it? I had the mod working fine but I added a couple other factions in on a new save and I'm not seeing the WING COM hullmod on any of my ships, even the ones that were working previously. All of the other aspects of the mod are working, just not WING COM and all the features that come with that.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: CornishGH on October 23, 2022, 02:43:37 PM
Hey guys, just wondering if there are requirements to put the WING COM hullmod in ships. Is it only useable on certain hulls? Do I have to unlock it? I had the mod working fine but I added a couple other factions in on a new save and I'm not seeing the WING COM hullmod on any of my ships, even the ones that were working previously. All of the other aspects of the mod are working, just not WING COM and all the features that come with that.

I'm a few versions behind, but unless something changed WINGCOM comes stock on the mecha but for other ships you need to find and use the modspec.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: e on October 23, 2022, 03:36:16 PM
I'd like to report something: Big capitals that are modular, such as the Cathedral-Class (https://i.imgur.com/NR6vdMf.png) from Ship/Weapon Pack (https://fractalsoftworks.com/forum/index.php?topic=11018.0) have odd interactions with the Wingcom Hullmod.

When installing the hullmod in the central module of the ship, only fighter bays in the center are considered for the purposes of Wingcom and the fighter bays in the rest of the ship are ignored. This problem persists even if you install wingcom on the respective modules with bays in them, in this case, nothing happens.

The end result is that you get some fighters with wingcom pilots in them and some that do not.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Brainwright on October 23, 2022, 07:05:10 PM
I'd like to report something: Big capitals that are modular, such as the Cathedral-Class (https://i.imgur.com/NR6vdMf.png) from Ship/Weapon Pack (https://fractalsoftworks.com/forum/index.php?topic=11018.0) have odd interactions with the Wingcom Hullmod.

When installing the hullmod in the central module of the ship, only fighter bays in the center are considered for the purposes of Wingcom and the fighter bays in the rest of the ship are ignored. This problem persists even if you install wingcom on the respective modules with bays in them, in this case, nothing happens.

The end result is that you get some fighters with wingcom pilots in them and some that do not.

Each part of these ships have their own OP pool, and hull mods are applied independently.  Working as intended, so far as I can tell.
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: shoi on October 23, 2022, 08:03:41 PM
WINGCOM module thing is a bug, that should be fixed in dev. I was actually about to post the update but I need to double check a few things HOWEVER I should be posting it very soon

Quote

v2.1.3
--------
- Added new strikecraft oriented hullmod that can be found via exploration, and one other series of hullmods

- Added TMI mod compat


=-------Fixes/Tweaks----=

- Modules fitted with WINGCOM should now work properly

- Fixed Strikecraft not properly receiving carrier bonus

- LPC Aleste should now deploy with random loadouts
   - Reduced firerate by 30%

- Fixed Altagrave EX doing inordinate amounts of damage while ship system was active

- Fixed crash caused by Einhander/Einhander P having fighter hullSize while retreating

- Fixed crash caused by accessing WINGCOM Squad Manager when no key for the captain existed

- Fixed some typos for Valkazard's SILVERSWORD hullmod
   - Silversword regen rate increased by 25%

- Garegga's Silversword now properly shows afterimages for all parts of ship

- WINGCOM chatter disable config option actually works now

- Adjusted chatter probability to be a bit less spammy
   - the chatter chance further decreases as wing size increases
   - chatter chance increases for strikecraft that are on screen (this chatter is displayed over the ship)

- Revised "midline" skin for VX Custom

-Strikecraft burn speed is now reduced to 0 if there are no larger ships in the fleet
   - this behavior can be ignored with independent_of_carrier tag

-WINGCOM range penalty for destroyers, cruisers, and capital ships reduced (was: 70%/60%/50%/40% now: 70%/40%/30%/20%)

-Altagrave
   -Top Speed:110 ->120
   -Shield Efficiency: .65->.6
   -KARMA
      - No longer resets to zero when maxed
      - Slowly decreases while above zero

-Kouto E-Type & Kouto
   - Top Speed: 160->140

-VX Custom
   - Top Speed: 180->170
   - Armor: 170->160
   - Shield Arc: 70->90
   - Slightly reduced turn rate/ acceleration

- Fixed bug where wingcom pilots would not properly learn elite skills after max level was reached

Excuse me, Im new to ArmaA and even I am really enjoy in it, im having the issue that if I have many wincoms on my fleet the combat chatter of the fighters spams so much msges on the screen that I cant play the game because i cant see.

Theres an advice to minimize the chatter of theres way to mess up the config folder to make less combat chatter appear from the fighters?

Your mod is amazing!

Thanks! The frequency has been adjusted to be lower, but if its still too much you can disable the chatter in config->modSettings and setting wingcom_chatter to false
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: e on October 23, 2022, 09:17:28 PM
WINGCOM module thing is a bug, that should be fixed in dev. I was actually about to post the update but I need to double check a few things HOWEVER I should be posting it very soon

That sounds great, thanks for that!
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: Zhein on October 24, 2022, 12:55:50 PM
v2.1.3

Nothing about the disappearing ship after landing ?
Is there a way to get it back in the save ?
Should I forgot completely the use of carriers to rearm player piloted strikecrafts ?
Title: Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
Post by: shoi on October 24, 2022, 02:57:38 PM
(https://i.imgur.com/xuiv3Iu.png)
(https://i.imgur.com/FutHUQW.jpg)

v2.1.3 is up. Check the first page for the updated link and lemme know about any issues yall run into. In terms of content, 3 hullmods designed for drone/unmanned fighters have been added (one for each ai core type) as well as a hullmod that basically splits the graze effect off from valkazard, repackaged as a weaker, modular version for all strikecraft at the cost of increased refit time. Special thanks to Mayu for helping me with the AI Core consumption/refunding dealio and for making a sweet new hullmod icon for the strikecraft hullmod

v2.1.3

Nothing about the disappearing ship after landing ?
Is there a way to get it back in the save ?
Should I forgot completely the use of carriers to rearm player piloted strikecrafts ?

I can't do anything about this, especially if there isn't any informatin to reliably reproduce it.
If you have console commands, you can add another into your game using
"addship armaa_valkazard"

Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Pep on October 26, 2022, 10:09:09 AM
Thanks for update! I can finally use wingcom on cathedral!I spot big, looks like the AI hullmod can be installed without the requisite AI Core lol
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: hydremajor on October 27, 2022, 12:26:58 AM
@shoi

crazy thought about that "vanishing ship" thing but could it be triggered by something running out while the ship was docked ?

Clearly something happened on that ship while it was docked, the question would be "what could"...My personnal pick would be a ship system timing out....
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: shoi on October 27, 2022, 12:34:40 AM
I've seen people report about their ship docking and basically being uncontrollable due to them accidentally giving the ship an order or something else that would cancel the docking AI, but never something that completely removed the ship from the fleet. Maybe it got blown up while in a carrier, no way to tell without more info unfortunately ):

Thanks for update! I can finally use wingcom on cathedral!I spot big, looks like the AI hullmod can be installed without the requisite AI Core lol

that's one of the last things I tested for and I still flubbled it lol, thanks for the report. should be fixed if you redownload
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: SpaceDrake on October 27, 2022, 06:02:33 AM
Also, not sure this was intended, but while the Valk retains the ability to drug-dodge, this isn't listed anywhere on its tooltips anymore.

Nifty update, otherwise! Though I still look forward to the expansion of The Valkazard Lore.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Karleen on October 27, 2022, 07:01:27 AM
Hi, hello! This is definitely not a bragging post!

I was doing the Showdown mission from Nex and miscalculated my transverse jump, which led to me getting swarmed by three fleets from that task force. With Jose Pavli's "Showdown" blasting through my headset, I squeezed every single bit of performance out of my Einhander, and after about thirty minutes of fighting, we managed to achieve victory. Losses were minimal, but the fleet's CR was drained, so I had to e-burn the hell away from the rest of the task force.

I, uh, also set a personal record on damage inflicted; never got even close to that number ahahah!

"Arma Armatura don't fail me today!"

Battle results
(https://i.imgur.com/69yWUFQ.png)
(https://i.imgur.com/X0Qt1Xv.png)
(https://i.imgur.com/QtN5r8o.png)
[close]
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: hydremajor on October 27, 2022, 10:42:55 AM
Aight so I could've SWORN you'd mentionned documentation on how to use the mech framework of ArmaA in other mods, was I COMPLETELY wrong about that ?

Mentionned that in a modding thread : "The Dalcassian League of Associated Planets"

told the guy there was a whole framework with documentation that could be used to make more mech mods, did I imagine it ?
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: e on October 27, 2022, 10:26:54 PM
I think there's a bit of an inconsistency in the Altagrave[EX]'s description, it says here:

Spoiler
This casts an uncertainty on its point of origin: these automated components definitely aren't legal due to potential threat of delta+ AI possession, yet this vessel still contains human interface, control consoles and even cramped crew quarters.
[close]

And yet it's maximum crew and crew required is 0.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: NikoTheGuyDude on October 28, 2022, 12:17:50 PM
Got a random crash in hyperspace after fighting some pirates. Seems to be an ARMA issue.
Spoiler
1483450 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [faction_pirate_encounter_02_hostile.ogg]
1483451 [Thread-10] INFO  sound.OooO  - Playing music with id [faction_pirate_encounter_02_hostile.ogg]
1483568 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.armaa_drugsAreBad.reportBattleOccurred(armaa_drugsAreBad.java:163)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:792)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1612)
   at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.dismiss(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]

Retreated from the battle btw.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: NikoTheGuyDude on October 28, 2022, 12:18:38 PM
Heres the modlist:
Spoiler
{
  "enabledMods": [
    "$$$_DakkaHolics_sprites",
    "$$$_lightshow",
    "$$$_trailermoments",
    "advanced_gunnery_control_dbeaa06e",
    "alcoholism",
    "ArkLeg",
    "armaa",
    "audio_plus",
    "automatedcommands",
    "better_deserving_smods",
    "blackrock_driveyards",
    "bountiesexpanded",
    "CaptainsLog",
    "CAS",
    "chatter",
    "clearCommands",
    "DetailedCombatResults",
    "diableavionics",
    "dispMore",
    "dynamictariffs",
    "edshipyard",
    "exoticatechnologies",
    "fast_engine_rendering",
    "fleetsizebydp",
    "gunnyhegexpeditionary",
    "hm_flagpack",
    "HMI",
    "immersionFriendlyPortraitPack",
    "Imperium",
    "Impws",
    "IndEvo",
    "istl_dassaultmikoyan",
    "kadur_remnant",
    "kazeron",
    "leadingPip",
    "lights_out",
    "lockedAndLoaded",
    "logisticsNotifications",
    "LTA",
    "luddenhance",
    "lw_autosave",
    "lw_console",
    "lw_lazylib",
    "MagicLib",
    "mir_ed",
    "nexerelin",
    "niko_morePlanetaryConditions",
    "officerExtension",
    "pt_exiledSpace",
    "pt_qolpack",
    "PT_ShipDirectionMarker",
    "QualityCaptains",
    "raccoonarms",
    "RC_Second_Wave_Options",
    "rebalanced_doom",
    "ruddygreat_ArmourVisualiser",
    "sclskl_scalingskilllimits",
    "SCY",
    "Seafood",
    "secretsofthefrontieralt",
    "SEEKER",
    "shaderLib",
    "speedUp",
    "StarfarersWorkshop",
    "starpocalypse",
    "stelnet",
    "sun_flux_reticle",
    "sun_new_beginnings",
    "sun_ruthless_sector",
    "sun_starship_legends",
    "swp",
    "tahlan",
    "TAR",
    "timid_admins",
    "timid_commissioned_hull_mods",
    "timid_cum",
    "timid_tmi",
    "timid_xiv",
    "TORCHSHIPS",
    "Torpedo_Alarm",
    "transfer_all_items",
    "transpoffder",
    "UGH",
    "underworld",
    "ungp",
    "URW",
    "US",
    "vayrashippack",
    "vic",
    "Visualized_Repair_Progress",
    "WEAPONARCS",
    "whichmod",
    "wisp_perseanchronicles",
    "wyv_planetaryShieldAccessControl",
    "XhanEmpire",
    "zzz_DakkaHolics"
  ]
}
[close]
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Killsode on October 30, 2022, 03:48:41 AM
So does the valkazard no longer have sykostims innately? By the way the is Silversword Type A hullmod being hidden on the valkazard intentional as well?
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: SpaceDrake on October 30, 2022, 03:21:28 PM
So does the valkazard no longer have sykostims innately? By the way the is Silversword Type A hullmod being hidden on the valkazard intentional as well?

No, it does have the stim use innately, evidently as part of its SILVERSWORD system. It just isn't reflected on any tooltip, which is why I was asking about the missing tooltip.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: e on November 03, 2022, 10:00:08 PM
I got a crash and the only reason i suspect it's from this mod is because it mentions something related, but i actually don't know of it's actually caused by it.

The only context i can give is that it seems like it happened at random after saving and trying to reload said save. I haven't been in a fight for a bit and i was only hanging around Aztlan system.

Crash Log:
Spoiler
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.NullPointerException
   at data.hullmods.armaa_skyMindSuiteAlpha.advanceInCampaign(armaa_skyMindSuiteAlpha.java:240)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.skills.BaseSkillEffectDescription.getTotalOP(BaseSkillEffectDescription.java:665)
   at com.fs.starfarer.api.impl.campaign.skills.BaseSkillEffectDescription.computeAnd CacheThresholdBonus(BaseSkillEffectDescription.java:326)
   at com.fs.starfarer.api.impl.campaign.skills.FieldRepairs$Level1.apply(FieldRepairs.java:112)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor13.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
   at java.lang.reflect.Method.invoke(Method.java:498)
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
[close]

Modlist:
Spoiler
yunruindustries-2022-09-30:  Yunru Industries
pantera_ANewLevel40R-40 2.1 Fast: A New Level of Confidence
apex_design-1.0.10: Apex Design Collective
armaa-2.1.3: Arma Armatura
timid_admins-1.86: Better Colonies
better_deserving_smods-1.54: Better Deserving Smods!
bountiesexpanded-0.4.2: Bounties Expanded
CaptainsLog-0.1.6: Captain's Log
chatter-1.12: Combat Chatter
su_Concord-3.5.2g: Concord
lw_console-2021.12.25: Console Commands
cryogrowthadjustment-0.5.0: Cryosleeper Growth Rate Adjusment
hm_flagpack-1.01a: Deluxe Player Flags
dronelib-1.1.1: DroneLib
exoticatechnologies-1.1.6: Exotica Technologies
fast_engine_rendering-1.1.2: Fast Engine Rendering
fleetsizebydp-1.0.1b: Fleet Size By DP
GrandColonies-1.0.d: Grand.Colonies
sun_hyperdrive-2.2.1: Hyperdrive
IndEvo-3.1.f: Industrial.Evolution
Imperium-2.5.2: Interstellar Imperium
timid_xiv-1.181: Iron Shell
kadur_remnant-3.2.3support4: Kadur Remnant
kazeron-1.2: Kazeron Navarchy
lw_lazylib-2.7b: LazyLib
logisticsNotifications-1.4.4: Logistics Notifications
luddenhance-1.2.5l: Luddic Enhancement
MagicLib-0.42.1: MagicLib
nexerelin-0.10.5b: Nexerelin
officerExtension-0.4.3: Officer Extension
wyv_planetaryShieldAccessControl-1.4: Planetary Shield: Access Control
TAR-1.41rc2: Practice Targets
progressiveSMods-0.8.7: Progressive S-Mods
pt_qolpack-1.1: QoL Pack
sclskl_scalingskilllimits-0.2: Scaling Skill Limits
scan_those_gates-1.5.0: Scan Those Gates
SEEKER-0.51: Seeker - Unidentified Contact
swp-1.13.0: Ship/Weapon Pack
simpleplayerflags-1.0: Simple Player Faction Flags
speedUp-0.7.2: SpeedUp
sun_starship_legends-2.1.2: Starship Legends
stelnet-2.6.1: Stellar Networks
Terraforming & Station Construction-8.1.6: Terraforming & Station Construction
timid_tmi-0.95: Too Much Information
underworld-1.7.1: Underworld
US-0.43: Unknown Skies
ungp-2.1.0: Unofficial New Game Plus
vic-1.4.3: VIC
audio_plus-1.1.3: ZZ Audio Plus
shaderLib-1.6.1: zz GraphicsLib
[close]
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: SpaceDrake on November 03, 2022, 10:35:12 PM
Let me guess: you have the Overlord Alpha mod on one of your carriers?

Just from eyeballing it, it's screwing up somehow in applying the skills to the fighters.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: e on November 04, 2022, 12:52:27 AM
Let me guess: you have the Overlord Alpha mod on one of your carriers?

Just from eyeballing it, it's screwing up somehow in applying the skills to the fighters.

I have it on 4 Watchdogs, yes. I've had it for a long while though and it didn't seem to cause issues.

I also have it on a Caliph-class to which i added converted hangars to ALL of it's modules to see what would happen. This i also had for a while and for several saves prior the crashing.

EDIT:
I figured i should point out that the fighters being used are from the Apex mod, which are all pilotless.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: shoi on November 04, 2022, 05:14:05 AM
Also, not sure this was intended, but while the Valk retains the ability to drug-dodge, this isn't listed anywhere on its tooltips anymore.

Nifty update, otherwise! Though I still look forward to the expansion of The Valkazard Lore.

I accidentally set the hullmod to be hidden, this has been fixed.  :-[ Thanks for letting me know
Aight so I could've SWORN you'd mentionned documentation on how to use the mech framework of ArmaA in other mods, was I COMPLETELY wrong about that ?

Mentionned that in a modding thread : "The Dalcassian League of Associated Planets"

told the guy there was a whole framework with documentation that could be used to make more mech mods, did I imagine it ?

There's not really a mech framework, unless you mean emulating strikecraft characteristics such as docking. In that case its just a matter of using the mods strikecraft hullmod which applies all of those things with the caveat of making it a dependency. The other option is just using the src to make your own version of it

I got a crash and the only reason i suspect it's from this mod is because it mentions something related, but i actually don't know of it's actually caused by it.

The only context i can give is that it seems like it happened at random after saving and trying to reload said save. I haven't been in a fight for a bit and i was only hanging around Aztlan system.

Crash Log:
Spoiler
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.NullPointerException
   at data.hullmods.armaa_skyMindSuiteAlpha.advanceInCampaign(armaa_skyMindSuiteAlpha.java:240)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.skills.BaseSkillEffectDescription.getTotalOP(BaseSkillEffectDescription.java:665)
   at com.fs.starfarer.api.impl.campaign.skills.BaseSkillEffectDescription.computeAnd CacheThresholdBonus(BaseSkillEffectDescription.java:326)
   at com.fs.starfarer.api.impl.campaign.skills.FieldRepairs$Level1.apply(FieldRepairs.java:112)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor13.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
   at java.lang.reflect.Method.invoke(Method.java:498)
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
[close]

Modlist:
Spoiler
yunruindustries-2022-09-30:  Yunru Industries
pantera_ANewLevel40R-40 2.1 Fast: A New Level of Confidence
apex_design-1.0.10: Apex Design Collective
armaa-2.1.3: Arma Armatura
timid_admins-1.86: Better Colonies
better_deserving_smods-1.54: Better Deserving Smods!
bountiesexpanded-0.4.2: Bounties Expanded
CaptainsLog-0.1.6: Captain's Log
chatter-1.12: Combat Chatter
su_Concord-3.5.2g: Concord
lw_console-2021.12.25: Console Commands
cryogrowthadjustment-0.5.0: Cryosleeper Growth Rate Adjusment
hm_flagpack-1.01a: Deluxe Player Flags
dronelib-1.1.1: DroneLib
exoticatechnologies-1.1.6: Exotica Technologies
fast_engine_rendering-1.1.2: Fast Engine Rendering
fleetsizebydp-1.0.1b: Fleet Size By DP
GrandColonies-1.0.d: Grand.Colonies
sun_hyperdrive-2.2.1: Hyperdrive
IndEvo-3.1.f: Industrial.Evolution
Imperium-2.5.2: Interstellar Imperium
timid_xiv-1.181: Iron Shell
kadur_remnant-3.2.3support4: Kadur Remnant
kazeron-1.2: Kazeron Navarchy
lw_lazylib-2.7b: LazyLib
logisticsNotifications-1.4.4: Logistics Notifications
luddenhance-1.2.5l: Luddic Enhancement
MagicLib-0.42.1: MagicLib
nexerelin-0.10.5b: Nexerelin
officerExtension-0.4.3: Officer Extension
wyv_planetaryShieldAccessControl-1.4: Planetary Shield: Access Control
TAR-1.41rc2: Practice Targets
progressiveSMods-0.8.7: Progressive S-Mods
pt_qolpack-1.1: QoL Pack
sclskl_scalingskilllimits-0.2: Scaling Skill Limits
scan_those_gates-1.5.0: Scan Those Gates
SEEKER-0.51: Seeker - Unidentified Contact
swp-1.13.0: Ship/Weapon Pack
simpleplayerflags-1.0: Simple Player Faction Flags
speedUp-0.7.2: SpeedUp
sun_starship_legends-2.1.2: Starship Legends
stelnet-2.6.1: Stellar Networks
Terraforming & Station Construction-8.1.6: Terraforming & Station Construction
timid_tmi-0.95: Too Much Information
underworld-1.7.1: Underworld
US-0.43: Unknown Skies
ungp-2.1.0: Unofficial New Game Plus
vic-1.4.3: VIC
audio_plus-1.1.3: ZZ Audio Plus
shaderLib-1.6.1: zz GraphicsLib
[close]

It's definitely looking like an arma issue. I'll DM you a link to an updated JAR (only because the link expires as soon as anyone uses it), can you let me know if that resolves the issue? Make a backup of the current one and drop it in armaa/jars
I think there's a bit of an inconsistency in the Altagrave[EX]'s description, it says here:

Spoiler
This casts an uncertainty on its point of origin: these automated components definitely aren't legal due to potential threat of delta+ AI possession, yet this vessel still contains human interface, control consoles and even cramped crew quarters.
[close]

And yet it's maximum crew and crew required is 0.

Thanks, someone else mentioned this a while back. will adjust.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Blasphedon on November 06, 2022, 05:17:28 PM
ran into a slight issue with your mod. the Gown from Scalartech solutions doenst play well with it. doenst crash or anything, just doesnt work right. Probably because of the modular design of the ship. I tried putting wingcom on it and it was only applying it to part of the ship depending on where it was put. put it on the main body and it only applies it to the 1 wing on the body but under wing management gives me 11 of 17 actual officers. Just acts downright weird. does the same thing with modern carriers mod to, just sometimes you get fireworks with it.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: SpaceDrake on November 06, 2022, 05:29:07 PM
Download the most recent update, modular ships were fixed.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Blasphedon on November 06, 2022, 07:18:39 PM
Got the most recent update, but its still doing the same thing, or atleast thats what it seems. Changed my load out for 9 total fighters. Put it on the central part, get 1 officer. put it on either side get 4.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: shoi on November 06, 2022, 07:48:43 PM
Are you adding it to every module? If you're only putting it on one then only the wings from that part will be affected. I tested this just now and didn't run into any issues.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Blasphedon on November 06, 2022, 08:01:41 PM
If thats how its supposed to work then i guess its just a false alarm outside of having 2 extra officers sitting the in manager. Thought it was a shared buff for the "whole" ship.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Zachev on November 07, 2022, 05:29:48 PM
Hi all, first time posting on the forums.  Just wanted to preface this post by saying I love this mod!

I believe I have found an issue causing major lag spikes (memory leak?) after battles that is potentially caused by a compatibility issue between this mod, "Tahlan Shipworks" and "Nes's SAW" mod, and I thought I'd point it out in case someone else has this issue.

Basically, I equipped a WINGCOM hullmod from this mod to a Hampter class from the "Nes's SAW" mod.  Early on I was using crappy manned fighters, but eventually stumbled upon and equipped "Hel Lux Fighters" from the Tahlan mod without removing the WINGCOM hullmod.

The post battle screen (after obtaining loot) started freezing up for a few seconds at first, and then eventually made the game unplayable as it crashed after every battle.  Unequipping the WINGCOM hullmod fixed this immediately.

Thanks!
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: shoi on November 07, 2022, 09:32:44 PM
Thanks a lot for this report. The bug isn't rooted in any mod incompatibilites but from using WINGCOM with AI fighters. It's fixed now.

Do you mind tossing me your save?
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Edigos on November 08, 2022, 08:35:38 PM
Is there any way to order an officer polite strick craft to land on a carrier for the supplement before they dry their last CR and become space drift?
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Mr_8000 on November 16, 2022, 07:10:05 PM
Regarding the overlord suites, they seem unfinished. The gamma and beta versions cannot be installed due to a conflict with themselves:
Spoiler
(https://i.imgur.com/fjd8Muu.png)
[close]
Installing the alpha variant can be done without an AI core and removing it sometimes causes an alpha core to appear in your inventory for free. After a bit of testing it seems the dupe only occurs after undocking and letting some time pass before removing the hullmod. Then simply store the core, install the hullmod again and repeat. That bug, along with the way the hullmod is worded, made me initially assume it meant the AI core assigned to an automated ship as opposed to an AI core installed due to the hullmod. This lead me to think that changing the AI officer's skills would affect the ones applied to the fighters (which they don't).

EDIT: After returning to my save the following day, I can no longer load it. Crash appears to be the same as https://fractalsoftworks.com/forum/index.php?topic=18751.msg380613#msg380613 . Relevant part of log:
Spoiler
Caused by: java.lang.NullPointerException
   at data.hullmods.armaa_skyMindSuiteAlpha.advanceInCampaign(armaa_skyMindSuiteAlpha.java:240)
   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.skills.BaseSkillEffectDescription.getTotalOP(BaseSkillEffectDescription.java:665)
   at com.fs.starfarer.api.impl.campaign.skills.BaseSkillEffectDescription.computeAnd CacheThresholdBonus(BaseSkillEffectDescription.java:326)
   at data.characters.skills.scripts.FieldRepairsSkillOverhaul$Level1.apply(FieldRepairsSkillOverhaul.java:113)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor15.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
   ... 726 more
[close]
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Blocknight on November 18, 2022, 12:28:17 AM
EDIT: After returning to my save the following day, I can no longer load it. Crash appears to be the same as https://fractalsoftworks.com/forum/index.php?topic=18751.msg380613#msg380613 .

I thankfully managed to salvage my save file by editing the "armaa_skyMindAlpha" hullmod out of any and all fleet ships in the campaign.xml, but of course it remains to be seen if I'll see any other issues since it seems like a more complex hullmod than most.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: shoi on November 18, 2022, 01:38:44 PM
.

EDIT: After returning to my save the following day, I can no longer load it. Crash appears to be the same as https://fractalsoftworks.com/forum/index.php?topic=18751.msg380613#msg380613 . Relevant part of log:
Spoiler
Caused by: java.lang.NullPointerException
   at data.hullmods.armaa_skyMindSuiteAlpha.advanceInCampaign(armaa_skyMindSuiteAlpha.java:240)
   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.skills.BaseSkillEffectDescription.getTotalOP(BaseSkillEffectDescription.java:665)
   at com.fs.starfarer.api.impl.campaign.skills.BaseSkillEffectDescription.computeAnd CacheThresholdBonus(BaseSkillEffectDescription.java:326)
   at data.characters.skills.scripts.FieldRepairsSkillOverhaul$Level1.apply(FieldRepairsSkillOverhaul.java:113)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor15.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
   ... 726 more
[close]

backup the current armaa.jar in mod folder and replace with this one (https://www.mediafire.com/file/ch9vd4hvrma171i/armaa.jar/file)
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Nekrovex on November 20, 2022, 08:54:35 PM
Hi guys, anyone getting CTDs after setting wingcom chatter to false on modsettings? I get a Fatal: null error and to add to the strangeness, manually reverting the setting to true on the json file still causes a CTD. The only fix being replacing the modSettings.json file with a backup. Any idea what might be going wrong?
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: SteelSirokos on November 21, 2022, 12:25:35 PM
I'm not sure what caused it, but I got a nullpointer during combat with a Remnant cataphract

Code
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:484)
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:238)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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(Thread.java:748)

Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Agalyon on November 21, 2022, 02:42:30 PM
I had a crash it looks like a few others had, with the only ArmA ship being the Aleste (S) frigate which I was not piloting at the time. Let me know if I can do anything else to help. Honestly I have no real proof that its even ArmA but searching the crash brought be here and it did happen after I picked up the Aleste. I'm running 2.1.3 as well.

Code
11359197 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(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(Thread.java:748)
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: shoi on November 21, 2022, 02:52:42 PM
I had a crash it looks like a few others had, with the only ArmA ship being the Aleste (S) frigate which I was not piloting at the time. Let me know if I can do anything else to help. Honestly I have no real proof that its even ArmA but searching the crash brought be here and it did happen after I picked up the Aleste. I'm running 2.1.3 as well.

Code
11359197 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(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(Thread.java:748)

I dont know if this is arma related. the crash that was relevant had to do with a ship still having fighter hullsize when it retreated, but aleste is treated like a normal frigate (as far as hullsize goes).  If you can reproduce it with the aleste (or if you know the aleste was retreating when it happened)  let me know, ill fiddle around with some things in the meantime but i've never been able to repro this one specifically

I'm not sure what caused it, but I got a nullpointer during combat with a Remnant cataphract

Code
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:484)
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:238)
at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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(Thread.java:748)



Try the jar I linked above (this one (https://www.mediafire.com/file/ch9vd4hvrma171i/armaa.jar/file))

Hi guys, anyone getting CTDs after setting wingcom chatter to false on modsettings? I get a Fatal: null error and to add to the strangeness, manually reverting the setting to true on the json file still causes a CTD. The only fix being replacing the modSettings.json file with a backup. Any idea what might be going wrong?
it sounds like you could have broke the json file which can happen if you leave out a comma or something,(esp if it stopped working when you tried to change it back but resolved on replacement) did you have the crash log?

Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: HopeFall on November 22, 2022, 11:55:34 PM
Is there a problem with neural link and this? It seems pretty reliable that if both strike craft are currently docked, swapping will cause one if not both to become permanently stuck.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: shoi on November 23, 2022, 11:45:55 AM
hmm, swaping onto a docked ship probably resets/disables the AI used for landing/repairs

i'll look at the script since I think I can probably refactor it to stop it from happening, in the mean time try not to swap to anything docked
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: HopeFall on November 23, 2022, 01:35:58 PM
I've been trying to be careful and will be more from now on! The AI though, sometimes docks by itself and I won't know until I swapped. Been opening the map a lot to try not to f-up, a good thing the visuals of the strikecraft changes when docked.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: NikoTheGuyDude on November 25, 2022, 01:11:02 PM
There's a very severe bug right now with landing at hangars

It seems that if a strikecraft tries to dock with a carrier, it seems there's a small chance the strikecraft gets just, ***. It doesn't dock, yet its entire body disappears (save for the legs), and it drifts off. It acts like it's currently docked, yet it isn't, and as such, it never un"docks", meaning it's permanantly broken, and cant be used in the fight (it cant even be told to retreat, not like it could, because its controls are locked). This happens with both player and AI, and with player, it crashes the game if the player ship gets to the retreat zone.

Log:
Spoiler
16183578 [Thread-3] INFO  sound.public  - Cleaning up music with id [Ambush.ogg]
16185443 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(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(Thread.java:748)
[close]
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: shoi on November 25, 2022, 05:22:06 PM
Thanks for the report! same bug as above with ai being reset, will be fixed in next update
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Hathur on November 26, 2022, 04:48:49 PM
Question.. how do I find new fighters / ships from this mod (the pilotable ones)? Have been flying around quite a bit to various planets / bases but can't seem to find any for sale (started a new game). Do I just have to keep looking? Also, how do I get Wingcom? If I understand correctly I need to find / install a hullmod? Is there a specific place I have to look for to get it or is it just random?
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: shoi on November 26, 2022, 04:52:43 PM
Question.. how do I find new fighters / ships from this mod? Have been flying around quite a bit to various planets / bases but can't seem to find any for sale (started a new game).

Look for a system at the southwest edge of the core, its called Gamlin
theres one market in the system that sells all of the mod stuff. They show up at indie/persean markets as well

Quote
Do I just have to keep looking? Also, how do I get Wingcom? If I understand correctly I need to find / install a hullmod? Is there a specific place I have to look for to get it or is it just random?
It appears at the market and can also be found via exploration
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Vundaex on November 26, 2022, 08:21:55 PM
Loving this mod, amazing work.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: Vundaex on November 29, 2022, 02:49:19 PM
Looks like the einhander class is missing an autofit goal variant.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: CorgisOnDVD on December 14, 2022, 09:27:27 PM
I have a somewhat similar issue with Vundaex, except that in the Diable version, there is a variant of the valkhazard called valkenx_frig which doesn't exist anywhere else.
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: dk1332 on December 19, 2022, 11:02:31 PM
Got a CTD after promoting an officer from one of my cataphracts and pointing my cursor on the strikecraft hullmod

Spoiler
17784286 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.armaa_wingCommander.addPostDescriptionSection(armaa_wingCommander.java:381)
   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(Thread.java:748)
[close]
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: shoi on December 20, 2022, 12:24:20 PM
Hi everyone, I should post update at some point today. This should resolve a lot of bugs and possible perf issues. One thing I altered in this version no longer using FIGHTER hullsize during combat. This may negatively affect strikecraft that are more in line with regular fighters statswise since AI evaluates threat of a ship with fighter hullsize different to frigatre hullsize, but I need to do so to prevent a recurring CTD that should be fixed in the next star sector update. Since I haven't fully test how much a difference this change will make, you can consider this a beta, but it should still be more stable than last version

v2.2
--------

-balans-
- Increased DP value of Valkazard derelict defenders from range of (75-150) to (300-400)
Valkazard
   - DP: 15->20
Leynos
   - removed WINGCOM ;(
   - front shield -> damper field
   - System:
      Amalgamate Feed -> Blink
         - Dramatically increase time dilation for 1 second, reduces weapon cooldown time

Ilorin
   - removed from spawn pool

Recordbreaker -> Spriggan
   - Same weapon as Ilorin w/ increased ammo
   - 1x Compact Sabot (2 sub projectiles vs 5,  no emp )
   - 18 OP
   - Revised sprite

Aleste(S) -> Aleste(S-II)
   - HP: 1000->900
   - Every Aleste now carries left arm laser blade in addition to the selectable left arm weapon
   - System: Microburn -> Lunge
      - Charges directly at target, attacking with melee weapon once in range

Fixed Bihander dropping/appearing in blueprint package

-bugfix-
- Fixed Watchdog randomly turning system on and off under certain conditions

- Fixed slowdown that can occur if using wingcom hullmod on ship with all AI fighters that previously only used manned fighters

- Fixed yet another altagrave ex shotgun bug

- Added docking timeout (if ship cannot dock after a certain period of time, the process will abort)

- Fixed ships being locked in unplayable state due to AI being reset while docked

- fixed perf hit due to logging that wasnt disabled

- fixed massively inflated squad sizes that could occur if using drone wings with WINGCOM

- fixed overabundance of skyMind refs being saved in persistent data; fleetmember used as key instead of captain of ship

-new features-

- WINGCOM
   - Pilots have a small chance to level past threshold for max officer level, up to level 12
   - Level up chance increases as number of engagements (consecutive battles before victory/retreat) ship is involved in increases
(https://i.imgur.com/MmM5wx4.png)
- Fenris (Design: Nia Tahl (https://fractalsoftworks.com/forum/index.php?topic=14935.0))
   - Cataphract Carrier
   - 50% Strikecraft refit bonus
        - 3 bays
        - 2 med missile, 10x small energy
   - Enables Cataphract Strike ability during Nex invasions

- Nexerelin Ground Battle Ability: Cataphract Strike
   - Attack an industry with chosen unit
   - Damage is altered based off of various statistics such as pilot level, CR, etc

- Spriggan, 18 OP Bomber
   - Fills same role as Ilorin

(https://i.imgur.com/TdDS5hq.gif)
- Spriggan Powered, 7 DP
        -  Poor flux cap/diss, low HP
   - 1 Med Ballistic, 1 Med Missile
        - 4 short-ranged interceptor drones
   - Uses physical shield for defense
   - Destruction of back module disables missile weapon
(https://i.imgur.com/VN7rHlc.png)
- Ceylon (Design, FX, Ship Mechanics: Selkie (https://fractalsoftworks.com/forum/index.php?topic=18297.0))
   - HVB support carrier
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Mechs/Fighters, wings with personality
Post by: e on December 20, 2022, 01:11:56 PM
I'm excited to try those AA carriers.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: shoi on December 20, 2022, 02:15:36 PM
Okay. update is live. you can get from main page!
Let me know if any issues or feedback.

known bug: I replaced the selectable left arm blade with bazooka since every aleste gets blade weapon, but I didnt change the hullmod name from blade to bazooka. whoopsie

leveling up pilots to 12 is probably OP. its 1% chance for valid pilot to exceed their max level after maxing elite skills but still might be too good
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: FluffyTowels on December 20, 2022, 06:13:37 PM
Aleste SII you find in the space station you spawn near in the nex armaa sleepers start still comes with a laser blade as it's selectable left arm weapon and it causes a crash when I attempt to change it.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: shoi on December 21, 2022, 02:21:01 AM
thanks for report, you can just strip it instead to get around issue
either way, I updated the current link with a fix
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: SpaceDrake on December 21, 2022, 09:41:56 PM
- Increased DP value of Valkazard derelict defenders from range of (75-150) to (300-400)

Nooo, my year 206-early 207 rescue attempts ;.;

The rest of this looks sick as hell, though. I absolutely love the Not-White-Base (we don't get a lot of catamaran designs in Starsector) and I'm eager to try out the Ilorin replacement. I'll join some others in expressing skepticism about the super-high-level officer idea, but we'll see how it goes.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: Death_Silence_66 on December 22, 2022, 08:04:48 AM
Seems to be a crash when the Ceylon is used.

Quote
716557 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.settings.B.getTextureWidth(Unknown Source)
   at org.lazywizard.radar.util.SpriteBatch.<init>(SpriteBatch.java:39)
   at org.lazywizard.radar.renderers.combat.ShipRenderer.addShip(ShipRenderer.java:294)
   at org.lazywizard.radar.renderers.combat.ShipRenderer.render(ShipRenderer.java:350)
   at org.lazywizard.radar.renderers.combat.ShipRenderer.render(ShipRenderer.java:30)
   at org.lazywizard.radar.plugins.CombatRadarPlugin.render(CombatRadarPlugin.java:181)
   at org.lazywizard.radar.plugins.CombatRadarPlugin.renderInUICoords(CombatRadarPlugin.java:208)
   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.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)

The Altagrave EX shotgun also has no firing arc/range indicator, everything else looks cool
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: Death_Silence_66 on December 22, 2022, 09:24:37 AM
The crash with the Ceylon seems the be caused by the bootleg version of Common Radar, without that mod enabled it works fine.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: shoi on December 22, 2022, 10:19:38 AM
I'm going to guess it's looking for a spriteAPI that doesn't exist (ceylon has a module with no sprite, I noticed)

Hopefully it's fixed now.

On that note, hotfix is up at the same link. Besides fixing that it should also fix a few minor issues

I'll join some others in expressing skepticism about the super-high-level officer idea, but we'll see how it goes.

I will probably roll it back to level 7, a better idea might just be giving them a special skill once they cap out, but just an idea for now
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: Death_Silence_66 on December 22, 2022, 12:59:18 PM
Thanks for the quick fix, works fine. Found a new bug, the standard Altagrave in the showcase mission has the EX's backpack instead of a right leg.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: lustfull on December 22, 2022, 05:11:28 PM
hello , i realy and honestly love your mode , it bring me so muche fun. i just wanted to ask if you comtemplate to add valkazard a build in blade like the aleste.
i know that valkazard in already a super ship with a lot of weapon but i find it punishing to have such a mecanics on a lower ship as aleste but not on the Holy valkazard.  i also know the blade would make  flux management harder but to get it on this ship would make it the ultimate toy and  mech of the sector ( which is already the case but you see the point.)
is the valken aslo going to get a blade , cause it as the skin on left arm? 
PS i am sorry for my english( i am french) , and even more sorry to bother you with my childish complaint.
i will in an other thread , post some proposal and report some bug that i find to make me usefull but it's possible that they have already being reported.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: lustfull on December 23, 2022, 02:05:53 PM
bug report:
-possibility to add hull mode that are restricted to starcraft like " auxiliary fuel tank" as an exemple. all none named ship don't suffer from the bug.
spriggan , leynos , leynos RS , gunhazard ,einhander plus , einhander , aleste. 

-valkazard shield torso don't like "jandor time reactor" from "unusually gullible hullmodes" . the shield will ramdomly sometime ignore the locked target and will follow the mouse.

suggestion:
- add to all moonlight blade a strict immutable range. the use of skills and or multiple hullmod cause an oversize beam.
 
-possibly add to valkazard a vulcan headgun or other weapon ( maybe a weaker interceptor weapon to not break the balance) yes i like valkazard.
 
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: shoi on December 24, 2022, 08:20:07 AM
hi, I made another small hotfix.
This should fix issue where AI wouldn't refit even though conditions was met. (this was a lot of FUN trying to figure out  ::))
same link in main page.

hello , i realy and honestly love your mode , it bring me so muche fun. i just wanted to ask if you comtemplate to add valkazard a build in blade like the aleste.
i know that valkazard in already a super ship with a lot of weapon but i find it punishing to have such a mecanics on a lower ship as aleste but not on the Holy valkazard.  i also know the blade would make  flux management harder but to get it on this ship would make it the ultimate toy and  mech of the sector ( which is already the case but you see the point.)
is the valken aslo going to get a blade , cause it as the skin on left arm? 
PS i am sorry for my english( i am french) , and even more sorry to bother you with my childish complaint.
i will in an other thread , post some proposal and report some bug that i find to make me usefull but it's possible that they have already being reported.

Hi, trhanks for the kind words!
Valkazard has a blade on left arm, unless you mean you want dual blades?
Anyway, the main reason only Aleste has it for both is that melee weapons only work really well when its tied to a system because of how AI in this game works. ): It'd be fine for player, but AI valk wouldn't know how to use it.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: Pep on December 24, 2022, 10:05:10 AM
Fenris pretty dramatically increases strikecraft survival, it’s a good incentive to utilize them more over other premium frigates which is something I had a bit of issue with given the playable mechs
dp value especially. The refit bonus is nice, but maybe it should be halved? Refit time

Leynos is now very, very bursty but hindered by lack of shields, Aleste is a lot more useful now that it can always melee (ship system was p useless otherwise for ai)

Ceylon is a cool HVB, and I think spriggan works as a more support type but I’m still figuring out a good setup for it. What determines the strength of units for cataphract strike exactly?
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: Argentum Rhodes on December 24, 2022, 07:11:45 PM
Hey Shoi I really love Arma Amatura. It's such a fun add for all of my play throughs. I'm not sure if this is alright to ask. But like the variable rifle, could a version of like a variable launcher exist. For like medium/large missiles? Happy Holidays y'all.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: Sigma Draconis on December 27, 2022, 03:32:53 PM
I'm not really sure why but i don't seem o be able to add the overlord suite of any core to ships, no matter what. It appears as though if it can be added, but whenever i do click to add it, it simply doesn't.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: shoi on December 27, 2022, 06:26:10 PM
Hey Shoi I really love Arma Amatura. It's such a fun add for all of my play throughs. I'm not sure if this is alright to ask. But like the variable rifle, could a version of like a variable launcher exist. For like medium/large missiles? Happy Holidays y'all.
I probably wont give anything that can land/refit  a med/large missile just because of how strong missile weapons are.I think spriggan is fine since it has a reduced fire rate w/ missiles  and a slew of other disadvantages so that even when massed they are fairly vulnerable, but maybe ill come up with something

What determines the strength of units for cataphract strike exactly?
the formula is
( ( unit DP + unit Ground Support Bonus + (captain level)*1.5 )*CR_EFFECT)
Basically: higher DP catas are good, catas with high level pilots  are even better
this can be furthert modified by the markets drop attrition / close support bonus

do you have one of the cores needed in your inventory?
I'm not really sure why but i don't seem o be able to add the overlord suite of any core to ships, no matter what. It appears as though if it can be added, but whenever i do click to add it, it simply doesn't.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: Berry on December 28, 2022, 05:25:09 PM
There seems to be a crash sometimes when going to the Gamlin market. I think there's a ship being in the market or something that breaks as it has to do with line 97 and the weapon selector. I've attached that part of my log.

Spoiler
7203730 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.armaa_weaponSwap.applyEffectsBeforeShipCreation(armaa_weaponSwap.java:97)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(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.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShip(BaseSubmarketPlugin.java:531)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShips(BaseSubmarketPlugin.java:521)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShips(BaseSubmarketPlugin.java:463)
   at data.scripts.campaign.submarkets.armaa_subMarketPlugin.updateCargoPrePlayerInte raction(armaa_subMarketPlugin.java:60)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(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.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.B.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 v2.2 - Mechs/Fighters, wings with personality
Post by: Sigma Draconis on December 28, 2022, 06:54:45 PM
Do you have the cores in your inventory?

Yep i do. It doesn't seem to be hullmod incompatibility either, as i cannot install it in any ship, not even in my Astral.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: darkwarrior1000 on January 07, 2023, 07:35:17 AM
got a null pointer in the middle of a fight. log mentioned the silversword.
Code
1305545 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.shipsystems.ai.armaa_SilverSwordAI.restoreAIConfig(armaa_silverSwordAI.java:512)
at data.scripts.shipsystems.ai.armaa_SilverSwordAI.advance(armaa_silverSwordAI.java:467)
at com.fs.starfarer.loading.specs.oO0O$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.system.drones.DroneAI.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(Thread.java:748)
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: shoi on January 07, 2023, 01:32:50 PM
There seems to be a crash sometimes when going to the Gamlin market. I think there's a ship being in the market or something that breaks as it has to do with line 97 and the weapon selector. I've attached that part of my log.

Spoiler
7203730 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.armaa_weaponSwap.applyEffectsBeforeShipCreation(armaa_weaponSwap.java:97)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(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.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShip(BaseSubmarketPlugin.java:531)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShips(BaseSubmarketPlugin.java:521)
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addShips(BaseSubmarketPlugin.java:463)
   at data.scripts.campaign.submarkets.armaa_subMarketPlugin.updateCargoPrePlayerInte raction(armaa_subMarketPlugin.java:60)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(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.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.B.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]

redownload, this was fixed earlier.

got a null pointer in the middle of a fight. log mentioned the silversword.
Code
1305545 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.shipsystems.ai.armaa_SilverSwordAI.restoreAIConfig(armaa_silverSwordAI.java:512)
at data.scripts.shipsystems.ai.armaa_SilverSwordAI.advance(armaa_silverSwordAI.java:467)
at com.fs.starfarer.loading.specs.oO0O$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.system.drones.DroneAI.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(Thread.java:748)

just to be sure, did you have a valkazard(only asking cause I know another mod uses the system too)

Do you have the cores in your inventory?

Yep i do. It doesn't seem to be hullmod incompatibility either, as i cannot install it in any ship, not even in my Astral.

I can't reproduce this, but i'll give it a deeper look
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: darkwarrior1000 on January 07, 2023, 02:30:12 PM
No, I didn't have a valkazard. I didn't have any arma armatura strikecraft deployed at all. I had a trihander and an altagrave EX in my fleet but they weren't deployed in the fight. Only a few wings were deployed. I had 2 valken (p) lpcs deployed while the opposing fleet had an aleste next gen, kouto heavy, and valken standard deployed. I reloaded and tried fighting the fleet with just the altagrave EX to try and isolate what's causing issues and think it's definitely one of those 3 enemy lpcs.
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: shoi on January 07, 2023, 02:49:10 PM
try redownloading the mod. I think in the initial release I gave the Aleste's drones silversword on accident, but it should be resolved in the current version. If that still doesnt work, I can send you the corrected ship_data.csv
Title: Re: [0.95.1a] Arma Armatura v2.2 - Mechs/Fighters, wings with personality
Post by: darkwarrior1000 on January 07, 2023, 04:36:06 PM
Yep. That did it. I don't get the null pointer anymore.
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: shoi on January 09, 2023, 08:27:41 PM
v2.2.1
- minor bugfix / tweaks
- fixed aleste bazooka hullmod weapon select being labeled "BLADE"
- fixed some bad Unapplicable text for overlord suite
- added hard limit to # of times squad members can banter amongst each other per engagement
- fixed squad chatter dialogue order
- added some intro text specific to faction being faced for wingcom
- fixed strikecraft sometimes not dying with carrier if it was destroyed
- fixed strikecraft sometimes not returning to carrier if they had an active target
- fixed incorrect tags on ceylon decos
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: Ranger Dimitri on January 09, 2023, 11:01:00 PM
So, not sure if it's intended or if I just have so many mods that it doesn't show up. But for some reason I can NEVER get Spriggian LPC's in any of the market's, be they standard or like the ArmaA market. Decided to just have a Fenris as a starting ship to enable me to have that. Though I do feel the loadout it has set up isn't properly adjusted. I notice that it goes over budget for OP point's and I haven't altered it because of that. The stock loadout is good though and I'm still rather new as a whole to Starsector and it works for me well enough. Love your mod as a whole especially! Also, I have to ask if your an Armored Core fan or not. Cause if so then I'm glad to find someone who appreciates it and makes a mod like this! I saw how the Valkhazard has reference to the Human-PLUS cutscene dialogue from AC1 in it's special feature regarding it's systems and the sound effects for the boost/lunge system sound like the sfx from the older gen AC games. Oh, and how would I update the mod? Is it as simple as downloading it again and extracting it to the mod's folder and replacing the existing version? Asking cause I'm not sure how this whole thing works.
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: shoi on January 10, 2023, 06:40:11 PM
Quote
So, not sure if it's intended or if I just have so many mods that it doesn't show up. But for some reason I can NEVER get Spriggian LPC's in any of the market's, be they standard or like the ArmaA market. Decided to just have a Fenris as a starting ship to enable me to have that. Though I do feel the loadout it has set up isn't properly adjusted. I notice that it goes over budget for OP point's and I haven't altered it because of that. The stock loadout is good though and I'm still rather new as a whole to Starsector and it works for me well enough.

Persean League planets can have it but I forgot to actually add it to the armaa market..whoopsies! fixed, along with fenris variant having too many caps
Quote
Love your mod as a whole especially! Also, I have to ask if your an Armored Core fan or not.
yeah (woo AC6!) I drew pretty heavily from the aesthetic, because ACs look a lot better from top down perspective than most other mechs  since they usually have wider/longer torsos (unless you scale them up) imo. Some of the boost sounds and a few weapons are also AC inspired.
Quote
Oh, and how would I update the mod? Is it as simple as downloading it again and extracting it to the mod's folder and replacing the existing version? Asking cause I'm not sure how this whole thing works.

You usually should delete the old version first and then extract the new version to prevent issues. Thanks for the kind words!
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: e on January 11, 2023, 03:44:57 PM
Any future plans for a capital sized AA brand ship? like the Fenris but bigger.
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: Ranger Dimitri on January 13, 2023, 02:05:19 AM
Thanks for the helpful info! Will updating have any issues with my existing saves or no? Because I have a REALLY good run going on right now and kind of want to keep it going for the time being. I'll make sure to get the updated version for my next run though! I'm also a fair bit of an AC fan and am SUPER Excited for 6 as well! Granted I only really got on around 4th gen. But it's something I appreciate all the same! Also, how many capacitor's and vent's should the Fenris have for it's default loadout? I get that it's a dedicated Carrier with some combat ability but shouldn't fight in active combat otherwise. Also, any reason why the BP packages have only some and not all of the mech's? I get if it's for balance reasons but it would be interesting to know regardless.
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: FluffyTowels on January 14, 2023, 06:20:54 PM
Getting a crash after retreating from a big fight between luddic church and VIC
Code
960950 [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.o00000(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.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.orderFullRetreat(Unknown Source)
at com.fs.starfarer.combat.CombatState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.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.V.o00000(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)
Also for some reason the deploy screen gets filled with mining pods that don't exist in any of the participating fleets and don't actually show up on the battlefield
(https://cdn.discordapp.com/attachments/748663256687706206/1064005637694050425/2023-01-15_09-04-23.png)
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: shoi on January 14, 2023, 06:26:35 PM
you're better off posting that in the VIC thread

Thanks for the helpful info! Will updating have any issues with my existing saves or no? Because I have a REALLY good run going on right now and kind of want to keep it going for the time being. I'll make sure to get the updated version for my next run though! I'm also a fair bit of an AC fan and am SUPER Excited for 6 as well! Granted I only really got on around 4th gen. But it's something I appreciate all the same! Also, how many capacitor's and vent's should the Fenris have for it's default loadout? I get that it's a dedicated Carrier with some combat ability but shouldn't fight in active combat otherwise. Also, any reason why the BP packages have only some and not all of the mech's? I get if it's for balance reasons but it would be interesting to know regardless.

Ill check the blueprints, but update is save compatible
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: FluffyTowels on January 14, 2023, 07:03:41 PM
you're better off posting that in the VIC thread
Thanks for pointing me in the right direction! I'm bad at understanding the log
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: Malhavoc on January 14, 2023, 08:30:29 PM
Just got slapped with this the moment I tried to do the Arma Sleeper campaign start. Going to attempt to redownload and see if that fixes things.

Code
1149870 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.coreui.map.H.renderStuff(Unknown Source)
at com.fs.starfarer.coreui.map.H.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.map.O0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: shoi on January 15, 2023, 07:02:48 PM
Any future plans for a capital sized AA brand ship? like the Fenris but bigger.

There is a super capital which may or may not ever see the light of day

Were you able to reproduce this? It doesn't seem to be armaa related
Just got slapped with this the moment I tried to do the Arma Sleeper campaign start. Going to attempt to redownload and see if that fixes things.

Code
1149870 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.coreui.map.H.renderStuff(Unknown Source)
at com.fs.starfarer.coreui.map.H.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.map.O0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: e on January 16, 2023, 06:23:49 PM
Any future plans for a capital sized AA brand ship? like the Fenris but bigger.

There is a super capital which may or may not ever see the light of day


I love super capitals! Hopefully we get to see it someday, though i understand it is a massive task as that is a similar effort as designing several smaller ships.
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: Killsode on January 17, 2023, 12:24:57 PM
Any future plans for a capital sized AA brand ship? like the Fenris but bigger.

There is a super capital which may or may not ever see the light of day


I love super capitals! Hopefully we get to see it someday, though i understand it is a massive task as that is a similar effort as designing several smaller ships.

Ditto! i hope its a battle carrier, as i've always felt that armaa was missing something akin to a legion, something that can be a fleet anchor against heavy foes while the strike craft whittle them down. Of course, you could literally just use a legion, but having a specifically armaa battle carrier would be nice.
A legion variant with the improved bays of the Fenris would be a dope addition at the very least.
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: darkwarrior1000 on January 18, 2023, 01:55:56 PM
There are some notable bugs with the valkazard. If you try to strip it in a place like an abandoned orbital landmark(the one in nekki, corvus, etc.) you'll get multiple copies of the body mods. This is just a hunch on my part, but I think stripping it forces a new mody mod on it, but because those body mods can't be removed outside colonies they just stack forever. Also, it has a left arm preset for a kinetic bazooka, but it actually gets the moonlight+ laser sword by itself. When I mouse over the bazooka mod I also find a null written at the bottom of the description for it. I think you tried to make it like the aleste where it gets both weapons on the bazooka option but something went awry. Not too keen on snapping the game in two so I'll just stick that thing in storage for now.
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: shoi on January 18, 2023, 02:51:22 PM
neither of those will break the game  ;) the hullmods are simply shared and I didn't make a new one for valks laser blade. its only the wrong hullmod being shown

will fix the duplicate cores tho, thanks!
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: dirtnap on January 18, 2023, 10:42:06 PM
Heyo, doing a UAF run and...I cannot for my life find the WINGCOM suite in the hullmods when i try to add it. It took me a while to even find one and now it doesn't show up in the list.

Not sure what might be interfering, I've used it before. I think the only thing i've added is commissioned crews since my last playthrough.

Edit: Welp I'm an idiot, had the filters set to common only and WINGCOM is ArmaA tagged in the hullmods section.
Title: Re: [0.95.1a] Arma Armatura v2.2.1 - Mechs/Fighters, wings with personality
Post by: shoi on January 19, 2023, 09:09:34 PM
v2.2.2 is available on the main page

v2.2.2
------

- Spriggan Powered
   - Armor: 225->200
   - Top Speed: 150->140
   - Drone Count: 4->3
      - Engagement Range: 1000->500
      - Replacement Rate: 8->10
   - Shield Module
      - HP: 500->800
      - Armor:800->500

- Wingcom
   - Added encounter dialogue for:
      -Factions:
         - Agni
         - Sindrian Diktat
         - Sindrian Fuel Company (PAGSM)
         - UAF
         - Wanted
      -Ships:
         - Ziggurat
         - Guardian
         - Songbird
         - ASDF-03

- Fixed Valkazard body mods not being removed
- Fixed Valkazard Laser Blade Hullmod being listed as bazooka
- Fixed cores not actually being removed if ship with overlord suite is destroyed

- Fixed strikecraft never refitting, for real this time
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: lustfull on January 24, 2023, 08:00:08 AM
armaa 2.2.2

SO for weird reason , the hullmod overlord suit alpha was usable for a time on starcraft , but no more with other carrier , and the moment i added commissioned to the valkazard , the hullmod (OSA) just disappear from the ship and from the hullmods list.

ps: thanks again for all the work you put into this mod.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: b3acon on January 27, 2023, 01:08:18 AM
How do you obtain the carrier in the first image? (i forgot the name), I cant find blueprints of it and the shop never seems to sell it.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Killsode on January 27, 2023, 01:17:45 AM
How do you obtain the carrier in the first image? (i forgot the name), I cant find blueprints of it and the shop never seems to sell it.

The Ceylon is obtained through a unique bounty primarily i think, the locked and loaded mod i believe?
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: tinchek on January 28, 2023, 01:54:28 PM
Why can't i find Squadron management in my intel screen?
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: TalRaziid on January 29, 2023, 12:57:26 AM
Is the Fenris-class's "Cataphract Assault Pods" hullmod not functioning currently? I do not see an option for the "Cataphract Strike" ability it says it makes available
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: darkwarrior1000 on January 29, 2023, 06:09:09 PM
Did the latest update remove the pirate valken? Usually, they're a pretty common sight on black markets, but I haven't run into any at all in 2.2.2.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Ranger Dimitri on January 29, 2023, 10:15:10 PM
Would like to report that the standard Spriggian LPC not spawning is still a thing I deal with. Not sure if it's merely me having so many mod's that it's chance to spawn is taken up by other offers. But I think having the Arma Market on New Meshan be exclusively selling Arma Armatura weapon's and LPC's might be the best way to ensure they all spawn. That and not having to luck out on getting things like a Juno Mk. III or an Ion Buster. As those tend to be a bit rare in my experience. Plus another issue being the Fenris still not having it's OP limit properly fixed with the 'standard' still being over max by several points. That and the loadout not having the weapon's properly set up for everything aside from the PD. With the Tac Lasers and Pulim's on the same weapon group, it's not much but it can be a bit annoying. Am I to assume the newest update is save compatible or no?
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: shoi on January 29, 2023, 11:28:50 PM
Would like to report that the standard Spriggian LPC not spawning is still a thing I deal with. Not sure if it's merely me having so many mod's that it's chance to spawn is taken up by other offers. But I think having the Arma Market on New Meshan be exclusively selling Arma Armatura weapon's and LPC's might be the best way to ensure they all spawn. That and not having to luck out on getting things like a Juno Mk. III or an Ion Buster. As those tend to be a bit rare in my experience.

It already prioritizes ships/weapons from the mod. Spriggan is set to appear in persean/indie markets. I'll have to see why spriggan specifically is so rare though, since i've seen it in random fleets but not in markets now that i think about it.

EDIT: it's because i never removed the no_sell tag WHOOPS. Fix'd!

Juno might be harder to come by due to being pretty high tier, but i'll double check that and g-buster

Quote
Plus another issue being the Fenris still not having it's OP limit properly fixed with the 'standard' still being over max by several points.
This was fixed in the last update

Quote
That and the loadout not having the weapon's properly set up for everything aside from the PD. With the Tac Lasers and Pulim's on the same weapon group, it's not much but it can be a bit annoying. Am I to assume the newest update is save compatible or no?
will fix this for next update. and yes its save compatible. for future reference, if i dont explicitly indicate an update breaks saves, its safe to assume it wont

Did the latest update remove the pirate valken? Usually, they're a pretty common sight on black markets, but I haven't run into any at all in 2.2.2.

It's still present, and i've seen it in markets but I may have removed them from being known by indies, which might have affected spawn frequency/probability? I'll look into it


Is the Fenris-class's "Cataphract Assault Pods" hullmod not functioning currently? I do not see an option for the "Cataphract Strike" ability it says it makes available

You need to have Fenris + a pilotable cataphract to actually deploy to use the ability

Why can't i find Squadron management in my intel screen?
i cant really say without any additional information provided  :)
Even if the script for that was removed, the mod plugin checks at game start if it needs to be added, soooo...no idea. Did it just randomly disappear during a save?

How do you obtain the carrier in the first image? (i forgot the name), I cant find blueprints of it and the shop never seems to sell it.

HVB: Christine Blair
check the unsanctioned bounty board in bars

armaa 2.2.2

SO for weird reason , the hullmod overlord suit alpha was usable for a time on starcraft , but no more with other carrier , and the moment i added commissioned to the valkazard , the hullmod (OSA) just disappear from the ship and from the hullmods list.

ps: thanks again for all the work you put into this mod.


Not sure what happened here, but looks like update removed it from players known hullmods(?) fixed in next update. If you have console comamnds, you can add them back with
 addhullmod armaa_skyMindAlpha
 addhullmod armaa_skyMindBeta
 addhullmod armaa_skyMindGamma
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Ranger Dimitri on January 31, 2023, 06:12:30 PM
Thanks, but I thought you said you fixed the no_sell tag before? Unless you thought you did and forgot to double check. In which case I can't blame you for messing up little detail's like that.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: darkwarrior1000 on February 01, 2023, 01:19:39 AM
you sure you didn't remove it just from independents? even in other black markets under factions like persean league I see only the regular valken.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: shoi on February 02, 2023, 04:04:16 AM
small update for some bugfix (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.2.2.zip)
Quote
- fixed spriggan lpc not being sold
- fixed valken(p) not being sold
- added spriggan to cataphract bp
- added cataphract bps to arma sleeper start
- fix weird weapon grouping on fenris
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Moth on February 02, 2023, 02:46:29 PM
How can I make a Wingcom? I have a few mechs already, but I can't find the option to make one. Could anybody explain how to do this?
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: SOLDIER First on February 02, 2023, 04:37:25 PM
If the ship in question already has the WINGCOM hullmod installed, just assign an officer to command the ship or pilot it yourself. The ship's WINGCOM squadron will automatically appear once you mouse over the hullmod in the Refit screen, or in your Intel menu under "WINGCOM Management" (should be automatically tagged as important intel at the start of the game).

If you want to install WINGCOM on ships that don't have it by default like carriers, head over to New Meshan in Gamlin to pick up a copy of the hullmod from the Arma Armatura market.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Moth on February 03, 2023, 07:10:04 AM
Thx ill try that.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Moth on February 03, 2023, 07:13:53 AM
Thank you very much i found it!
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: SOLDIER First on February 03, 2023, 09:43:45 AM
Happy to help.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Crimsteel on February 06, 2023, 04:33:47 AM
Is there any way to increase the chances of a specific skill being picked up by a pilot?
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: shoi on February 06, 2023, 03:01:51 PM
There's no way currently, no. It'd probably make sense if there was some weight to what skills were gained based off what was being piloted, though. I do need to do something to make AI cores skills selectable so maybe whenever I gather the willpower to touch UI stuff again I can look at doing something to have a bit more control over what pilots learn implemented as well.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Noomsy on February 06, 2023, 08:49:59 PM
Fun mod! Thanks for all your hard work!

One critique though....it feels to me like it could use a consistency pass....

Is there some logic to what Strikecraft have wings?
Why do some have built in weapons and others are adaptive slots? (Slots seem better to allow synergy with base game...)
Why some carriers have wingcom and others dont?
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: shoi on February 07, 2023, 06:57:11 AM
Quote
Is there some logic to what Strikecraft have wings?
weaker ones get them, stronger ones dont. The one that probably shouldnt have one but still does is VX

Quote
Why some carriers have wingcom and others dont?
neither of the carriers in this mod have wingcom, unless you're talking about something else?

Quote
Why do some have built in weapons and others are adaptive slots? (Slots seem better to allow synergy with base game...)

the ones with built ins are older, before I figured out how to give modular weapons. I probably should do something with them..
Thanks for the feedback!
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Zr0Potential on February 07, 2023, 07:13:08 AM
Hello, I really like the mod and the WINGCOM system is very cool and adds a layer of role playing

Unfortunately I like to keep things vanilla adjacent so is there anyway to disable the Strikecrafts/Gundams?

Thanks  ;D
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: shoi on February 07, 2023, 08:55:17 AM
Sorry, thats the vast majority of the mod content..so not presently  ;)

edit: actually, you might be able to get them to stop appearing by removing the faction files added by the mod. can't guarantee that wont break anything though
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Scrutator on February 07, 2023, 02:29:41 PM
Hi, I am using the latest Arma Armatura v2.2.2, all my other mods are up to date.

I get a bug when fighting an enemy with the "Spriggan Powered Standard Wing" arma fighter. When I try to mouseover the enemy Spriggan wing, or when the wing is destroyed in battle, I get this.

Do you need my savefile or modlist?

(https://i.postimg.cc/mgTjx21C/Spriggan.png)

Quote
219208 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 2
java.lang.ArrayIndexOutOfBoundsException: 2
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.new(Unknown Source)
   at com.fs.starfarer.ui.super.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.S.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: shoi on February 07, 2023, 04:34:36 PM
Hi Scrutator, try using the dev build:
https://github.com/gomarz/SS-armaa/archive/refs/heads/dev.zip

I think that's a wing I was experimenting with but didn't remove when I posted the last hotfix. This should fix things for you, hopefully (sorry about that!)
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Scrutator on February 08, 2023, 03:41:38 AM
Hi shoi, the new build fixes the problem. Thanks for the support!
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Zr0Potential on February 08, 2023, 04:15:27 AM
Sorry, thats the vast majority of the mod content..so not presently  ;)

edit: actually, you might be able to get them to stop appearing by removing the faction files added by the mod. can't guarantee that wont break anything though

That's fine I can try to do the faction files thing, thanks for the heads up  ;D

Hope you'll be making more Vanilla (AA) fighters & carriers, oh and lore for the Caymon too

Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Killsode on February 08, 2023, 11:20:34 AM
i'd be all for an increase in armaa breadth of content, some nice more normal fighters might be a good way to do that. i could be way off the mark here but converting another existing fighter or two, or making a making a new fighter completely, would be easier and quicker than putting together a new multisprite cataphract. but of course mods are made for the fun of it, so i'd understand if that just doesnt peak your interest enough to be worth the time.
Still, just one or two more normal-ish fighters would be really neat.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Rambo615 on February 08, 2023, 12:48:23 PM
Does anyone know what would cause the hullmods for this mod  to not show up in the refit screen? I've purchased hullmods such as wingcom  suite, and it  doesn't  show up during  refit. The mod worked fine for me previously, then I started a new game yesterday and addedd  some new  mods and now the hullmods are missing from the refit screen.  Could it be a mod conflict?

Edit: Nvm, for some reason the game had it filtered out, I didn't  even know there was a filter when  adding hullmods.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Kalrithus on February 16, 2023, 04:11:39 PM
Running into a repeat error that may be related to the mod, been trying to narrow it down, it happens in combat and last time in particular when I was firing missiles from a carrier that had a Valkhazard class currently docked and refitting, I've had the error multiple times even without a player controlled ship being in play, but never without some arma ship in play (should probably test that first) it doesn't happen every battle and often times theres too much going on for me to identify the exact trigger.
Code
5848731 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.Oo0O.<init>(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.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(Thread.java:748)

Any thoughts on fixes or if this is even this mods issue would be appreciated!
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: shoi on February 16, 2023, 04:26:02 PM
what's your modlist, and what arma ships are you using?
Assuming you have already updated, there's a few things that could be happening here, though I can't say much else without more information
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Kalrithus on February 16, 2023, 07:35:29 PM
Mod List, is lengthy
Code
PAGSM, Slightly Better Tech-Mining, A New Level of Confidence, Adjustable Skill Thresholds, Adjusted Sector, Amazing's Ship Foundry, Apex Design Collective, Arma Armatura 2.2, Arsenal Expansion, Better Colonies, Concord, Dassault-Mikoyan Engineering, Diable Avionics, ED Shipyard, Exotica Tech, Fleet Size by DP, Grand Colonies, Gundam UC, High Tech Expansion, Hiver Swarm, Industrial Evo, Interstellar Imperium, Iron Shell, Kingdom of Terra, LazyLib, Luddic Enhancement, Lunalib, Machina Void Shipyards, MagicLib, Mayasuran Navy and Fighter Expansion, Modern Carriers, More Planetary Conditions, Nes's ship and weapon, Nexerelin, Oculian Armada, Officer Extension, Progressive S-mods, Roider Union, ScalarTech Solutions, Secrets of the Frontier, Seeker, Special Hullmod Upgrades, Starship Legends, Tahlan Shipworks 0.9Beta4, Terraforming & Station Cons, The Exalted, The Star Fed, Underworld, UAF, Unknown Skies, Unofficial NG+, VIC, Xhan Empire, zz GraphicsLib    
If there is a better way to post a modlist I would like to know as well =). The Arma ships I've been using are the Valkazard Cataphract S-II amd the Spriggan Powered Cataphracts along with a wing of Kouto Heavy Cataphracts.
As far as I know all mods are up to date.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: shoi on February 17, 2023, 04:57:18 AM
This is fine! The main reason I asked is because the bug you mentioned can happen w/ the spriggan powered cataphract - the bug is tied to their drone strike system that uses the tempests terminator strike, which for some reason randomly can cause a crash. I think this will be fixed in the next version of star sector, but I haven't ran into it lately using the dev version -> https://github.com/gomarz/SS-armaa/archive/refs/heads/dev.zip

let me know if you still run into it using this version, and if that failstry removing the spriggan powereds from your fleet. I'm 99% sure this is the cause, but if it persists with spriggan powered removed then i'll dig deeper.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: PeePi on February 17, 2023, 05:18:04 AM
Hi, I get a CtD quite close to this one as well and wasn't sure it was Armaa related:

Code
1838279 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.AttackRunManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.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)

Modlist:
Quote
$$$ Lightshow 1.4.1
AdvancedGunneryControl 1.7.1
Arma Armatura 2.2
Automated Commands 1.1a
BigBeans Ship Compilation 0.1.97.6
Combat Chatter 1.12
Console Commands 2021.12.25
Fleet Size By DP 1.0.1b
Kadur Remnant 3.2.3
Kazeron Navarchy 1.2
Logistics Notifications 1.4.4
Magellan Protectorate 1.5a
MagicLib 0.45.2
Mayasuran Navy 8.3.9 RC2
Progressive S-Mods 0.8.7
QoL Pack 1.1
Roider Union 1.4.5
Stellar Networks 2.6.1
Torchships And Deadly Armaments 0.17rc1
Underworld 1.7.1 (disabled faction in options.ini)
Unknown Skies 0.43
Vayra's Sector 3.2.1 (0.95.1 update by TheDragn, disabled UniqueBounties in settings.ini)
Vayra's Ship Pack 1.2.3
WhichMod 1.2.1
ZZ Audio Plus 1.1.3
zz GraphicsLib 1.6.1

The crash always happens in combat, I was using a small fleet composed with:

The three times it happened I was fighting against small pirate fleet and targeting a Starliner (P) (Bigbeans) which has its own fighter bay but I believe it was using vanilla drones or interceptors.

Edit: Just noticed you replied while I was typing this post, I'll try to remove the Spriggan as well and see how it goes.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Kalrithus on February 17, 2023, 09:15:40 AM
So far after switching to the indev version I haven't had anymore crashes, will update if something changes!
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: PeePi on February 21, 2023, 06:37:09 AM
After a few days and trying both current version without Spriggans Powered and dev version with them included, I'm happy to say that I didn't encounter any crash again.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Requiemfang on February 22, 2023, 02:47:54 PM
Hello Shoi keep getting this constantly and it's causing a CTD every time, gonna explain what I did recently to my modded game and then what's happening.

Started a few game after adding a few things

DIY planets, Scalartech Solutions along with Scalartech's player crew mod (addon for commissioned crews by Yunru) and Space Truckin. Now I've explored a system I am in and had a few battles with automated ships, after just a few battles I keep getting this crash consistently.

error is a bit too big to use code embed so I put it in a txt file
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Chryvrius on February 22, 2023, 05:28:49 PM
It would be super cool if there could be a Destroyer/Cruiser grade cataphract with a variable rifle that could mount Medium/Large weapons. I love the Altagrave, but being stuck with the same weapon for the arm mount is a bit disappointing at times.

Regardless, absolutely adore the mod and can't wait to see what gets added in the future  :)
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Requiemfang on February 22, 2023, 11:29:49 PM
this crash happened again, seems to happen only around certain remnant fleets

I should add this is the dev build I've been having this happen with

This is fine! The main reason I asked is because the bug you mentioned can happen w/ the spriggan powered cataphract - the bug is tied to their drone strike system that uses the tempests terminator strike, which for some reason randomly can cause a crash. I think this will be fixed in the next version of star sector, but I haven't ran into it lately using the dev version -> https://github.com/gomarz/SS-armaa/archive/refs/heads/dev.zip

let me know if you still run into it using this version, and if that failstry removing the spriggan powereds from your fleet. I'm 99% sure this is the cause, but if it persists with spriggan powered removed then i'll dig deeper.

it seems related to the portrait image, which is in the proper file path but the game can't find it?
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: shoi on February 23, 2023, 03:02:26 AM
I'm a little confused, are you talking about the crash you had previously, or the one that quote of mine is talking about?

If it's about the portrait, this update should fix it. :) This is basically the dev build, with what is hopefully the portrait fix + dealing with another bug that may potentially appear in the future
V2.23

(https://i.imgur.com/NivgAMA.jpg)
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.2.3.zip)
Quote
v2.2.3
------
- fixed filename issue with ceylon decos that could cause a potential issue when another mod updates
- Kouto
   -Minigun firerate has been lowered considerably
- added illustration for new meshan
- fix bad portrait name for Ceylon HVB
- added new hullmod icon for wingcom
- fixed buggy spriggan wing
- revised valken sprite, again
- fixed spriggan lpc not being sold
- fixed valken(p) not being sold
- added spriggan to cataphract bp
- added cataphract bps to arma sleeper start
- garegga dp: 10->9
- watchdog dp: 10->11
- fixed log clutter while iterating through dialogue keys
- fixed CTD that could occur due to misnamed deco weapon
- made initial encounter in valkazard start more FUN
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Melcyna on February 23, 2023, 04:02:54 AM
that is a good art...
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Melcyna on February 23, 2023, 04:25:28 AM
hmmm???
shoi, is it the wrong version by any chance?

the version file on the package says 2.2.1???

I thought I made a mistake or something but I downloaded it again just to double check and that seems to be the version on the link?
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: Requiemfang on February 23, 2023, 08:02:21 AM
I'm a little confused, are you talking about the crash you had previously, or the one that quote of mine is talking about?

If it's about the portrait, this update should fix it. :) This is basically the dev build, with what is hopefully the portrait fix + dealing with another bug that may potentially appear in the future
V2.23

(https://i.imgur.com/NivgAMA.jpg)
 (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.2.3.zip)
Quote
v2.2.3
------
- fixed filename issue with ceylon decos that could cause a potential issue when another mod updates
- Kouto
   -Minigun firerate has been lowered considerably
- added illustration for new meshan
- fix bad portrait name for Ceylon HVB
- added new hullmod icon for wingcom
- fixed buggy spriggan wing
- revised valken sprite, again
- fixed spriggan lpc not being sold
- fixed valken(p) not being sold
- added spriggan to cataphract bp
- added cataphract bps to arma sleeper start
- garegga dp: 10->9
- watchdog dp: 10->11
- fixed log clutter while iterating through dialogue keys
- fixed CTD that could occur due to misnamed deco weapon
- made initial encounter in valkazard start more FUN

sorry bout that, I quoted that post in my post to point out I was using the dev version.
Title: Re: [0.95.1a] Arma Armatura v2.2.2 - Mechs/Fighters, wings with personality
Post by: shoi on February 23, 2023, 08:32:17 AM
Ahh, okay!

hmmm???
shoi, is it the wrong version by any chance?

the version file on the package says 2.2.1???

I thought I made a mistake or something but I downloaded it again just to double check and that seems to be the version on the link?
Just downloaded to verify, but im not seeing that. Shows in 2.23 in .version file and mod list
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: hydremajor on February 24, 2023, 01:54:51 AM
So wich mech is it in the picture ?
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: hydremajor on February 25, 2023, 01:43:52 PM
Altagrave in mission refit is all kinds of mangled right now, its missing a leg and showing pieces of the spriggan and showing a missile mount from the spriggan
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: shoi on February 26, 2023, 08:31:51 AM
Altagrave in mission refit is all kinds of mangled right now, its missing a leg and showing pieces of the spriggan and showing a missile mount from the spriggan

Was that in the showcase mission? I wasn't able to reproduce just now, but i'll try again later.

Anyway, someone showed me this earlier and I figured i'd share. very cool!
credit:10taiSenshi (https://twitter.com/10taiSenshi)

(https://cdn.discordapp.com/attachments/888602999562321971/1078885408802353262/1677292630142251.png)
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: dk1332 on February 26, 2023, 05:52:27 PM
Heya Shoi, I have been running with the new update and i noticed something, I promoted at least 3 wingcom pilots into ship commanders , It took me a while to realize that after promoting them, their spots are now empty, Making the wingcom wings just regular fighter wings. I tried hovering my cursor to the wingcom hullmod and its still empty unlike the previous versions where doing it assigns a new pilot.

Spoiler
Altagrave in mission refit is all kinds of mangled right now, its missing a leg and showing pieces of the spriggan and showing a missile mount from the spriggan

Was that in the showcase mission? I wasn't able to reproduce just now, but i'll try again later.

Anyway, someone showed me this earlier and I figured i'd share. very cool!
credit:10taiSenshi (https://twitter.com/10taiSenshi)

(https://cdn.discordapp.com/attachments/888602999562321971/1078885408802353262/1677292630142251.png)
[close]

Also, nice comic.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: atom_02 on February 28, 2023, 12:08:09 PM
hiya,

i really enjoy the squadron levelling aspect of this but the engagement range reduction is something i would like to remove (i basically just want this to add some personality to my squadrons with the levelling up feature, chatter etc etc). I'm not worried about things being 'op' or whatever, i'm just having fun with the game sandbox.

I've dug around the files and changed the values of the reduction in the script file to test etc, but i can't seem to get it to work - could anyone suggest a way to achieve this? is there another file to change? i can't find a reference to one in the hullmod file

thanks in advance!
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Chryvrius on March 03, 2023, 04:51:54 PM
Hey hey! Reporting in a mild English error on the Overlord Suite hullmods

On the first line of the details, it reads
"Assigning an AI Core to this vessel will grant it's wing all the skills the core possesses"

The highlighted "it's" reads as "it is", which would make the sentence awkwardly read as "grant it is wing".  The corrected sentence would read like the following;

"Assigning an AI Core to this vessel will grant its wing all the skills core possesses."

Hopefully I presented this is a non-offensive way that isn't too confusing. Thanks for the awesome mod!

 
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Baren on March 05, 2023, 06:31:59 PM
There is a peculiar bug with the weapon 'BA assault pod'. First thing to note. I'm not sure if I'm supposed to be able to get this weapon. I got it from an illegal arms trader. But it has no description so maybe its just isn't fully implemented yet.

Regardless. Whenever I completely destroyed the enemy fleet. The game still won't let me claim victory if the pods spawned by the weapon are all still alive. I found this out by manually destroying every pod by myself. When the last pod was destroyed. The the message 'the enemy is defeated' appeared.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: shoi on March 05, 2023, 09:58:32 PM
Heya Shoi, I have been running with the new update and i noticed something, I promoted at least 3 wingcom pilots into ship commanders , It took me a while to realize that after promoting them, their spots are now empty, Making the wingcom wings just regular fighter wings. I tried hovering my cursor to the wingcom hullmod and its still empty unlike the previous versions where doing it assigns a new pilot.

Spoiler
Altagrave in mission refit is all kinds of mangled right now, its missing a leg and showing pieces of the spriggan and showing a missile mount from the spriggan

Was that in the showcase mission? I wasn't able to reproduce just now, but i'll try again later.

Anyway, someone showed me this earlier and I figured i'd share. very cool!
credit:10taiSenshi (https://twitter.com/10taiSenshi)

(https://cdn.discordapp.com/attachments/888602999562321971/1078885408802353262/1677292630142251.png)
[close]

Also, nice comic.

mmm, strange, i wasnt able to reproduce, but I will look into it.

hiya,

i really enjoy the squadron levelling aspect of this but the engagement range reduction is something i would like to remove (i basically just want this to add some personality to my squadrons with the levelling up feature, chatter etc etc). I'm not worried about things being 'op' or whatever, i'm just having fun with the game sandbox.

I've dug around the files and changed the values of the reduction in the script file to test etc, but i can't seem to get it to work - could anyone suggest a way to achieve this? is there another file to change? i can't find a reference to one in the hullmod file

thanks in advance!

you need to compile the modified script and then replace the current one that lives in the armaa.jar

Hey hey! Reporting in a mild English error on the Overlord Suite hullmods

On the first line of the details, it reads
"Assigning an AI Core to this vessel will grant it's wing all the skills the core possesses"

The highlighted "it's" reads as "it is", which would make the sentence awkwardly read as "grant it is wing".  The corrected sentence would read like the following;

"Assigning an AI Core to this vessel will grant its wing all the skills core possesses."

Hopefully I presented this is a non-offensive way that isn't too confusing. Thanks for the awesome mod!

 

thanks!

There is a peculiar bug with the weapon 'BA assault pod'. First thing to note. I'm not sure if I'm supposed to be able to get this weapon. I got it from an illegal arms trader. But it has no description so maybe its just isn't fully implemented yet.

Regardless. Whenever I completely destroyed the enemy fleet. The game still won't let me claim victory if the pods spawned by the weapon are all still alive. I found this out by manually destroying every pod by myself. When the last pod was destroyed. The the message 'the enemy is defeated' appeared.

thats a wip  not meant to be obtainable, it causes that issue since the pod 'missile'  spawn a ship under the enemies side (hence battle never ending until they explode)
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: dk1332 on March 06, 2023, 12:03:56 AM
Weirdly enough it fixed itself. Still not sure what caused it.

There is a peculiar bug with the weapon 'BA assault pod'. First thing to note. I'm not sure if I'm supposed to be able to get this weapon. I got it from an illegal arms trader. But it has no description so maybe its just isn't fully implemented yet.

Regardless. Whenever I completely destroyed the enemy fleet. The game still won't let me claim victory if the pods spawned by the weapon are all still alive. I found this out by manually destroying every pod by myself. When the last pod was destroyed. The the message 'the enemy is defeated' appeared.

Also found this "Weapon", Not gonna lie its pretty interesting. I found one on some salvaged station and got curious. The Drone fighters in it are pretty cool, wish we can get an LPC version of those. I stopped using it after the bug you mentioned, besides, the weapon's description did mention that you shouldn't be able to have one.

Another thing I found is that strike-wing units don't launch from ships with "Converted Hangar bay" hull mod, they can still land to repair themselves. This isn't much of an issue mid-late game but one of arma's starter ships is the Valkyrie(CV) which has that hullmod. Is this intended?
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Baren on March 06, 2023, 05:07:59 AM
I'm still playing around with the BA assault pod (because goddammit. They are too thematically perfect with my fleet of fenris carriers) and I feel like its worth noting that the bug only happens when you're going against enemies that are programmed to never retreat (remnants, bounty fleets, blade breakers, etc). If you're going against a normal enemy. The battle goes on just fine. Though there will be a wacky thing in the end which I guess relates to what shoi said. Where all your surviving pods will simultaneously retreat instantly.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: hydremajor on March 06, 2023, 06:15:07 AM
So that comic got me thinking, ever thought of making this into a full fledged faction mod ? with quests and the likes like UAF and the like ?
Title: Re: [0.95.1a] Arma Armatura v2.1.3 - Playable Fighters, wings with personality
Post by: MrNage on March 06, 2023, 06:56:47 AM
- WINGCOM
   - Pilots have a small chance to level past threshold for max officer level, up to level 12
   - Level up chance increases as number of engagements (consecutive battles before victory/retreat) ship is involved in increases

I have a question concerning this mechanic. Is it influenced by the number of DP the enemy fleet has, or is it based solely on the # of consecutive engagements? I've faced numerous endgame-sized bounty fleets, and almost all my pilots have so far reached level 6 a while ago, but so far no higher than that. I guess that engagements where the enemy orders a full retreat would definitely count; not sure concerning a player retreat. If it's the former, then the enemy fleet/s themselves would have to be big enough for them to retreat then re-engage multiple times, and in my case their size is already pushing it.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: shoi on March 07, 2023, 11:45:50 PM
So that comic got me thinking, ever thought of making this into a full fledged faction mod ? with quests and the likes like UAF and the like ?

the tl;dr is that I doubt i'll ever go the full faction route, but I do want to expand to at least include some quest content and possibly expand the presence of the arma corp on the campaign layer.  if / when that happens, ill make an arma lite or something for the ppl who just want wingcom/strikecraft support

- WINGCOM
   - Pilots have a small chance to level past threshold for max officer level, up to level 12
   - Level up chance increases as number of engagements (consecutive battles before victory/retreat) ship is involved in increases

I have a question concerning this mechanic. Is it influenced by the number of DP the enemy fleet has, or is it based solely on the # of consecutive engagements? I've faced numerous endgame-sized bounty fleets, and almost all my pilots have so far reached level 6 a while ago, but so far no higher than that. I guess that engagements where the enemy orders a full retreat would definitely count; not sure concerning a player retreat. If it's the former, then the enemy fleet/s themselves would have to be big enough for them to retreat then re-engage multiple times, and in my case their size is already pushing it.

I walked back on this almost immediately, I think, but never added it to the changelog maybe. Level 6 pilots is pretty strong as is, but letting them go all the way up to twelve (even with a minuscle chance per pilot) quickly proved to be absurdly OP, especially since you can convert them to officers...

Normal level up chance is still increased by number of consecutive engagements, though (it probably should be affected by amount of DP destroyed as well in some way though)
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: MrNage on March 08, 2023, 09:56:19 AM
By the way, does OVERLORD account for drone conversions for crewed fighters?
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Chynya on March 11, 2023, 11:14:29 PM
https://imgur.com/a/p0mLOiX (https://imgur.com/a/p0mLOiX)
Found a bug. If you name a callsign "C", C part of the "Callsign:" which comes before the callsign name becomes highlighted instead of the "C" callsign itself.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Requiemfang on March 13, 2023, 06:19:20 PM
I would like to thank you Shoi, had planned on watching Macross and this mod reminded me of it so much that I finally went and started watching it and it's other animes  ;D lmao
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Killsode on March 14, 2023, 01:38:23 AM
I just found a "BA assault pod" Large missile in a blackmarket weapon dealer's blueprint list, quite amusing. Would it be safe to use at all?
Edit: Sidenote, noticed in the files a 'valkazard emp smg' i dont know if its future or cut content, but i'd like to say my 2cents that i'd love to see it in use.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on March 14, 2023, 05:20:29 AM
I love the revision to the Valkazard start. That's how you start a campaign of that sort!

However, are all strikecraft meant to get half-off their maintenance costs now? I don't see that anywhere on the tooltip, but it seems to be getting applied.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: hydremajor on March 15, 2023, 01:50:41 PM
It may sound like I'm being a armchair game designer here but how about a quest-line that eventually culminates in the player gaining control of the AA corporation and go full sieg Zeon on they ass ?
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Daredevil on March 15, 2023, 05:44:35 PM
BA-Pod + Venture + Fast Missile Racks = Fun Times

It also annihilates your framerate if you keep spawning more of them, naturally.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on March 16, 2023, 12:53:03 AM
Also, just a note, the new spawn for the initial TT attack in Sleeper mode can actually spawn small enough that it won't always move to aggress you due to point differential. Had that happen on a new game.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Deshara on March 16, 2023, 06:08:29 PM
just tried this for the first time, it's much higher quality than i could have expected. genuinely amazing work. it doesnt fit my playthru but it make me realize that a 2d topdown armored core game would be amazing
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: AudaciousBS on March 16, 2023, 08:43:03 PM
Is it known that the WINGCOM Suite doesn't work in modules of large ships? Only the core section will actually function as intended while any other modules will say that an officer needs to be assigned to the ship.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Killsode on March 17, 2023, 02:00:18 AM
Huh, found a weird little... bug? with the Combat Drone Replicator you get from the Valkazard start, it doesnt stack with other Combat Drone Replicators.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: MrNage on March 17, 2023, 09:10:08 PM
By the way, does OVERLORD account for drone conversions for crewed fighters?

I guess a more pointed suggestion would be to count carriers whose Crew Loss Multiplier is at least 100% as having completely automated fighters and thus compatible with OVERLORD. From the mods that I use, hullmods that automate crewed fighters usually do so by setting the "fighter_crew_loss_mult" to zero.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: abcellm on March 18, 2023, 07:05:20 AM
Love the BA Assault Pod, need more of similar weapons!!! ;D
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Killsode on March 18, 2023, 11:46:59 AM
Got a hullmod conflict question. I just found a salvage Aleste mk II that had safety overrides and Advanced Optics (not AA) built in. because its got AO built it, AO-AA is always applied as well, so it has BOTH... how is this resolved?
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Ranger Dimitri on March 20, 2023, 09:48:36 AM
Pretty sure the Arma Armatura version of Advanced Optics is just a one off thing, if you ask me it should have it's own modspec item properly included so you can use it aside from the normal Advanced Optics mod. As it stands you can't really remove it or anything like that and expect to be able to apply it again. It's a somewhat weaker version of the standard Advanced Optics mod in that it has less of a range bonus, but not as much of a malus to turn rate either. Not sure how well that applies to the swordsman Aleste you get in Nekki though.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Killsode on March 20, 2023, 01:00:55 PM
Pretty sure the Arma Armatura version of Advanced Optics is just a one off thing, if you ask me it should have it's own modspec item properly included so you can use it aside from the normal Advanced Optics mod. As it stands you can't really remove it or anything like that and expect to be able to apply it again. It's a somewhat weaker version of the standard Advanced Optics mod in that it has less of a range bonus, but not as much of a malus to turn rate either. Not sure how well that applies to the swordsman Aleste you get in Nekki though.

No it's meant as a complete replacement to AO because the moonlight only has a range of 80... with normal AO the moonlight gets some extreme ranged compared to without.
Btw, it appears that both mods will stack ontop of each other, my moonlights have a range of around 350.

I would like to request that this interaction with Built in AO isnt overridden. its very rare to find an aleste with AO built in, and tbh its a quite fun reward for getting so lucky.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Killsode on March 22, 2023, 02:02:34 AM
It would appear that the BA assault pods can hold up combat, they count as enemies and dont seem to have a timer on how long they'll stick around. But i suppose they are in development content aye? XD
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Maethendias on April 13, 2023, 01:39:45 AM
this looks really cool, but also like it could introduce a TON of bloat into my game

how bloaty is this mod?

are the, uh, "crewable fighters" exclusive to their respective wings? or are all wings now crewable and have to be managed manually?
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on April 13, 2023, 02:38:26 AM
this looks really cool, but also like it could introduce a TON of bloat into my game

how bloaty is this mod?

are the, uh, "crewable fighters" exclusive to their respective wings? or are all wings now crewable and have to be managed manually?

The player-pilotable fighters are essentially frigates with fighter-like properties. The "crewed" fighters that the WINGCOM system provides have their own little Intel screen tab, but you can just ignore it entirely if you like and let the pilots that get assigned to a given officer do their thing.

The mod really isn't very bloaty at all, compared to most. It adds a good assortment of frigates, a few somewhat larger vessels, no capitals, and exactly one system to the Core Worlds and one system to the "fringe" of the Core Worlds. It's smaller in that regard than most faction mods; certainly it's more svelte than something like, say, UAF or Interstellar Imperium.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Lessyloo on April 20, 2023, 09:39:52 PM
I cam across the BA Assault Pod for sale from the High-End Seller at Prism Freeport, but given it's functionality or lack thereof I'm gonna take a wild guess it's not suppose to be for sale?
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: shoi on April 21, 2023, 01:49:09 AM
it is not
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on April 21, 2023, 08:59:24 AM
Speaking of, had a bug report and some feedback.

So, w/r/t Nexerelin support, during the "tutorial" invasion at least, it appears that the Cataphract Strike option is available even without a Fenris in the fleet. I haven't had a chance to try a full invasion without one just yet, so I'm not sure if the bug is omnipresent. But it's definitely there in that circumstance - I was able to repeat it across multiple saves.

For feedback, I have to say that I'm... definitely not a fan of the Valkazard's defense fleet on non-Valk starts being as big as it is now, because in the end? The reward isn't worth the effort.

Like, make no mistake, I'm a huge fan of the Valkazard, it's one of my favorite mod superfrigates (well, essentially-frigate) and its start is the exact flavor of start I love, but it isn't so impactful that it needs to be locked behind a 300+ DP fleet of Redacted. At that point, you've essentially assembled your end-game fleet already and are mostly picking it up as a vanity item, which especially given that there appear(?) to be plans to attach a bit of a Questline™ to it, doesn't feel especially rewarding or impactful. Remember that the Planetary Shield colony item, a huge power multiplier for colonies, is guarded by only about 100-150 DP of ships, albeit one that's guaranteed to be a nasty Redacted capital. If anything, I feel like that's where the sweet spot for Valkazard acquisition would/should be; guarded by a Big Nasty Thing to make jetting over immediately to pick it up a dicey proposition at best, but not so huge and powerful a force that you can only contemplate going for it in the late game.

Still, this is all just from where I sit, and I don't have any idea what your long-term plans are or anything; this might all be part of an intended larger plan! But as the mod exists right now, in the moment, it doesn't feel great.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Malice on April 23, 2023, 05:19:39 PM
Hello, this mod really made me addicted to crazy boi Valkazard-class cataphract and he's carry me through nearly 3 runs, but I encountered the issue [not a skill] with WIGCOM hullmod  disappearance  I have unlocked probably all schematics but none of them are show up and I have Fenris(D) class with officer and fighters but it's just not appear, if someone probably know some mod conflicts or something about this, please help me.   
(https://e.radikal.host/2023/04/24/kCnngnZ---Imgur.md.png) (https://radikal.host/i/XjBCnI)
(https://e.radikal.host/2023/04/24/awGAn4S---Imgur.md.png) (https://radikal.host/i/XjB3bx)
(https://e.radikal.host/2023/04/24/mzsGrJS---Imgur.md.png) (https://radikal.host/i/XjBqOh)
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on April 23, 2023, 05:23:51 PM
It's something a bit stupid with how the game sorts faction hullmods. Do you see that "Arma Armatura" tab under the list of hullmods? You've got to click that to make the Wingcom hullmod (and the OVERLORD hullmods) show up.

Don't feel bad if you missed it; it's incredibly easy to overlook and the interface isn't very clear about it.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Malice on April 23, 2023, 05:34:57 PM
It's something a bit stupid with how the game sorts faction hullmods. Do you see that "Arma Armatura" tab under the list of hullmods? You've got to click that to make the Wingcom hullmod (and the OVERLORD hullmods) show up.

Don't feel bad if you missed it; it's incredibly easy to overlook and the interface isn't very clear about it.
Wow, actually I didn't think about that I have other 15 + hullmods for entire 100 hours for certain lmao, big thanks.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Brainwright on April 23, 2023, 06:48:02 PM
I've been having a problem for the past two versions where the einhander (p) flames out while phased and the ship still takes damage from incoming fire.  Quite annoying, really.

Also, the changes to docking make installing safety overrides a bit ridiculous.  Strikecraft keep returning to dock because the PO is still running down.

It's a shame, because SO feels so right on these craft, even the Einhander.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: shoi on April 26, 2023, 06:17:11 PM
Speaking of, had a bug report and some feedback.

So, w/r/t Nexerelin support, during the "tutorial" invasion at least, it appears that the Cataphract Strike option is available even without a Fenris in the fleet. I haven't had a chance to try a full invasion without one just yet, so I'm not sure if the bug is omnipresent. But it's definitely there in that circumstance - I was able to repeat it across multiple saves.

For feedback, I have to say that I'm... definitely not a fan of the Valkazard's defense fleet on non-Valk starts being as big as it is now, because in the end? The reward isn't worth the effort.

Like, make no mistake, I'm a huge fan of the Valkazard, it's one of my favorite mod superfrigates (well, essentially-frigate) and its start is the exact flavor of start I love, but it isn't so impactful that it needs to be locked behind a 300+ DP fleet of Redacted. At that point, you've essentially assembled your end-game fleet already and are mostly picking it up as a vanity item, which especially given that there appear(?) to be plans to attach a bit of a Questline™ to it, doesn't feel especially rewarding or impactful. Remember that the Planetary Shield colony item, a huge power multiplier for colonies, is guarded by only about 100-150 DP of ships, albeit one that's guaranteed to be a nasty Redacted capital. If anything, I feel like that's where the sweet spot for Valkazard acquisition would/should be; guarded by a Big Nasty Thing to make jetting over immediately to pick it up a dicey proposition at best, but not so huge and powerful a force that you can only contemplate going for it in the late game.

Still, this is all just from where I sit, and I don't have any idea what your long-term plans are or anything; this might all be part of an intended larger plan! But as the mod exists right now, in the moment, it doesn't feel great.

Avanitia  pinged me about the huge DP fleet guarding valk a while ago, I think I lowered the amount in dev for now, but i'll probably end changing how you can acquire it if you don't start w/ valk.

Thanks for the report about the fenris ability bug. more than likely, im checking for ships with cataphract hullmod and skipping the check for fenris somehow. Maybe I can preserve the behavior but buff the ability if you have Fenris present.

For a small progress report, i've been implementing a bunch of stuff Selkie (co-author of Iron Shel (https://fractalsoftworks.com/forum/index.php?topic=18297.0)l) has given me. It's taken a bit longer than I would have liked since i've had to split my attention between modding and a few other things, but most implementation is complete, and i'm currently doing a bit of testing before I let it loose to a wider audience for more feedback. Hopefully, this shouldn't take much longer. Currently, there are 4 new destroyers (technicaly, one is a skin of an existing mech, tho) that will be added. In the meantime, somoene showed me this cool fanart of valkazard made by Government-Monkey on reddit. cheers


(https://i.redd.it/hr7zcjp8j6wa1.png)
 (https://www.reddit.com/r/starsector/comments/12z9p7b/was_doing_a_playthrough_with_arma_sleeper_felt/)

I've been having a problem for the past two versions where the einhander (p) flames out while phased and the ship still takes damage from incoming fire.  Quite annoying, really.

weird, ill look into it when i get a chacne
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Killsode on April 28, 2023, 05:09:55 AM
Currently, there are 4 new destroyers (technicaly, one is a skin of an existing mech, tho) that will be added.

OOOOOOOO i'm very much looking forwards to this, are they all new mechs or might there be a AA carrier-destroyer in there?
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Zr0Potential on April 29, 2023, 05:54:39 AM
Currently, there are 4 new destroyers (technicaly, one is a skin of an existing mech, tho) that will be added.

OOOOOOOO i'm very much looking forwards to this, are they all new mechs or might there be a AA carrier-destroyer in there?

Hooo yeah more AA original ships & fighter conversions pls
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Brainwright on April 30, 2023, 11:14:23 AM
I’d be tickled pink if the Watchdog got the P treatment.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: hydremajor on April 30, 2023, 02:25:59 PM
I’d be tickled pink if the Watchdog got the P treatment.

what would that even have ?

quad thumpers on the arms ?

and maybe a couple missile points in the chest ?
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Killsode on May 01, 2023, 04:42:13 PM
The return of the watchdog nipple cannons! XD
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Brainwright on May 01, 2023, 06:51:48 PM
what would that even have ?

quad thumpers on the arms ?

and maybe a couple missile points in the chest ?
Storm needler on one arm, devastator on the other.  The fortress shield can go for something like accelerated ammo feed.  Better for something more aggressive, anyway.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: hydremajor on May 02, 2023, 10:37:37 AM
Storm needler on one arm, devastator on the other.  The fortress shield can go for something like accelerated ammo feed.  Better for something more aggressive, anyway.

Eh feels like a Hegemony refit moreso than pirate
Title: Aleste's Anti-Ship Quadruple length Moonlight Sword [BUG]
Post by: Mikey D. Honk on May 02, 2023, 03:04:01 PM
I believe to have found a bug for the Aleste's Moonlight sword. Which at least quadruples in its length and makes it absurdly useful in fights.

Conditons: In my fleet I heavily utilize UAF warships and civilian utility ships such as 2 large UAF freighters and a single Wo-class fuel ship. However these ships are only modded with logistic hull mods. My warships on the other hand consist of a single Reisen with Integrated Targeting Unit. 2 Akatsuzuma's with ITU, 2 Exoria's (carriers) with ITU, and 4 Lovela destroyers also with ITU.

The Aleste has 5 built-in S-mods; Armored Weapon Mounts, Auxiliary Thrusters, Blast Doors, Flux Distributor, and Hardened Subsystems. On the left arm is a laser rifle and on the right is an additonal laser blade. On its shoulders are 2 railguns. I utilize Better Deserved S-Mods for extra effect on all my ships. I use an Alpha Core and a Plasma Dynamo on the Aleste, followed with Integrated Targeting Unit.

From what I've gathered, once deploying into battle by itself, the Aleste's Moonlight swords are of normal length plus the meagre 10% range from ITU. However, when all the other ships are deployed suddenly the Aleste's Moonlight sword has quadrupled in length and thus making the mech absurdly useful at wiping out anything.

And I just did some testing and the Quadrupled effect only seems to happen when the carriers are deployed. Which porobably means the Aleste's Strikecraft feature is shared with the carriers somehow. Edit: -with the ITU effect stacked or combined somehow
Title: Re: Aleste's Anti-Ship Quadruple length Moonlight Sword [BUG]
Post by: Killsode on May 03, 2023, 08:38:39 AM
when the carriers are deployed.

Your UAF carriers must have some kind of fighter weapon range increasing ability. i havent used the mod myself yet, but you'd do well to check through their hullmods and ship systems for any mentions of fighter weaponry.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Brainwright on May 03, 2023, 02:15:47 PM

Eh feels like a Hegemony refit moreso than pirate

Freeing up the weapon slots is what was done with the Einhander (P), so I’d love to see it for the Watchdog, too.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: Yoshiquest on May 03, 2023, 02:48:36 PM
To the person who made the Diable Avionics addon: it no longer seems to be working. The game crashes as soon as the loading bar is full.
Title: Re: Aleste's Anti-Ship Quadruple length Moonlight Sword [BUG]
Post by: Mikey D. Honk on May 03, 2023, 04:38:47 PM
when the carriers are deployed.

Your UAF carriers must have some kind of fighter weapon range increasing ability. i havent used the mod myself yet, but you'd do well to check through their hullmods and ship systems for any mentions of fighter weaponry.

So I think its coming from the Better Deserved S Mods. On my carriers I have both of them running a Fleet Tactical Relay (Dealmaker Holosuit), and its passive ability is that it extends the range of nonmissile weapons by 10%. When linked with another that has a FTR increases the range by a maximum of 50%.

But 50% max increase still wouldn't lengthen the blade by 4 of itself.
Title: Re: Aleste's Anti-Ship Quadruple length Moonlight Sword [BUG]
Post by: Brainwright on May 03, 2023, 06:03:13 PM
Quote from: Mikey D. Honk link=topic=18751.msg394136#msg394136
But 50% max increase still wouldn't lengthen the blade by 4 of itself.
By the way, it's a long-standing bug/feature that a combination of PDAI hullmod and point defense skill with elite status will do this.

Frankly, I thought the blade was made standard to give the Aleste a good PD option.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: hydremajor on May 03, 2023, 11:08:38 PM
Quote from: Mikey D. Honk link=topic=18751.msg394136#msg394136
But 50% max increase still wouldn't lengthen the blade by 4 of itself.
By the way, it's a long-standing bug/feature that a combination of PDAI hullmod and point defense skill with elite status will do this.

Frankly, I thought the blade was made standard to give the Aleste a good PD option.

*laughs in flamer/blade/Atropos interceptor*
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on May 06, 2023, 11:58:19 AM
So, because I know my fellow mech-heads are probably curious:

Arma will boot and sort of work cleanly in Starsector 0.96a, so long as you use the last version MagicLib released for 0.95.1 (which was 0.46.1), which does work in .96a.

However, Wisp is making some serious (and fairly necessary) heavy changes to MagicLib's structure for the new series of updates to MagicLib that are going to be in .96a, and the current release version of Arma is completely incompatible with that. So using the current version of Arma also locks you out of any updates to MagicLib, as well as any updated-for-.96 versions of MagicLib-dependent mods, until Arma is updated.

There are also a few bugs. Most notable is that you can't get strikecraft to dock with carriers; the rest of the fighter-like behavior still works, but trying to dock just makes the strikecraft drift past and then go into normal auto-battle behavior. Perhaps relatedly, the Strikecraft and SILVERSWORD hullmod tooltips will crash when brought up via mouseover. Needless to say, this defeats some of the purpose of the Strikecraft-based ships.

(EDIT: One more big thing is that, predictably, WINGCOM isn't quite working right; it's another crashing tooltip on refit, and pilots don't show up on the intel screen (though it doesn't crash). They do seem to mostly work in combat, though, and it doesn't... seem like they cause crashes? Oh my god I'm so stupid for even trying this.)

Everything else, though, functions basically how it should; Cataphracts still help with raids, all of the selectable weapons on various mechs work fine, the actual SILVERSWORD ship system on the Valkazard and Garegga works fine, the Valka's drug-dodge works, et cetera. If you can get around those problems (by sticking to mobile armors, for example), then the mod is mostly functional.

Still, what's needed to make it work will limit your other modding options, so unless you just absolutely cannot live without the mod (hi hello), it's best to wait until a proper .96 update with new MagicLib compatibility comes out, or just stick to .95.1 for now.

(But then how am I supposed to get my mechs involved with the Sindria stuff, which is just about the most Mecha Politics Starsector's ever gotten)
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: shoi on May 07, 2023, 07:13:27 PM
Gonna try and power through making a .96a compat update today without any of the new stuff, pray for me  :'(
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on May 07, 2023, 07:36:30 PM
SHOI WE LOVE YOU AND WILL PRAY FOR YOU

THANK YOU FOR EVERYTHING YOU DO, I WILL OWE YOU A BEER. EVEN A REEB, PERHAPS.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: ZeroOne on May 08, 2023, 04:48:50 AM
I believe in you shoi! This mod, Diable Avionics and Nexelerin are the 3 prerequisites for me to fully commit to the 0.96a hypetrain. :)
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: shoi on May 09, 2023, 03:56:37 AM
This should work for 0.96 by fixing the UI related crashes, but I haven't been able to fully test outside of repeated simulation battles with the roster, so for now i'll deem this "experimental" let me know if you have any issues!
Download (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.24.zip)
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: kokuto on May 09, 2023, 10:12:16 AM
Thanks, will try it shortly
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on May 09, 2023, 12:52:35 PM
So as a report: the Strikecraft tooltip doesn't crash, but isn't showing any text in its "point defense vulnerability" and "carrier bonuses" sub-headings. Also, the Valkazard's "SILVERSWORD Type A" still does crash, since it doesn't seem to have been updated for the new TooltipAPI yet.

...But that's it. Everything else works. New Meshan works as intended, things in Nekki work, the special ships work, all the mobile armors work, the Aleste crash from the change to how phase mines work is fixed (Aaaa-leeeeeex :argh:), it all works.

Thank you for taking the time to do this. I can now really get down with the new update!
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Sanrai on May 09, 2023, 03:00:16 PM
Crash as soon as mouseover on hull mod of Armaa start ship.
Spoiler
276915 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
   at data.hullmods.armaa_SilverSwordHM.addPostDescriptionSection(armaa_SilverSwordHM.java:105)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.R.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super.new(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: YerRob on May 09, 2023, 03:23:18 PM
For anyone who's also crashing whenever any mech uses a sword, update to the indev version of MagicLib on the Starsector discord, fixed it for me.

If you've noticed random crashes in battles with mechs, this was probably it, maybe.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on May 09, 2023, 08:18:39 PM
Oh, yes, this does require the in-dev version of MagicLib for now (which Wisp posted on the discord and in the MLib thread), as the new MagicTrails pointers haven't been implemented in this version.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on May 09, 2023, 10:29:30 PM
Also, okay, I think there might be some kind of crash involving the Kouto-E's missile swarm and having lots of targets? Or possibly the Einhander's seeker energy missiles? I'm not sure, I spent several hours trying to track down exactly what was causing this and the one that eventually got me through the combat was leaving out the Kouto-E I was using in my group.

The specific error:
491247 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.prototype.Utils.void(Unknown Source)
   at com.fs.starfarer.combat.ai.Oo0O.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.acquireAndPrepare(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.seekTarget(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

The thing is, in smaller combats both mechs were behaving just fine, and the crash behavior wouldn't happen every time the weapon systems were used. I'm really at a loss on exactly how to reproduce this - I think it has to do with the Kouto-E missile swarms having too many targets? I'm sorry I can't be more specific, I spent hours banging my head against what was causing this.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: shoi on May 09, 2023, 11:00:09 PM
Also, okay, I think there might be some kind of crash involving the Kouto-E's missile swarm and having lots of targets? Or possibly the Einhander's seeker energy missiles? I'm not sure, I spent several hours trying to track down exactly what was causing this and the one that eventually got me through the combat was leaving out the Kouto-E I was using in my group.

The specific error:
491247 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.prototype.Utils.void(Unknown Source)
   at com.fs.starfarer.combat.ai.Oo0O.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.acquireAndPrepare(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.seekTarget(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

The thing is, in smaller combats both mechs were behaving just fine, and the crash behavior wouldn't happen every time the weapon systems were used. I'm really at a loss on exactly how to reproduce this - I think it has to do with the Kouto-E missile swarms having too many targets? I'm sorry I can't be more specific, I spent hours banging my head against what was causing this.

There isn't anything special with the AI used here, so Only thing I can think of is this, from patch notes:
Quote
Already-launched guided missiles with the "STRIKE" tag no longer auto-target fighters if there is anything else nearby
This only aplies to kouto though
Not sure why it has strike tag in the first place, but maybe try testing with it removed from the Kouto missile weapon (name is M3 Pod)? I've yet to run into this crash myself, but ill keep messing around.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on May 09, 2023, 11:03:18 PM
This crash WAS happening when I was fighting a fuckload of Condors! And tended to happen on new waves of fighters!

*** me!

I'll try that out immediately.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: unsc-reach on May 10, 2023, 03:36:54 AM
I have encoutered the same issue with Kuoto-E's m3 pod. It occurs when i'm fighting with a pirate's armanda. The battlegroud is crouded with bunches of hulls, wings, missles and flares. I ordered Kuoto-E to search and attack, and it might go too deep into the enemy's lines. So the game crashed.

Anyway, i hope my experience can help locating what was going wrong.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: unsc-reach on May 10, 2023, 04:31:50 AM
8154128 [Thread-3] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
8154129 [Thread-3] INFO  sound.O  - Cleaning up music with id [campaign_noncore_part1.ogg]
8154135 [Thread-7] INFO  sound.O  - Cleaning up music with id [battle_ambience_01.ogg]
8154253 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.prototype.Utils.void(Unknown Source)
   at com.fs.starfarer.combat.ai.Oo0O.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.acquireAndPrepare(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.seekTarget(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
8154267 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [battle_ambience_01.ogg]

Strange. The same issue pop out when I'm on the campaign map searching for items. Now i'm totally confused about what was going wrong.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: unsc-reach on May 10, 2023, 04:43:57 AM
8154128 [Thread-3] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
8154129 [Thread-3] INFO  sound.O  - Cleaning up music with id [campaign_noncore_part1.ogg]
8154135 [Thread-7] INFO  sound.O  - Cleaning up music with id [battle_ambience_01.ogg]
8154253 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.prototype.Utils.void(Unknown Source)
   at com.fs.starfarer.combat.ai.Oo0O.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.acquireAndPrepare(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.seekTarget(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
8154267 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [battle_ambience_01.ogg]

Strange. The same issue pop out when I'm on the campaign map searching for items. Now i'm totally confused about what was going wrong.
Well, i'm trapped now. As long as i load the game and play it for a minute or two, it crashed. And the log keep showing the same reason. This save is doomed.
Title: Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
Post by: shoi on May 10, 2023, 05:00:47 AM
Hotfix, should fix the crash with kouto and hullmod mouseover crashes
Download (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.24.zip)
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on May 10, 2023, 02:26:30 PM
Welp, looks like this all helped to Do A Thing:

https://fractalsoftworks.com/forum/index.php?topic=26688

So the problem that's been bedeviling a few of the mechs will be fixed on a more core level in RC9! Thanks to Anoth on the Starsector Discord for unintentionally helping me zero down that it absolutely was the STRIKE + ANTI_FTR tags causing all this.

In the meantime, until shoi gets another hotfix up, make sure to go to line 85 of weapons_data.csv in mods\SS-armaa-2.24\data\weapons (this should be the line with the Micro Missile Pod used on the Gunhazard), and change the segment with "STRIKE, USE_VS_FRIGATES, DO_NOT_AIM, DO_NOT_CONSERVE, GROUP_LINKED, SYSTEM,ANTI_FTR" to "USE_VS_FRIGATES, DO_NOT_AIM, DO_NOT_CONSERVE, GROUP_LINKED, SYSTEM,ANTI_FTR". That'll prevent the Gunhazard missiles from causing a crash in .96a-RC8.

EDIT: As of .96-RC9, this edit is no longer necessary, because the STRIKE behavior has been fixed!
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: unsc-reach on May 11, 2023, 09:29:42 AM
Sorry to bother again but it seems that Aleste(S II)'s system is encoutering some issues. It crashed when deployed and possibly using its system to boost. And here is the log.

Code
3677490 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: data.scripts.plugins.MagicTrailPlugin cannot be cast to org.magiclib.plugins.MagicTrailPlugin
java.lang.ClassCastException: data.scripts.plugins.MagicTrailPlugin cannot be cast to org.magiclib.plugins.MagicTrailPlugin
at org.magiclib.plugins.MagicTrailPlugin.getPlugin(MagicTrailPlugin.java:1658)
at org.magiclib.plugins.MagicTrailPlugin.addTrailMemberAdvanced(MagicTrailPlugin.java:355)
at org.magiclib.plugins.MagicTrailPlugin.addTrailMemberAdvanced(MagicTrailPlugin.java:264)
at data.scripts.weapons.armaa_valkenBlade.advance(armaa_valkenBlade.java:142)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
3677739 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [battle_ambience_01.ogg]

I hope this can help with future bugfix.

Added: the sim battle shows that the game crashed when Aleste(S II) boost toward the enemy and hit the enemy's shield. I did not equip it with a blade. I'm not sure if this is the reason.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on May 11, 2023, 10:48:07 AM
You need to download the most recent version of MagicLib. That's a crash from the laser swords, and MagicLib 1.1.0 will fix it.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: unsc-reach on May 11, 2023, 04:32:34 PM
You need to download the most recent version of MagicLib. That's a crash from the laser swords, and MagicLib 1.1.0 will fix it.

thx, i did not know there is an update to 1.10 actually.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: RAMEN_NOODLES on May 11, 2023, 04:40:53 PM
How do I download the 0.95.1 version? There are a lot of mods updating to 0.96 but there are still many that haven't, how do I download the older version of these mods?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Punchclock on May 12, 2023, 10:56:08 AM
Noticed something wrong in my game,  Watchdogs seem to be missing their left arms.   Trying to fix it myself because I'm impatient, anyone else have the same bug?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: hydremajor on May 12, 2023, 11:18:38 AM
Noticed something wrong in my game,  Watchdogs seem to be missing their left arms.   Trying to fix it myself because I'm impatient, anyone else have the same bug?

Something KIND OF similar happened to me in mission mode in the refit screen, tried to change a watchdog's left arm's weapon and the option to change the weapon dissappeared, could be connected to that
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: kokuto on May 12, 2023, 10:33:33 PM
Noticed something wrong in my game,  Watchdogs seem to be missing their left arms.   Trying to fix it myself because I'm impatient, anyone else have the same bug?

Something KIND OF similar happened to me in mission mode in the refit screen, tried to change a watchdog's left arm's weapon and the option to change the weapon dissappeared, could be connected to that

Happened to me in new campaign too. Was wondering why the watchdog looked weird. Bought one. Then realized it lacked one arm and couldn't change anything to get its arm back.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Punchclock on May 13, 2023, 09:58:20 AM
Found another bug,  looks like the Leynos's left arm can't traverse at all, can't aim it no  matter what weapon is equipped.   I think left arms may have become haunted.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: hydremajor on May 13, 2023, 12:41:26 PM
Found another bug,  looks like the Leynos's left arm can't traverse at all, can't aim it no  matter what weapon is equipped.   I think left arms may have become haunted.

Too much master baiting
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: UltimateZapZap on May 14, 2023, 12:31:59 AM
I'm new to this mod. Is the Aleste supposed to always have a free sword on the left arm regardless of weapon choice? Also as noted above the watchdog doesn't have a left arm
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Wuorg on May 15, 2023, 08:39:44 AM
Getting a CTD whenever I try to hover my mouse of any of the OVERLORD hullmods in the refit screen. This is the error that comes up:

"com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V"

And this is from the log file:

[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
   at data.hullmods.armaa_skyMindSuiteAlpha.addPostDescriptionSection(armaa_skyMindSuiteAlpha.java:210)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.R.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.V.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.V.processInput(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.privatesuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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)


Edit: I should also note that as long as I don't hover over the icon for too long (seemingly long enough for the tooltip to pop up), I can apply the mod and it works perfectly--so long as I never hover over it in the ships hullmod list.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: UltimateZapZap on May 16, 2023, 03:21:12 PM
Is the BA Assault Pod supposed to have unlimited ammo...? Feels cheesy to mount it on a ship with fast missile racks suck as the Condor
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: shoi on May 16, 2023, 06:45:16 PM
nope. its not even supposed to be obtainable currently  :'(

Getting a CTD whenever I try to hover my mouse of any of the OVERLORD hullmods in the refit screen. This is the error that comes up:

thanks, fixed in dev.

I'm new to this mod. Is the Aleste supposed to always have a free sword on the left arm regardless of weapon choice?
in the current version, yes.

Found another bug,  looks like the Leynos's left arm can't traverse at all, can't aim it no  matter what weapon is equipped.   I think left arms may have become haunted.

Will check it out

Noticed something wrong in my game,  Watchdogs seem to be missing their left arms.   Trying to fix it myself because I'm impatient, anyone else have the same bug?
This is probably related to a change I made in dev, though not sure how it ended up in the current version. will look nto it .

How do I download the 0.95.1 version? There are a lot of mods updating to 0.96 but there are still many that haven't, how do I download the older version of these mods?

here (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.2.3.zip)
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Cipher44 on May 16, 2023, 07:02:38 PM
great mod, love the idea of unique fighter wings and fighter pilots, but the way they level up bugs me, it is very random. I will have a few pilots with energy weapons and field modulation skills, on fighter wings with neither energy weapons nor shields, making these skills basically useless and redundant. wish I could give or change my fighters skills. Maybe make it so I can level up the pilots indidually like officers.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Draconis13 on May 17, 2023, 08:52:31 AM
Yeah special sleeper start ships is giving me this crash error when I mouse over the tooltip

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
   at data.hullmods.armaa_SilverSwordHM.addPostDescriptionSection(armaa_SilverSwordHM.java:105)
   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)
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Crabyphus on May 18, 2023, 12:18:36 AM
Love the mod, but i sware i smell some Armored core influence in here- moonlight being the sword name is just too much of a give away.

(Also i gotta know, is the laser rifle the mechs get, is that the sound of the Armored core 2 Karasawa being fired?)
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Indnvrkn on May 20, 2023, 09:11:18 PM
Hey, do you by any chance has past versions of this mod? im looking for the 0.95.1 version

thanks
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: TimeDiver on May 20, 2023, 10:07:50 PM
Hey, do you by any chance has past versions of this mod? im looking for the 0.95.1 version

thanks
Found it for ya, from/on shoi's Github (known as gomarz over there):

https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.2.3.zip
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: atreg on May 24, 2023, 04:59:47 PM
A small issue, but I'd like to see the Nexerelin start options get a bit of touch-up. Specifically, the second frigate start option with the Garegga and the Trihander. You don't start with enough crew to fully man all your ships (only 12/20), both frigates have unused OP, and the Trihander starts with the Assault variant, which has a hullmod conflict due to Safety Overrides being incompatible with SILVERSWORD.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Death_Silence_66 on May 25, 2023, 12:24:39 PM
Noticed an amusing bug, sometimes my strikecraft land and repair on enemy carriers. Haven't encountered the reverse yet.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Indnvrkn on May 25, 2023, 08:03:21 PM
Hey, do you by any chance has past versions of this mod? im looking for the 0.95.1 version

thanks
Found it for ya, from/on shoi's Github (known as gomarz over there):

https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.2.3.zip


ur amazing ty
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Draconis13 on May 29, 2023, 08:12:45 AM
If you mouse over most of the ship mods something happens with the tool tip this it causes a huge error and crashes the game. I am pretty deep into a campaign and constantly get crashes as I accidentally mouse over mods while building other ships and mouse over an Arma Armatura ship mod. Meaning not only can I not use the ship mods abut I have to avoid scrolling over the majority of tool tips in this mod.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SirCheeser on May 29, 2023, 09:48:12 AM
Now, I signed up just to ask, but for whenever you decide to make your next mech, how bout a Gundam inspired Kouto sorta thing? Eh?

like its backstory could be that it was designed by some Tri-tach scientist who thought that the Kouto model could do better, so he asked the higher ups, they said no, and so he said F-it and went off on his own with a couple spares (because of course there will be hiccups on the development) and over time, made a near finished proto-mech that's battle ready, but has a few quirks
(This is just a quick backstory for it)

And for how its developed, it gets rid of the missile pod pack, for lets say, an energy pack, because maybe the Juno III could be the main armament as a rifle or something and the head cannons could be  the Vulcan cannons, also, maybe the pods from the Spriggan that fly's around it could be integrated or the shield from the Spriggan instead of the usual energy shield (This is all just ideas, not like...actual wanting's :I)

Anyways, I just wanted to ask, and thank you for this wonderful mod! (I also apologize for asking here, I mainly see crash reports so I'm guessing its mainly for that..but I really wanted to ask and I hope you might find interest in this idea)

 
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: justanotherjoe on June 02, 2023, 07:05:47 PM
heyyy, just wanted to ask if there were any other requirements to using the overlord suite alpha cause no matter what carrier or drone fighters i use i can't add the hullmod to the ship despite having a core in my inventory.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: 123nick on June 03, 2023, 09:12:18 AM
i tried doing a cataphract strike (from nex) and i got THIS ERROR:

(https://media.discordapp.net/attachments/619635013201428481/1114586958853849188/image.png?width=1285&height=672)

log: https://gist.github.com/321nick/ec80fb01d487a95d31c1742720cbccd0

Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: YourLocalMairaaboo on June 03, 2023, 11:05:01 AM
So, question. Why is Meshan (the original) both extreme cold AND hot? Maybe instead of extreme cold extreme tectonic activity would be more apropriate? Not intending to put your work down, it is just that that combo is... Unusual, to say the least.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Goodkite on June 03, 2023, 11:45:53 AM
whenever a faction uses cataphract strike from nexerilin mod my game crashs

https://pastebin.com/WABEaE6k
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on June 03, 2023, 02:03:25 PM
For Nex-related stuff: check the Nex thread for an updated arma.jar. That fixes the issues.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Voiddweller on June 06, 2023, 11:45:39 AM
This is amazing and inspiring mod, that gives starsector entirely new gameplay possibilities! I mean strikecraft, while relatively brittle, can engage ships in melee without risk being fried by explosions, can easily outmaneuver most of ships, and this enables many new tactical solutions. Plus a nice ground support bonus :) I can roleplay a small mercenary company without relying on capital ship support!
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Crabyphus on June 09, 2023, 03:52:21 PM
Just wanted to bug report, I've been seeing Watchdog class mobile armors start with empty left arm mounts- leaving them just with a single arm to work with.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Tigasboss on June 10, 2023, 05:53:37 AM
How do you guys build the valkazard?
I cant seem to make it work, feels like it takes sooo long to kill stuff
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: hydremajor on June 10, 2023, 07:52:39 AM
How do you guys build the valkazard?
I cant seem to make it work, feels like it takes sooo long to kill stuff

The valkazard is what I like to call a "support flanker"

it works best in tandem with a bigger better equipped ship, forcing the opponent to pick who's going to land hit around shields, it SHOULDN'T behave on its own and should ALWAYS look to press a numbers advantage, should the enemy turn to engage you in a valkazard use your mobility to make him whiff his attempts at blowing you out the sky
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on June 10, 2023, 12:03:10 PM
Early on, the 'Zard can be a general bully and full-time player ship - I like the short range ballistic combo of left arm MAG47 machine gun, right arm assault chaingun, center module counter shield (the omni-ness of the shield can help a lot), and strike missiles in the missile slots (the default reapers are good at this, but you can trade down to Hammers or something if you want refitting to go faster). It absolutely can 1v1 most frigates like a monster (and it better, at 20DP!)

Once you start getting to the point of needing to fight a lot of cruisers and capitals, though, you do generally need some ships that can hold a battle line, either from assisting allied fleets or having a few of your own. The 'Zard does remain a ridiculously strong (and fun) flanker, though, and you can swap to something like LA harpoon and RA shotgun for that, along with something like a torso HE beam or energy blaster; reapers remain super good for this role, though any hard strike missile will do. The 'Zard can absolutely brutalize ships without 360 degree shield coverage or ships that have to divide the attention of their omni-shields.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Tigasboss on June 10, 2023, 05:51:35 PM
Im not sure why but sometimes when using the Einhander i take damage while phased
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: tentafill on June 10, 2023, 07:09:19 PM
My game crashed from Magiclib's unsupported hullmod feature when I tried to place Safety Overrides on a mobile suit of some sort (sorry, I can't remember, first time using the mod). I'll post the log if it happens again
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Discgear on June 11, 2023, 04:32:13 AM
Getting a crash because of this CataphractStrikeAbility.


478857 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Spawning invasion fleet for pirates; source Melancholia; target Khthon HQ
478860 [Thread-3] INFO  exerelin.campaign.intel.invasion.InvasionIntel  - Creating invasion intel
478865 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SS-armaa-2.24 (data/config/exerelin/groundBattleDefs.json)]
478866 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/groundBattleDefs.json)]
478866 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarsectorPolaris-master (data/config/exerelin/groundBattleDefs.json)]
478867 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UAF (data/config/exerelin/groundBattleDefs.json)]
478881 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
479008 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }
    locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
    stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
  Bytecode:
    0x0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
    0x0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
    0x0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
    0x0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
    0x0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
    0x0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
    0x0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
    0x0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
    0x0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
    0x0000090: 1911 b900 8002 0012 810b b900 8203 0057
    0x00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
    0x00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
    0x00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
    0x00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
    0x00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
    0x00000f0: 005e 0100 b900 8701 0012 146a b600 8812
    0x0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
    0x0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
    0x0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
    0x0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
    0x0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
    0x0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
    0x0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
    0x0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
    0x0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
    0x0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
    0x00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
    0x00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
    0x00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
    0x00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
    0x00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
    0x00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
    0x0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
    0x0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
    0x0000220: 191c b900 6602 0057 1910 1912 b900 8002
    0x0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
    0x0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
    0x0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
    0x0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
    0x0000270: a7ff e3b8 00a3 b1                     
  Stackmap Table:
    full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
    full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
    full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
    full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
    full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
    chop_frame(@552,1)
    full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
    append_frame(@595,Object[#299])
    chop_frame(@627,1)

java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }
    locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
    stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
  Bytecode:
    0x0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
    0x0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
    0x0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
    0x0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
    0x0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
    0x0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
    0x0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
    0x0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
    0x0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
    0x0000090: 1911 b900 8002 0012 810b b900 8203 0057
    0x00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
    0x00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
    0x00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
    0x00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
    0x00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
    0x00000f0: 005e 0100 b900 8701 0012 146a b600 8812
    0x0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
    0x0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
    0x0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
    0x0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
    0x0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
    0x0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
    0x0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
    0x0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
    0x0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
    0x0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
    0x00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
    0x00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
    0x00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
    0x00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
    0x00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
    0x00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
    0x0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
    0x0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
    0x0000220: 191c b900 6602 0057 1910 1912 b900 8002
    0x0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
    0x0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
    0x0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
    0x0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
    0x0000270: a7ff e3b8 00a3 b1                     
  Stackmap Table:
    full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
    full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
    full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
    full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
    full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
    chop_frame(@552,1)
    full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
    append_frame(@595,Object[#299])
    chop_frame(@627,1)

   at java.lang.Class.getDeclaredConstructors0(Native Method)
   at java.lang.Class.privateGetDeclaredConstructors(Class.java:2671)
   at java.lang.Class.getConstructor0(Class.java:3075)
   at java.lang.Class.newInstance(Class.java:412)
   at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
   at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
   at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
   at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
   at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
   at com.fs.starfarer.campaign.CampaignEngine.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)
479081 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
479081 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Zumberge on June 11, 2023, 08:25:50 AM
How do you guys build the valkazard?
I cant seem to make it work, feels like it takes sooo long to kill stuff

Sorry for the long response, here; things got a bit out of hand.  A lot of this might be redundant information (or maybe incorrect - I've no doubt people are willing to point out what I got wrong or assumed incorrectly about, thankfully) and a bit disorganized besides, but I'm going to try.  Just remember that the most important thing about piloting a one-of-a-kind high performance war machine that uses combat stimulants and direct neural interfaces to push the pilot beyond human limitations is having fun and being yourself.

Spoiler
  • As stated, the Valkazard isn't a brawler - none of the strike craft are, but this one especially.  You can fight toe-to-toe early on and just overwhelm frigates and lighter destroyers, but once battles get large enough it's easier and safer to be an opportunist who picks away at easy targets or blows chunks out of the hulls of distracted ships ("Hold my beer, I'm going to shoot out that Onslaught's engines.").  The combat stimulants make getting behind targets way easier, provided you get good at grazing shots.  If you're not, my advice is to start playing shmups.  There's a lot of skill crossover between them and Starsector.
  • Until you get good at piloting it, keep a Fenris-class carrier around.  Hell, keep it around even after you get good at it; if/when you get into trouble it'll teleport you to it, where you can dock and repair at an accelerated rate compared to other carriers.  It's saved my life more times than I can count, and you can use the refit time to reflect on what went wrong.
  • Considering how many weapons have ammo in one form or another, the Valk gets a good amount of mileage out of S-modded Expanded Magazines - with that, you can fire the Shotgun basically non-stop as long as your flux holds out, and can sustain fire with the Machine Gun for an impressively long time.  Hardened Subsystems is nice too because oh man are you gonna be running down your PPT with the Silversword system.  Hardened Flux Conduits for EMP resistance and faster venting; the latter to keep up pressure better and the former because oh boy do Ion Beams screw you over.  Personally I also go with Reinforced Bulkheads because it's a little bit more of a safety net, but that's just me.
  • Skill-wise, Combat Endurance is useful for the same reasons as Hardened Subsystems (I mean yeah, you can dock at a carrier, but this minimizes down time).  Systems Expertise is also good, because it means your "kill stuff more gooder" system recharges faster.  Gunnery Implants lets you squeeze out a bit more range, Polarized Armor is good for the same reasons Hardened Flux Conduits is good... Ordnance Expertise is not ideal, since none of the built-in weapons count for the bonus, so it's just going to go off of what's in the missile mounts.
  • Speaking of missiles!  I... actually don't use them.  I tend to forget that I have them, use the OP for hull mods, or otherwise succumb to the "what if I use them but REALLY need them later on???" problem.  Generally speaking though, you can just keep the Reapers on when you need to solve a problem or make a hole in something so damage gets through, or use Breach SRMs for making more holes in more things during longer engagements.  Considering the engagement ranges you're going to be fighting at, shorter-ranged missile weapons are perfectly acceptable.  The Dorito small missile weapons work well, natch, if you can find one.
  • Loadouts!  Machine Gun, Chaingun, HE Beam is a solid go-to: Pressure shields with the MG, hit armor with the Chaingun, use the HE Beam to peel off armor against larger targets.  Or to help out your allies by sweeping it across incoming bomber wings.  If you've ever used a Safety Overrides build on smaller ships then you generally know what to expect.  Barring access to a big laser, of course.
  • Harpoon and Shotgun is something of a high-risk big ship hunter, where you flank the ship, shoot the Harpoon into its engines and then pound away with the shotgun as the EMP fries everything.  Strong disabler, but a little bit lighter on conventional offense since the Harpoon is a utility weapon first and foremost, and you're going to want something else to distract the target if it's got an omni shield.  For this you're definitely going to want some way to punch through heavy armor better for the Shotgun's sake.  Reapers work, of course, but they've got an arming time and there's the whole "being a fragile ship that's very close to the Sector's strongest torpedo when it goes off" thing to consider.
  • Two Recoilless Rifles and the Kinetic Cannon for the core work weirdly well for an ersatz sniper build.  A bit light on kinetic damage, sure, but if you're flanking stuff then that's not as much of a problem and at least you have it, just in case you need to keep up shield pressure while one of the larger ships vents or something.  Plus the Cannon's got an EMP component to it's still got some use.  800 range on everything means that you can outrange a lot of point defense systems easily; it's probably one of the safer setups you can use.  Think of it like what Leon said in The Professional, where you start with a rifle, then work your way towards shorter-ranged weapons as your skills improve.
  • If you absolutely, positively cannot wrap your head around loadouts, two Pulse Lasers on the same weapon slot works.  You point, you shoot, things explode.  Same for two Shotguns, if you build in Expanded Magazines or don't mind not shooting for a little bit.
  • Even if you don't use the core module's weapon much, it's still got passive bonuses applied to it.  No shame in using one just for that if you're relying on your main weapons; just remember that it's there should the situation demand either it, or a better one.
[close]
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on June 11, 2023, 12:05:43 PM
Getting a crash because of this CataphractStrikeAbility.

Check the Nexelerin thread, specifically the opening post.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: lustfull on June 11, 2023, 02:03:22 PM
leynos (temporal shell) has wrong AIM or gun sights with the left arm , a few degrees to correct. shots go left  ( when piloted)
And also watchdog missing an arm to.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Tigasboss on June 11, 2023, 05:29:45 PM
How do you guys build the valkazard?
I cant seem to make it work, feels like it takes sooo long to kill stuff

Sorry for the long response, here; things got a bit out of hand.  A lot of this might be redundant information (or maybe incorrect - I've no doubt people are willing to point out what I got wrong or assumed incorrectly about, thankfully) and a bit disorganized besides, but I'm going to try.  Just remember that the most important thing about piloting a one-of-a-kind high performance war machine that uses combat stimulants and direct neural interfaces to push the pilot beyond human limitations is having fun and being yourself.

Spoiler
  • As stated, the Valkazard isn't a brawler - none of the strike craft are, but this one especially.  You can fight toe-to-toe early on and just overwhelm frigates and lighter destroyers, but once battles get large enough it's easier and safer to be an opportunist who picks away at easy targets or blows chunks out of the hulls of distracted ships ("Hold my beer, I'm going to shoot out that Onslaught's engines.").  The combat stimulants make getting behind targets way easier, provided you get good at grazing shots.  If you're not, my advice is to start playing shmups.  There's a lot of skill crossover between them and Starsector.
  • Until you get good at piloting it, keep a Fenris-class carrier around.  Hell, keep it around even after you get good at it; if/when you get into trouble it'll teleport you to it, where you can dock and repair at an accelerated rate compared to other carriers.  It's saved my life more times than I can count, and you can use the refit time to reflect on what went wrong.
  • Considering how many weapons have ammo in one form or another, the Valk gets a good amount of mileage out of S-modded Expanded Magazines - with that, you can fire the Shotgun basically non-stop as long as your flux holds out, and can sustain fire with the Machine Gun for an impressively long time.  Hardened Subsystems is nice too because oh man are you gonna be running down your PPT with the Silversword system.  Hardened Flux Conduits for EMP resistance and faster venting; the latter to keep up pressure better and the former because oh boy do Ion Beams screw you over.  Personally I also go with Reinforced Bulkheads because it's a little bit more of a safety net, but that's just me.
  • Skill-wise, Combat Endurance is useful for the same reasons as Hardened Subsystems (I mean yeah, you can dock at a carrier, but this minimizes down time).  Systems Expertise is also good, because it means your "kill stuff more gooder" system recharges faster.  Gunnery Implants lets you squeeze out a bit more range, Polarized Armor is good for the same reasons Hardened Flux Conduits is good... Ordnance Expertise is not ideal, since none of the built-in weapons count for the bonus, so it's just going to go off of what's in the missile mounts.
  • Speaking of missiles!  I... actually don't use them.  I tend to forget that I have them, use the OP for hull mods, or otherwise succumb to the "what if I use them but REALLY need them later on???" problem.  Generally speaking though, you can just keep the Reapers on when you need to solve a problem or make a hole in something so damage gets through, or use Breach SRMs for making more holes in more things during longer engagements.  Considering the engagement ranges you're going to be fighting at, shorter-ranged missile weapons are perfectly acceptable.  The Dorito small missile weapons work well, natch, if you can find one.
  • Loadouts!  Machine Gun, Chaingun, HE Beam is a solid go-to: Pressure shields with the MG, hit armor with the Chaingun, use the HE Beam to peel off armor against larger targets.  Or to help out your allies by sweeping it across incoming bomber wings.  If you've ever used a Safety Overrides build on smaller ships then you generally know what to expect.  Barring access to a big laser, of course.
  • Harpoon and Shotgun is something of a high-risk big ship hunter, where you flank the ship, shoot the Harpoon into its engines and then pound away with the shotgun as the EMP fries everything.  Strong disabler, but a little bit lighter on conventional offense since the Harpoon is a utility weapon first and foremost, and you're going to want something else to distract the target if it's got an omni shield.  For this you're definitely going to want some way to punch through heavy armor better for the Shotgun's sake.  Reapers work, of course, but they've got an arming time and there's the whole "being a fragile ship that's very close to the Sector's strongest torpedo when it goes off" thing to consider.
  • Two Recoilless Rifles and the Kinetic Cannon for the core work weirdly well for an ersatz sniper build.  A bit light on kinetic damage, sure, but if you're flanking stuff then that's not as much of a problem and at least you have it, just in case you need to keep up shield pressure while one of the larger ships vents or something.  Plus the Cannon's got an EMP component to it's still got some use.  800 range on everything means that you can outrange a lot of point defense systems easily; it's probably one of the safer setups you can use.  Think of it like what Leon said in The Professional, where you start with a rifle, then work your way towards shorter-ranged weapons as your skills improve.
  • If you absolutely, positively cannot wrap your head around loadouts, two Pulse Lasers on the same weapon slot works.  You point, you shoot, things explode.  Same for two Shotguns, if you build in Expanded Magazines or don't mind not shooting for a little bit.
  • Even if you don't use the core module's weapon much, it's still got passive bonuses applied to it.  No shame in using one just for that if you're relying on your main weapons; just remember that it's there should the situation demand either it, or a better one.
[close]
Thanks for the in depth response ill be sure to try expanded magazines!
Ive been using the two lazers + he lazer combo because i was having trouble with radiants and it was disheartening not being able to kill even the small ones quick because even knowing im playing a strikecraft it is still a 20 dp ship.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Discgear on June 11, 2023, 06:04:57 PM
Getting a crash because of this CataphractStrikeAbility.

Check the Nexelerin thread, specifically the opening post.

Thanks for the tip. I was able to get past the crashing point by turning on 'legacy invasion' in Luna Lib settings for Nexelerin. This is only a band-aid fix until that ability gets worked out.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Fluffy_Fox_Loli on June 12, 2023, 09:10:36 PM
not sure exactly what is happening but something is going on with the cataphracts that is crashing my game, my mod list is; Nexererelin, Gundam UC, magic lazy and graphics libs, adjustable skill thresholds, arma armatura, automated commands, CWSP, combat alarm sounds, combat radar, ED Shipyards, console commands, fleet size by DP, fuel syphoning, high tech expansion, interstellar imperium, mayasuran navy, scalartech solutions, ship/weapons pack, talahan shipworks, the star federation, torchships and deadly armament, united aurora federation, upgraded rotary weapons, version checker, and the va11 hall-a pokemon masters degenerate and another portrait packs. i grabbed the hotfix on page 81 and that didnt fix it, i mentioned it to Nexerelin's developer already and they sent me here, so im letting you know now to see what is going on. as far as i can tell it seems to not like the cataphracts going planetside? this happens even though i'm neither involved in a planet battle nor do i even have any phracts in my fleet. unfortunantly i cannot post the crash logs as i dont know how to transfer them as i cannot simply drag my cursor over it to copy and paste the logs here (as they are a pop up as oposed to just a text document) and while i have the log screenshotted i dont know how to get that here.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Itsmexander on June 12, 2023, 10:42:37 PM
For Nex-related stuff: check the Nex thread for an updated arma.jar. That fixes the issues.

it's not working for me
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on June 12, 2023, 10:45:50 PM
it's not working for me

Did you actually install it correctly? You need to replace the existing arma.jar in the jars folder of AA itself, not just plop it in the main mod folder. It works fine, I've confirmed it myself.

unfortunantly i cannot post the crash logs as i dont know how to transfer them as i cannot simply drag my cursor over it to copy and paste the logs here (as they are a pop up as oposed to just a text document) and while i have the log screenshotted i dont know how to get that here.

Just copy starsector.log to pastebin or something right after the crash.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: hydremajor on June 13, 2023, 01:40:55 AM
sooooo.... are left arms across the mod still effed or have they been fixed since ?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Fluffy_Fox_Loli on June 13, 2023, 10:01:01 PM
before you ask yest that was from my log file, least the only ones i can find in starsector-core folder, if i am looking in the wrong place then do let me know as that log looks nothing like everyone elses crash logs that ive seen on here, nor does it look like the one that i got as a pop up window that wont let me copy past the text from.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Hatter on June 13, 2023, 10:24:49 PM
before you ask yest that was from my log file, least the only ones i can find in starsector-core folder, if i am looking in the wrong place then do let me know as that log looks nothing like everyone elses crash logs that ive seen on here, nor does it look like the one that i got as a pop up window that wont let me copy past the text from.
Go to the end of the log file. Generlly the relevant bit is there. Probably something like Error - Nullpointer Exception.

Also, consider putting large text chunks in
Spoiler
spoilers
[close]
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Fluffy_Fox_Loli on June 14, 2023, 12:33:11 AM
845063 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.NullPointerException
java.lang.RuntimeException: java.lang.NullPointerException
   at com.fs.starfarer.combat.super.new.Ò00000(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)
Caused by: java.lang.NullPointerException
   at data.plugins.qolp_RMCAfterOverload.processInputPreCoreControls(qolp_RMCAfterOverload.java:39)
   ... 8 more

51417 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [armaa_blinker_command] not found in weapon_data.csv
51417 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [armaa_blinker_white] not found in weapon_data.csv
51417 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [gundam_2mega_particle2] not found in weapon_data.csv
51417 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [uaf_celesta] not found in weapon_data.csv
51417 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_Gandiva_S] not found in weapon_data.csv
51417 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_breach_dummy] not found in weapon_data.csv
51418 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [armaa_pa_leftArm] not found in weapon_data.csv
51418 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [armaa_blinker_red] not found in weapon_data.csv
51418 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [uaf_clemente] not found in weapon_data.csv
51418 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [gundam_elmeth_bit] not found in weapon_data.csv
51418 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [armaa_blinker_green] not found in weapon_data.csv
51418 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [drg_fissure_spike_dummy] not found in weapon_data.csv
51418 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [gundam_mega_2bcannon_m2] not found in weapon_data.csv
51419 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_big_rotary] not found in weapon_data.csv
51419 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [armaa_valkazard_shotgun] not found in weapon_data.csv
51419 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [armaa_blinker_white30] not found in weapon_data.csv

64568 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [fed_corvette_light] not found in ship_data.csv
64568 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [tahlan_Higanbana] not found in ship_data.csv
64568 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv
64568 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [fed_corvette_heavy] not found in ship_data.csv
64568 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv

i think those are all the relevant ones. only other errors i have in that list are for version checker.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Fluffy_Fox_Loli on June 14, 2023, 12:43:43 AM
hope those help, if not i will somehow need to upload that popup crash SS i have.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Djin on June 14, 2023, 07:22:44 AM
I've had the following error consistently break my game with this mod. it is likely a bad interaction between this mod and one of the many other mods I run but disabling this mod stops the issue which sux as this is a great mod.

For reference the game runs fine until I try to change location then the below error occurs, and no I do not have any Cataphract in any of my ships/in my fleet at the time of the error occurring. considering it's somewhat intermittent when it starts i.e. 15 min into the new campaign or 9 hours it looks like it's a random fleet trying to assemble and generate a bad configuration, maybe?

java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Fluffy_Fox_Loli on June 15, 2023, 02:02:48 AM
I've had the following error consistently break my game with this mod. it is likely a bad interaction between this mod and one of the many other mods I run but disabling this mod stops the issue which sux as this is a great mod.

For reference the game runs fine until I try to change location then the below error occurs, and no I do not have any Cataphract in any of my ships/in my fleet at the time of the error occurring. considering it's somewhat intermittent when it starts i.e. 15 min into the new campaign or 9 hours it looks like it's a random fleet trying to assemble and generate a bad configuration, maybe?

java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }

that looks practically the same to the error messages i get when my game crashes. well, the short ones that is.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on June 15, 2023, 02:15:52 AM
Caused by: java.lang.NullPointerException
   at data.plugins.qolp_RMCAfterOverload.processInputPreCoreControls(qolp_RMCAfterOverload.java:39)
   ... 8 more

Update QoLPack to 1.2. https://github.com/PureTilt/QoLPack/releases/download/1.2/QoLPack.zip

I've had the following error consistently break my game with this mod. it is likely a bad interaction between this mod and one of the many other mods I run but disabling this mod stops the issue which sux as this is a great mod.

Pick up the updated arma.jar in the Nexerelin thread/opening post and install it properly (it goes in mods/ss-arma/jars/ and replaces your existing armaa.jar).
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Djin on June 16, 2023, 04:20:59 PM
I've had the following error consistently break my game with this mod. it is likely a bad interaction between this mod and one of the many other mods I run but disabling this mod stops the issue which sux as this is a great mod.

Pick up the updated arma.jar in the Nexerelin thread/opening post and install it properly (it goes in mods/ss-arma/jars/ and replaces your existing armaa.jar).

Thanks! looks like that did the trick. Loaded a doomed save after getting the extra file and it loads map changes without issue now.

Edit: The same problem came back in said to save 30 minutes into it at another location. Will try a fresh start later on and see if the issue occurs again.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: lustfull on June 18, 2023, 02:47:37 AM
BA assault pod ( from friendly side) block you in combat mode even after victory until you destroy it.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: fastdino on June 18, 2023, 04:44:11 PM
Hello, I'm having a fatal error during the campaign that causes my game to crash. I'm not sure if it's a nexerelin problem, or a AA problem, but the error message mentions the cataphract wing in my cargo so I'm going post it here. Any idea on how to fix this?

java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }
    locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
    stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }





Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: TauCetiRedGuard on June 18, 2023, 05:36:14 PM
Hello, I'm having a fatal error during the campaign that causes my game to crash. I'm not sure if it's a nexerelin problem, or a AA problem, but the error message mentions the cataphract wing in my cargo so I'm going post it here. Any idea on how to fix this?

java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }
    locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
    stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Go to the Nexerilan Mod Page and download the ARMA hotfix Jar
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: fastdino on June 18, 2023, 06:41:48 PM
Ok, will do, thanks
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Damexius on June 21, 2023, 10:52:58 AM
lets gooo 0.96a!!
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: giperka on June 27, 2023, 10:21:10 AM
where can i get ArmaA ships? like i got this Valkyrie from arma start but where else do i find or buy their ships? i didn't see any on this independent planet
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on June 27, 2023, 03:49:02 PM
You'll want to head to the Gamlin system and the planet New Meshan. That's Arma HQ and has a dedicated market for them.

Tri-Tachyon, the League and the Sindrians will also use ArmaA products to some degree. Independent markets will also have Arma products, but it will vary and you'll have more luck on military markets.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Doragor on June 29, 2023, 05:10:08 AM
Made an account just to say how much I love Altagrave EX
I need a cruiser sized altagrave EX, maybe 40 dp
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Xkali on July 01, 2023, 12:12:19 PM
Looks like there is some sort of conflict with nexerelin, on ground battle event. Game crashes on following error:

Spoiler
210254 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }
    locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
    stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
  Bytecode:
    0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
    0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
    0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
    0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
    0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
    0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
    0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
    0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
    0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
    0000090: 1911 b900 8002 0012 810b b900 8203 0057
    00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
    00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
    00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
    00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
    00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
    00000f0: 005e 0100 b900 8701 0012 146a b600 8812
    0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
    0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
    0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
    0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
    0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
    0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
    0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
    0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
    0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
    0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
    00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
    00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
    00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
    00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
    00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
    00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
    0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
    0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
    0000220: 191c b900 6602 0057 1910 1912 b900 8002
    0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
    0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
    0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
    0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
    0000270: a7ff e3b8 00a3 b1                     
  Stackmap Table:
    full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
    full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
    full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
    full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
    full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
    chop_frame(@552,1)
    full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
    append_frame(@595,Object[#299])
    chop_frame(@627,1)

java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }
    locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
    stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
  Bytecode:
    0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
    0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
    0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
    0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
    0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
    0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
    0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
    0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
    0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
    0000090: 1911 b900 8002 0012 810b b900 8203 0057
    00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
    00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
    00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
    00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
    00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
    00000f0: 005e 0100 b900 8701 0012 146a b600 8812
    0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
    0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
    0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
    0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
    0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
    0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
    0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
    0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
    0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
    0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
    00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
    00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
    00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
    00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
    00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
    00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
    0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
    0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
    0000220: 191c b900 6602 0057 1910 1912 b900 8002
    0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
    0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
    0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
    0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
    0000270: a7ff e3b8 00a3 b1                     
  Stackmap Table:
    full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
    full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
    full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
    full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
    full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
    chop_frame(@552,1)
    full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
    append_frame(@595,Object[#299])
    chop_frame(@627,1)

   at java.lang.Class.getDeclaredConstructors0(Native Method)
   at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
   at java.lang.Class.getConstructor0(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
   at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
   at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
   at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
   at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
   at com.fs.starfarer.campaign.CampaignEngine.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(Unknown Source)

[close]
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on July 01, 2023, 03:45:49 PM
Read the thread just a little bit. Please. A fixed .jar file is in the Nexerelin thread; put it into your mods/[arma install folder]/jars/ folder and replace your existing armaa.jar with the one in the Nex thread.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Severent on July 12, 2023, 10:27:50 PM
I'm getting the Nexrelin crash also, but the file to fix it just flat out will not download no matter what I do, tried different browsers and everything, I think the link is dead
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Dadada on July 13, 2023, 02:37:35 AM
I saw the post and downloaded the Armaa fix jar from the Nexerelin OP/Thread, the download worked for me.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Arthur_The_Ok on July 18, 2023, 12:57:49 PM
Is the Watchdog supposed to only have one arm? All Watchdogs I encountered so far only have one arm
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on July 18, 2023, 11:54:09 PM
Is the Watchdog supposed to only have one arm? All Watchdogs I encountered so far only have one arm

Known bug in the current version; I'm pretty sure it'll be fixed whenever the next proper update comes.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Animastryfe on July 29, 2023, 04:07:01 PM
Does anyone have advice on Altagrave loadouts and officer/player skills? For any or all of the variants.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: IChugCrispix on July 31, 2023, 07:30:18 AM
Does anyone have advice on Altagrave loadouts and officer/player skills? For any or all of the variants.

I've had alot of fun with an SO build for the basic Altagrave. SO + Hardened Subsystems, Advanced Optics to double range on the laser sword, S-mod Expanded Mags for the Vajra. Left all the mounts empty for the longest time but once you free up some OP with S-mods you can squeeze in a Juno for extra anti-shield pressure. Haven't used the C variant much but Xyphos wing, Expanded Missiles, and Juno seemed to work well.

Spoiler
(https://i.imgur.com/wns4ZwM.png)
(https://i.imgur.com/o0Ad05h.png)
[close]
Skill wise: Helmsmanship, Combat Endurance, Field Modulation, Target Analysis, and Systems Expertise. The Karma system boost from expertise is very strong for both player and NPC Altagraves to mitigate huge amounts of incoming fire and dangerous missiles.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Naevera on August 01, 2023, 07:15:17 AM
I'd like to know if there's a particular method to the madness of what wingcom pilot gets assigned to what strikecraft/fighter in a wing. I have a goal of assigning each of my wing members a callsign based on their craft, IE "Aria Actual, Aria 2, Aria 3" etc... But when using different fighter types in one wing, it gets jumbled together. There doesn't seem to be an order to it.
However, I have noticed that the same pilots are in the same crafts each deployment. Is this assigned at random?

Either way, I think it'd be great to choose which craft a wing member pilots, or set the wing members to be assigned top to bottom to fighter slots on the carrier top to bottom at least. If that's a possibility, anyway.

That said, I think this mod is outstanding. It adds a lot more life to my battles, especially on top of the combat chatter mod! (I noticed in the files it seems to be integrated, which is super cool!) Thanks for your hard work on a huge gameplay improvement.

Edit: They are not staying in the same craft each deployment haha
I just tried to note which pilot was in what craft in a test pilot, and named them all accordingly. A couple of the single-craft fighters stayed in their spot but a couple pilots seemed to be moving around between my bombers and fighters.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on August 05, 2023, 08:34:17 AM
Hello, I found a error between ArmaArmatura and Nexerelin. It will ctd when clicking on an operative. I'll include the log. It seems to be Nexerelin kicking out the error, but when I shut off your mod all runs great. Not demanding fixes or nothin, just reporting what I've found. Hope this helps.

There is a fix for this in the opening post of the Nexerelin thread. It has been discussed over and over on the past several pages.

Please, please, please remember to actually read back on the thread a little bit before posting, folks.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Heretic01 on August 15, 2023, 04:33:03 AM
Awesome mod; I can't even play without it any more.
I love the concept of the Sleepers, especially the game start from nexerelin. Are there any plans to expand them, as a faction? Maybe add a bit of lore on how the reawakened adapt to the changed galaxy; how they interact with Tri-Tachyon?
Anyway, the mod is great, thank you for working on it!
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Supreme stone gamer on August 16, 2023, 05:32:25 AM
Looks like there is some sort of conflict with nexerelin, on ground battle event. Game crashes on following error:

Spoiler
210254 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }
    locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
    stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
  Bytecode:
    0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
    0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
    0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
    0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
    0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
    0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
    0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
    0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
    0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
    0000090: 1911 b900 8002 0012 810b b900 8203 0057
    00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
    00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
    00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
    00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
    00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
    00000f0: 005e 0100 b900 8701 0012 146a b600 8812
    0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
    0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
    0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
    0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
    0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
    0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
    0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
    0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
    0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
    0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
    00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
    00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
    00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
    00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
    00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
    00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
    0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
    0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
    0000220: 191c b900 6602 0057 1910 1912 b900 8002
    0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
    0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
    0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
    0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
    0000270: a7ff e3b8 00a3 b1                     
  Stackmap Table:
    full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
    full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
    full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
    full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
    full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
    chop_frame(@552,1)
    full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
    append_frame(@595,Object[#299])
    chop_frame(@627,1)

java.lang.VerifyError: Bad type on operand stack
Exception Details:
  Location:
    exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
  Reason:
    Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
  Current Frame:
    bci: @539
    flags: { }
    locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
    stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
  Bytecode:
    0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
    0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
    0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
    0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
    0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
    0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
    0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
    0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
    0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
    0000090: 1911 b900 8002 0012 810b b900 8203 0057
    00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
    00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
    00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
    00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
    00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
    00000f0: 005e 0100 b900 8701 0012 146a b600 8812
    0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
    0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
    0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
    0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
    0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
    0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
    0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
    0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
    0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
    0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
    00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
    00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
    00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
    00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
    00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
    00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
    0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
    0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
    0000220: 191c b900 6602 0057 1910 1912 b900 8002
    0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
    0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
    0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
    0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
    0000270: a7ff e3b8 00a3 b1                     
  Stackmap Table:
    full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
    full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
    full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
    full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
    full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
    chop_frame(@552,1)
    full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
    append_frame(@595,Object[#299])
    chop_frame(@627,1)

   at java.lang.Class.getDeclaredConstructors0(Native Method)
   at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
   at java.lang.Class.getConstructor0(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
   at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
   at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
   at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
   at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
   at com.fs.starfarer.campaign.CampaignEngine.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(Unknown Source)

[close]
i have the same issue
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Histidine on August 16, 2023, 05:44:16 AM
i have the same issue
Hint: Look at the post under the one you quoted
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: mkire on August 16, 2023, 06:44:56 PM
can i add wingcom to a carrier?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on August 16, 2023, 07:19:26 PM
can i add wingcom to a carrier?

Yes, that is one of its primary functions. Do note that, to balance out every fighter having skills applied to it, there is a bit of a fighter deployment range penalty (though for cruiser and capital carriers, it isn't too severe).
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Brainwright on August 16, 2023, 07:44:56 PM
can i add wingcom to a carrier?

It’s a hullmod you can buy from New Meshan or salvage.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Brainwright on August 16, 2023, 07:46:21 PM
By the way, is shoi dead?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: shoi on August 19, 2023, 03:25:18 PM
The fix for the nex issue has been below the download link for like a month now. I guess this wasn't visible enough apparently, so i've fixed that :>

Anyway, I am alive. Sorry for the extended silence. I've been working on this update in the background when im able but featurecrept hard trying to add some campaign layer mechanics. I think i'm just going to cut some of it (at least now, you can actually turn valk in, and a few other things) and a few other things and make a release within the next month so at the very least people aren't constantly asking about that crash here and in that SS Discord
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: BigBeans on August 19, 2023, 07:09:19 PM
The fix for the nex issue has been below the download link for like a month now. I guess this wasn't visible enough apparently, so i've fixed that :>

Anyway, I am alive. Sorry for the extended silence. I've been working on this update in the background when im able but featurecrept hard trying to add some campaign layer mechanics. I think i'm just going to cut some of it (at least now, you can actually turn valk in, and a few other things) and a few other things and make a release within the next month so at the very least people aren't constantly asking about that crash here and in that SS Discord

Don't rush yourself, take your time if need be. :)
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Brainwright on August 20, 2023, 06:33:22 PM
Spoiler
The fix for the nex issue has been below the download link for like a month now. I guess this wasn't visible enough apparently, so i've fixed that :>

Anyway, I am alive. Sorry for the extended silence. I've been working on this update in the background when im able but featurecrept hard trying to add some campaign layer mechanics. I think i'm just going to cut some of it (at least now, you can actually turn valk in, and a few other things) and a few other things and make a release within the next month so at the very least people aren't constantly asking about that crash here and in that SS Discord
[close]

Figured it was something like that.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SilverWolf on August 23, 2023, 07:31:32 PM
I've never seen any destroyer mech beside the Watchdog. Where should I start looking?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on August 23, 2023, 08:40:29 PM
I've never seen any destroyer mech beside the Watchdog. Where should I start looking?

Keep looking at Arma HQ, or occasionally take a look at the Persean League or mercenary fleets.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Supreme stone gamer on August 25, 2023, 03:47:26 AM
would be cool af if you made a phasegon sized mech, take inspiration from pacific rim to find a good design and switchable weapons to add to it
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Zeta04 on August 26, 2023, 02:27:10 AM
So um... by the next update, will we have the lost arm of Watchdogs back?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: hydremajor on August 28, 2023, 05:10:25 AM
So I just had a stroke of inspiration

What if AA had fighter crafts built to field specific weapons usually found on mechs ?

case in point what if there was a sort of bomber craft with mech grade laser blades built into their engines ?

kinda like this
https://evn.fandom.com/wiki/Thunderhead
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Desudesudesu on September 01, 2023, 12:51:46 AM
There's a visual bug I've experienced with the Altagrave C which is kinda annoying. Whenever the system is activated the field AOE is displayed as far offset from the centre of the ship.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: lustfull on September 01, 2023, 06:21:51 PM
Bug report : einhander take damege while phase sometimes. It happens when  the ship take too much damage which trigger the bug.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Michael00181 on September 03, 2023, 07:11:57 AM
I've got nexerlen and arma armatura installed, just updated my game and all my mods to version 1.6 of starsector and I don't have the sleeper start available to me like I used to. No idea what's going on, any advice?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Whisena on September 05, 2023, 03:33:07 PM
https://gyazo.com/a28781512a9d968737ae480865da5580

Hey, is the watchdog supposed to be missing an arm? its left arm shows empty and only right arm has weapon. Is my game glitched? Thanks.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Brainwright on September 05, 2023, 04:59:41 PM
https://gyazo.com/a28781512a9d968737ae480865da5580

Hey, is the watchdog supposed to be missing an arm? its left arm shows empty and only right arm has weapon. Is my game glitched? Thanks.

Been a bug since the game updated.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: lustfull on September 08, 2023, 02:44:15 PM
Bug report: Valkazard not consuming drugs after battle  and the shield conversation front do not stay in front position if you reroll the shield option, which give a 150 ° shield arc, but Omnidirectional instead  of locked ( I like that bug I must say)
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: lustfull on September 14, 2023, 08:38:49 PM
Ok so I believe something is clearly wrong with my game/pc because the legs of standard altagrave are using canisters Flack instead of low grad emp...
And I didn't touch anything in my mods.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Brainwright on September 14, 2023, 11:06:06 PM
Nope, pretty sure that changed with the last major update to the mod.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: lustfull on September 16, 2023, 05:36:28 AM
my mod was updated but now i deleted all my mods and the game to start on fresh settings ,  so lets see if that solve the probleme
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: lustfull on September 16, 2023, 09:24:55 AM
well altagrave is still using canister flack
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Decton on September 22, 2023, 04:51:47 AM
Having massive fps problems when playing with Realistic Combat and Arma, everytime i encounter a mech with purple lasers my fps drop from 60fps to 1, those lasers fly all over the map and deal absurd amounts of damage
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: LeStinke on September 22, 2023, 11:59:30 AM
Just wondering if anyone has found out a way to fix the Leynos' left arm yet? I modified it with no swappable mounts as a stopgap, which was fine for a while but that ''fix'' has now decided to stop working the way I want it to (pauldrons and body refuse to move now for some reason) so would really appreciate some clues. I reckon all of this is far too arcane for me to deal with but I guess it doesn't hurt to ask.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: hydremajor on September 27, 2023, 03:48:13 AM
so whats the news on the mod ?

dev still around or is this on hiatus ?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: lustfull on September 29, 2023, 11:01:02 PM
I already report that but i whas too dumb to post a screenshot.

so the gun sights from the left is wrong while the right  is the one with no probleme and where my mouse is .


Other bug following the altagrave case , the einhander plus systeme has been replace by  " low grade emp".
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: xeran_dereth on October 04, 2023, 02:14:06 PM
I have an issue to report. For some reason the BA Assault Pods are marked hostile during a fight. I have two equipped in my fleet, one on a Condor and one that is on a Spriggan, but I still don't know if they should pump out 6 pods, in addition to the over 4 that were destroyed as well. I don't know if they're intended to be infinite, so I won't say that's a bug, but they are marked hostile even though they aren't attacking me or allowing me to target them or hit them. This means the battle will never end as the game recognizes them as hostiles.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Eddren on October 04, 2023, 05:03:30 PM
It's a real shame that trying to add beam swords to a weapon mount would be a difficult ask. Maybe making it attached to an animated Mech arm?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Crimsteel on October 24, 2023, 01:28:20 AM
Hello, how do I prioritize certain skills appearing on my pilots?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Snowy-Birb on October 31, 2023, 08:45:23 PM
Which are the hullmods associated with the Warden's left arm? Would force-adding one of those hullmods via console commands fix the missing arm bug?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: ShogunTrooper on November 02, 2023, 09:12:26 AM
I'm encountering a bug where the Watchdog's left arm is missing, whether bought from a market or spawned in via commands.

Tried both to see if it was some weird, one-off thing, but no, it is missing on all variants.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Evil Atlas on November 02, 2023, 11:10:54 AM
This issue may already be known, but the head-mounted point defense on the Altagrave(G) is just offset enough that it misses nearly any missile it shoots at. It looks like it's trying to aim the center of the head directly at the target, and since the laser is in one of the left eyes it goes right by.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Thaxor on November 11, 2023, 05:59:21 PM
Which are the hullmods associated with the Warden's left arm? Would force-adding one of those hullmods via console commands fix the missing arm bug?

So I found (I think) the problem with the Warden's arm. If you decompile armaa.jar and look in data/hullmods/armaa_weaponSwap_monitor.java you'll see significant changes from the current 2.2.4 and prior versions. Specifically whole sections referring to the left arm are missing, which probably explains the issue.

I think replacing the current 2.2.4s armaa_weaponSwap_monitor.java with an older one will fix the issue, however I know nothing about java and am having trouble recompiling all the .java files back into a .jar.

If I can figure out how to do that and it works I'll post an updated .jar and update here. Alternatively if someone else knows how to do this what would be awesome and save me some brain cells :p
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: MattyK on November 12, 2023, 07:56:56 AM
So I dunno if anyone else has noticed this, but having a WINGCOMM Suite in a disengage battle prevents retreating.

I honest to god don't know what to do, because I go to retreat but my named fighters are treated as ships still in the engagement and will not retreat also. They'll just stand-off at 16500 units outside of the engagement zone preventing themselves from being destroyed and also from ending the fight.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Thaxor on November 12, 2023, 08:24:18 AM
Which are the hullmods associated with the Warden's left arm? Would force-adding one of those hullmods via console commands fix the missing arm bug?

So I found (I think) the problem with the Warden's arm. If you decompile armaa.jar and look in data/hullmods/armaa_weaponSwap_monitor.java you'll see significant changes from the current 2.2.4 and prior versions. Specifically whole sections referring to the left arm are missing, which probably explains the issue.

I think replacing the current 2.2.4s armaa_weaponSwap_monitor.java with an older one will fix the issue, however I know nothing about java and am having trouble recompiling all the .java files back into a .jar.

If I can figure out how to do that and it works I'll post an updated .jar and update here. Alternatively if someone else knows how to do this what would be awesome and save me some brain cells :p

Welp, I give up (that was fast). Trying to recompile all the .java files is just tossing up error after error that I don't know how to resolve. I'm guessing decompiling them introduced some inconsistencies, otherwise I'm not sure why the .java files pulled directly from the working .jar is causing issues.

I still think the error with the Watchdog has to do with the current armaa_weaponSwap_monitor.java file, but without being able to test it I can't say. Hopefully someone better versed in Java can figure this out.

Good luck.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: shoi on November 17, 2023, 04:03:25 AM
Which are the hullmods associated with the Warden's left arm? Would force-adding one of those hullmods via console commands fix the missing arm bug?

So I found (I think) the problem with the Warden's arm. If you decompile armaa.jar and look in data/hullmods/armaa_weaponSwap_monitor.java you'll see significant changes from the current 2.2.4 and prior versions. Specifically whole sections referring to the left arm are missing, which probably explains the issue.

I think replacing the current 2.2.4s armaa_weaponSwap_monitor.java with an older one will fix the issue, however I know nothing about java and am having trouble recompiling all the .java files back into a .jar.

If I can figure out how to do that and it works I'll post an updated .jar and update here. Alternatively if someone else knows how to do this what would be awesome and save me some brain cells :p

Welp, I give up (that was fast). Trying to recompile all the .java files is just tossing up error after error that I don't know how to resolve. I'm guessing decompiling them introduced some inconsistencies, otherwise I'm not sure why the .java files pulled directly from the working .jar is causing issues.

I still think the error with the Watchdog has to do with the current armaa_weaponSwap_monitor.java file, but without being able to test it I can't say. Hopefully someone better versed in Java can figure this out.

Good luck.

I'll post fix for current version that should restore the arm in a sec. the current update is in testing now, so far so good. edit: done. you can redl and should have both arms

So I dunno if anyone else has noticed this, but having a WINGCOMM Suite in a disengage battle prevents retreating.

I honest to god don't know what to do, because I go to retreat but my named fighters are treated as ships still in the engagement and will not retreat also. They'll just stand-off at 16500 units outside of the engagement zone preventing themselves from being destroyed and also from ending the fight.

I don't know if this is relate to wingcom since it doesn't change AI or ship classification, but i'll double check.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Yaveton on November 18, 2023, 12:26:44 AM
Hello, there seems to be some issues with running ARMA with Realistic Combat, Cataphracts' swords have stack overflow range on them (basically infinite range)

@edit: Added SS of the cataphract in question
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Thaxor on November 19, 2023, 09:47:55 AM
Hello, there seems to be some issues with running ARMA with Realistic Combat, Cataphracts' swords have stack overflow range on them (basically infinite range)

@edit: Added SS of the cataphract in question

Realistic Combat gives all (?) beam weapons "infinite" range. That is an intended feature but implemented on the swords is a bug.

Not sure how to remedy that though. Possibly editing the swords weapon/damage type would resolve this.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: lustfull on November 23, 2023, 07:48:26 AM
Will the next update be save compatible?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: hydremajor on November 23, 2023, 11:25:13 AM
So I know its cringe to be shilling a game in a forum like this but

Y'all tried Cavalry Girls on Steam ?

I'm getting arma armatura but its land combat vibes, y'all might want to check it out
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: 6chad.noirlee9 on November 23, 2023, 03:01:27 PM
what another update?  i was thinking this mod was dead.  any mild spoilers on whats in the update for us armaa nerds?  i essentially always use the sleeper start, that mech is so fun.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: CyphCyph on November 24, 2023, 10:01:03 AM
After playing alot with strikecraft and non-armaa carriers, i think specialized service bays should be a hullmod available to be used on other carriers. There are so many carriers that feel like they would benefit from being a fleet anchor for refitting, but they unfortunately are forced to not be as fast as the Fenris for that purpose. Just my 2 cents though, love the mod.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Ranger Dimitri on November 25, 2023, 08:52:06 AM
So, question, is the patch for Nex ground battles required for the most recent version of either it or this mod? Also I do think having Specialized service bays be a potential modspec in it's own right would be neat. I enjoy the Fenris a lot to be sure, however sometimes you can't help but want some variety in what you are using and not having such a penalty for using other carrier's and strikecraft would be nice. Oh, and for that matter allow Arma Armatura version of advanced optics to be it's own modspec possibly?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Brainwright on November 29, 2023, 09:23:41 AM
I'll post fix for current version that should restore the arm in a sec. the current update is in testing now, so far so good. edit: done. you can redl and should have both arms

Thanks, glad to have this back.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: MattyK on November 30, 2023, 10:49:21 AM
I don't know if this is relate to wingcom since it doesn't change AI or ship classification, but i'll double check.

To clarify, in case it wasn't apparent. Battles cannot be ended via a retreat while named strikecraft are currently being fielded. To reproduce, simply start a retreat or disengaging battle with at least one ship, equipped with a WINGCOMM, in the field, and retreat that first once it deploys its strikecraft.

The fighters will linger off-screen and prevent a resolution to the battle.

In my specific case, it's during a disengage battle, after fighting my way to the top of the screen with a carrier-based capital ship and having it retreat, the strikecraft do not dock, instead lingering offscreen in an unreachable position, leaving me with no other option but to "Quit Campaign".

Here is my modlist, in case there are any conflicts.
(https://cdn.discordapp.com/attachments/955932830838435890/1179857255139655760/image.png?ex=657b4eb2&is=6568d9b2&hm=5838351cb8dc810121dafb166fc391042d18f81e3526cbac604076fde768b017&)
(https://cdn.discordapp.com/attachments/955932830838435890/1179857255517147299/image.png?ex=657b4eb2&is=6568d9b2&hm=b85a67972e61e600220dcbec2a58a28272ce0080d11a3864fb74e4c90d7c8186&)

I may start a new game with just Arma Armatura installed and see if it may be the result of another mod, but as my modlist is pretty extensive, that may take some time.

To my knowledge, no mod here features another Strikecraft-based overhaul, however several of them (Exotica, Quality Captains, UAF) have modifiers or Strikecraft-affecting perks.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Lazyturtle69hahfunynumber on December 01, 2023, 08:37:54 PM
Ive been playing with this and got a ground battle crash went to the log copied and was about to make a post and whats the first thing i see as i open the page? hot fix cheers mate
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: lobo1192 on December 07, 2023, 03:05:45 PM
Really been enjoying this mod, the idea of piloting fighters and especially mech is something many of us dream of. Especially since you can use them to help with raids / invasions.
So I figured I would give my 2cents on some stuff. Fair warning, I am just revisiting starsector after a 2 year break so maybe im just not used to things again.

Firstly, I dont think you need that many separate types of frigate mechs. One of the big appeals to the mod is the customization, so why not have fewer mechs but with more module options? From personal experience, and looking through the posts, it seems the main (Non-super) frigate mechs are the VX commander, Spriggan, and AE.  The others have their use of course,  Love the idea of the mech that gives the damage buff for example, but I feel alot of these could be worked into a few base frames rather that each as an individual.  Because who doesn't want the option of a spriggian type shield on a melee, beam sword or heat axe swinging mech.

Second, and this may be my inexperience. The Fenris seems mandatory if your using frigate mechs. I have not seen an AI strikecraft in general land to repair or rearm except for when called back by the fenris ability.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Azntheoryz on December 12, 2023, 06:28:43 PM
The BA Assault Pod or armaa_armorpod, is it a weapon thats still being developed? or is it working as intended? because it caught me off guard when i used it in the simulation.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Glitchtonic on December 13, 2023, 11:53:08 AM
I'm having an issue with the laser blade's animation not extending fast enough to hit what's in its cone. (##Note: this happens after adding hull mods to extend the range.)  is there a way to modify the animation to extend faster or to pause shortly before swinging to allow it to extend all the way, like with and if / else statement?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: shoi on December 13, 2023, 04:27:55 PM
I don't know if this is relate to wingcom since it doesn't change AI or ship classification, but i'll double check.

To clarify, in case it wasn't apparent. Battles cannot be ended via a retreat while named strikecraft are currently being fielded. To reproduce, simply start a retreat or disengaging battle with at least one ship, equipped with a WINGCOMM, in the field, and retreat that first once it deploys its strikecraft.

The fighters will linger off-screen and prevent a resolution to the battle.

In my specific case, it's during a disengage battle, after fighting my way to the top of the screen with a carrier-based capital ship and having it retreat, the strikecraft do not dock, instead lingering offscreen in an unreachable position, leaving me with no other option but to "Quit Campaign".

Here is my modlist, in case there are any conflicts.
(https://cdn.discordapp.com/attachments/955932830838435890/1179857255139655760/image.png?ex=657b4eb2&is=6568d9b2&hm=5838351cb8dc810121dafb166fc391042d18f81e3526cbac604076fde768b017&)
(https://cdn.discordapp.com/attachments/955932830838435890/1179857255517147299/image.png?ex=657b4eb2&is=6568d9b2&hm=b85a67972e61e600220dcbec2a58a28272ce0080d11a3864fb74e4c90d7c8186&)

I may start a new game with just Arma Armatura installed and see if it may be the result of another mod, but as my modlist is pretty extensive, that may take some time.

To my knowledge, no mod here features another Strikecraft-based overhaul, however several of them (Exotica, Quality Captains, UAF) have modifiers or Strikecraft-affecting perks.

I tried this in dev and wasn't able to reproduce. It might be something that was fixed, but ill try again. I'll be putting out a beta shortly either way so hopefully it is something that was resolved.

The BA Assault Pod or armaa_armorpod, is it a weapon thats still being developed? or is it working as intended? because it caught me off guard when i used it in the simulation.
It's supposed to be a built-in that was showing up elsewhere; it's still in but the weapon/ship is still WIP

Really been enjoying this mod, the idea of piloting fighters and especially mech is something many of us dream of. Especially since you can use them to help with raids / invasions.
So I figured I would give my 2cents on some stuff. Fair warning, I am just revisiting starsector after a 2 year break so maybe im just not used to things again.

Firstly, I dont think you need that many separate types of frigate mechs. One of the big appeals to the mod is the customization, so why not have fewer mechs but with more module options? From personal experience, and looking through the posts, it seems the main (Non-super) frigate mechs are the VX commander, Spriggan, and AE.  The others have their use of course,  Love the idea of the mech that gives the damage buff for example, but I feel alot of these could be worked into a few base frames rather that each as an individual.  Because who doesn't want the option of a spriggian type shield on a melee, beam sword or heat axe swinging mech.

Second, and this may be my inexperience. The Fenris seems mandatory if your using frigate mechs. I have not seen an AI strikecraft in general land to repair or rearm except for when called back by the fenris ability.
All carriers > frigate size work (even some that technically shouldnt, like ships with only drone wings, it's just that the odds of the vehicle making it back with a fenris are significantly higher. but maybe, this is a bug in current version.

I'm having an issue with the laser blade's animation not extending fast enough to hit what's in its cone. (##Note: this happens after adding hull mods to extend the range.)  is there a way to modify the animation to extend faster or to pause shortly before swinging to allow it to extend all the way, like with and if / else statement?
Go into weapon.csv and change beam speed to some really high number and it will extend instantly, this is fixed in beta version.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: creature on December 22, 2023, 12:45:21 PM
Hi, may I borrow part of your strikecraft ability? I wanted to copy the bit where it comes out from a carrier (and maybe retreats to it) but wanted to leave out the rearming/repairing bit.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: shoi on December 22, 2023, 01:26:28 PM
hi creature, sure :) i look forward to yrxp 3.0!

I use a modified travel drive to make strikecraft launch from carriers at the start of battle. This should work so that they deploy normally from the sides in pursuit battles though. there's probably some stuff you don't need/want in here, feel free to modify

Code
package data.scripts.shipsystems;

import com.fs.starfarer.api.combat.*;
import com.fs.starfarer.api.impl.combat.BaseShipSystemScript;
import com.fs.starfarer.api.plugins.ShipSystemStatsScript;
import com.fs.starfarer.api.Global;
import org.lazywizard.lazylib.combat.CombatUtils;
import org.lazywizard.lazylib.CollisionUtils;
import org.lazywizard.lazylib.combat.DefenseUtils;
import org.lazywizard.lazylib.VectorUtils;
import org.lwjgl.util.vector.Vector2f;
import org.lazywizard.lazylib.MathUtils;
import com.fs.starfarer.api.combat.ShipAPI;
import data.scripts.util.armaa_utils;
import data.scripts.util.armaa_takeOffScript;
import java.awt.Color;
import java.util.*;
import com.fs.starfarer.api.combat.WeaponAPI.*;
import com.fs.starfarer.api.loading.WeaponSlotAPI;

import com.fs.starfarer.api.combat.WeaponGroupAPI;
import com.fs.starfarer.api.combat.MissileRenderDataAPI;
import com.fs.starfarer.api.combat.FighterWingAPI;
import com.fs.starfarer.api.combat.FighterLaunchBayAPI;
public class armaa_TravelDriveStats extends BaseShipSystemScript {

private boolean carriersNearby = false;
private boolean runOnce = false;
private WeaponSlotAPI w;
private ShipAPI carrier;

public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel)
{
ShipAPI ship = (ShipAPI)stats.getEntity();
boolean standardDeploy = ship.getFacing() == 90f ? true:false;
if(Global.getCombatEngine().isPaused())
return;

if(ship.getOwner() == 1)
standardDeploy = ship.getFacing() == 270f ? true:false;
boolean alreadyDone = Global.getCombatEngine().getCustomData().get("armaa_carrierDeployDone_"+ship.getId()) instanceof Boolean ? true : false;

if(getRandomCarrier(ship,true) ==null || ship.isRetreating() || !standardDeploy || alreadyDone)
{
if (state == ShipSystemStatsScript.State.OUT) {
stats.getMaxSpeed().unmodify(id); // to slow down ship to its regular top speed while powering drive down
} else
{
stats.getMaxSpeed().modifyFlat(id, 100f * effectLevel);
stats.getAcceleration().modifyFlat(id, 100f * effectLevel);
}
Global.getCombatEngine().getCustomData().put("armaa_carrierDeployDone_"+ship.getId(),true);
}

//Carriers detected "launch" from them
else
{
if(!ship.isLanding()&& !runOnce)
{
carrier = getRandomCarrier(ship,false);
Vector2f takeOffLoc = null;
for(WeaponSlotAPI wep:carrier.getHullSpec().getAllWeaponSlotsCopy())
{
//Vector2f takeOffLoc = carrier.getLocation();

if(wep.getWeaponType() == WeaponType.LAUNCH_BAY)
{
if(Global.getCombatEngine().getPlayerShip() == ship)
{
Global.getSoundPlayer().playSound("ui_noise_static", 1f+MathUtils.getRandomNumberInRange(-0.3f, .3f), 1f, carrier.getLocation(),new Vector2f());
carrier.getFluxTracker().showOverloadFloatyIfNeeded("Good luck out there!", Color.white, 2f, true);
}

ship.setFacing(carrier.getFacing()+wep.getAngle());
takeOffLoc = new Vector2f(wep.computePosition(carrier));

if(Math.random() <= .50f)
break;
}
}

if(takeOffLoc == null)
{
takeOffLoc = carrier.getLocation();
}
ship.setLaunchingShip(carrier);
//VectorUtils.rotate(takeOffLoc,carrier.getFacing());
armaa_utils.setLocation(ship,takeOffLoc);
ship.setAnimatedLaunch();
Global.getSoundPlayer().playSound("fighter_takeoff", 1f, 1f, ship.getLocation(),new Vector2f());
CombatUtils.applyForce(ship,ship.getFacing(),carrier.getMaxSpeed());
ship.getFluxTracker().setCurrFlux(0f);
ship.getTravelDrive().deactivate();
ship.getTravelDrive().deactivate();
runOnce = true;
}
}
}

public void unapply(MutableShipStatsAPI stats, String id)
{
ShipAPI ship = (ShipAPI)stats.getEntity();
stats.getMaxSpeed().unmodify(id);
stats.getMaxTurnRate().unmodify(id);
stats.getTurnAcceleration().unmodify(id);
stats.getAcceleration().unmodify(id);
stats.getDeceleration().unmodify(id);;
}

public StatusData getStatusData(int index, State state, float effectLevel)
{
if (index == 0) {
return new StatusData("increased engine power", false);
}
return null;
}

private ShipAPI getRandomCarrier(ShipAPI ship, boolean initial)
{
ShipAPI potCarrier = null;
//float distance = 99999f;
for (ShipAPI carrier : CombatUtils.getShipsWithinRange(ship.getLocation(), 20000.0F))
{
                        // with this only a certain number of ships can take off from any given carrier
int takenSlots = 0;
if(Global.getCombatEngine().getCustomData().get("armaa_launchSlots"+carrier.getId()) instanceof Integer)
{
takenSlots = (int)Global.getCombatEngine().getCustomData().get("armaa_launchSlots"+carrier.getId());
}

else
Global.getCombatEngine().getCustomData().put("armaa_launchSlots"+carrier.getId(),takenSlots);
//probably don't need this stuff
if(ship.getHullSpec().hasTag("strikecraft_medium"))
{
if(carrier.isDestroyer())
continue;
}

else if(ship.getHullSpec().hasTag("strikecraft_large"))
{
if(carrier.isCruiser() || carrier.isDestroyer())
continue;
}
if(takenSlots >= carrier.getNumFighterBays())
continue;

if(carrier.getOwner() != ship.getOwner() || carrier.isFighter() || carrier.isFrigate() || carrier == ship)
continue;

if(carrier.getOwner() == ship.getOwner() && ((carrier.isAlly() && !ship.isAlly())))
continue;

if(carrier.isHulk())
continue;

if(carrier.getNumFighterBays() > 0 && carrier.getHullSpec().getFighterBays() > 0)
{
potCarrier = carrier;
if(!initial)
{
Global.getCombatEngine().getCustomData().put("armaa_launchSlots"+potCarrier.getId(),takenSlots+1);
return potCarrier;

}
}
}
return potCarrier;
}
}

You should be able to make whatever you have "land" retreat from combat as well by locking controls once the landing animation starts, something like
Quote
           ship.beginLandingAnimation(carrier);
          ship.setControlsLocked(true);
                ship.setLocation(offScreenCordX,offScreenCordY);
but phase anchor prob has the exact way
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: creature on December 22, 2023, 03:03:23 PM
hi creature, sure :) i look forward to yrxp 3.0!

I use a modified travel drive to make strikecraft launch from carriers at the start of battle. This should work so that they deploy normally from the sides in pursuit battles though. there's probably some stuff you don't need/want in here, feel free to modify...
Thank you very much! I also appreciate the tips!
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: power12359 on December 23, 2023, 09:31:35 PM
My strikecrafts has been docking into enemy carriers. Then they die when my other ships destroy the carrier. I have my own carriers but only sometimes my strikecraft dock into them.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpaceDrake on December 24, 2023, 01:03:14 AM
I haven't seen that behavior once in dozens of hours of play. Did you alter anything in the Arma files?
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Kasrkin on December 24, 2023, 11:24:35 AM
A little bug with Leynos catafract.
With it left arm weapon arcs, to be precise. Despite showing about 90 degrees coverage in Refit menu, in simulator and real battle, weapons equipped in left arm are focused on one point only, which makes them useless(for AI atleast, though, it's very clunky and uncomfortable to use them if piloting myself) with exception of Bazooka, and even then, AI Leynos fire it very inconsistent.
Unless its intended that way, of course, although, left arm weapon arcs are very misleading then.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Death_Silence_66 on December 24, 2023, 12:04:31 PM
I think the issue is that the left arm weapons have zero turning speed, which prevents them from using their firing arc
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: power12359 on December 24, 2023, 07:34:31 PM
I haven't seen that behavior once in dozens of hours of play. Did you alter anything in the Arma files?

Nope, I wouldn't even know where to begin for something like that. It's probably the result of another mod interfering somehow.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: Thaxor on December 25, 2023, 12:58:07 PM
I think the issue is that the left arm weapons have zero turning speed, which prevents them from using their firing arc

Unfortunately I don't think so. weapon_data.csv shows they have a "turn rate" value, just like the right sided weapons. My guess is it's a similar bug to what happened to the Watchdog in the script that allows the modular weapon changes.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: shoi on December 27, 2023, 08:53:53 PM
Arma Armatura v2.3.4 Beta
(https://i.imgur.com/5ekpT0h.png)
(https://i.imgur.com/sgOEZng.png)
I need more feedback.
Adds a few new ships, HVBs, and a mini-faction. Two contacts have been added on the New Meshan planet
The campaign layer aspects of the mini-faction are still WIP. Currently, they just raid systems that contain a planet they are hostile to. Also, the src has corrected to latest version
Quote
v2.3.4
------------
- add faction start banners for nex (thx mayuyu)

v2.3.3
-----
- fixed rulecmd print debug message in campaign
- removed empty built-in slot on pilotable aleste
- fixed D-modded Hel Corsair losing its legio-specific hullmods
   - tweaked shield usage on modules
- sharpened exsedol illustration
- fixed recoil sprite for watchdog(H)
- corsair
   - shield arc: 120->180
- added bbplus skin for aleste
- fixed particles effects from hi-mac not matching engine color if it was shifted
- fixed bad rank id for sera
- fixed memory leak with syko stim everyframe
- fixed assault burn effects not ending if flamed out while active
- added OP cost to HI-MAC

v2.3.2
-----
- fixed jarring music transition
- fixed assault burn being broken if repeateadly double tapping W while already burning
- fixed being able to assault burn, boost when flamed out
- unhid meshan admin at start of the game
   - starting comm-link just gives a generic request denial until unlocked
- hid dawn at start of the game
   - can now be met at the bar initially

v2.3
------
==New Features / Content==

- Valkazard can be returned for $150k or $300k depending on dialogue choice

- Characters now begin with low-importance contact on nex armaa start (also changes some dialogue)

- Added planet & bar flavor text to New Meshan

- Added another character to New Meshan

- Added some portraits to Nex Rocket Stars mercenary group

- Added mini-faction(?) MRC
   -

- Cataphract SII hullmod can be S-Modded
   - provides some scaling buff based on level of pilot

New Hullmod: HI-MAC Manuever System
   - (it's basically AC6 Quickboost/Assault Boost)
   - Built in to Hel Corsair, can be acquired at high rep with the armaa admin


New Ship: Zanac
   - Fast-attack Destroyer
   - TODO: leg anim stuff/refinement
   - Two skins: Red (known by MRC) and Grey (known by AA)
      - TODO: Skin swap?
   - 1x Large Energy, 1x Medium Hybrid, 2x Small Universals, built-in Aux Thrusters

New Ship: NotKshatriya (TODO, sandbagged for next update)
      
New Ship: Watchdog (H)
   - 1 Built-in, 2x Med Missiles, 2x small Missiles

New Ship: Corsair
   - Pirate Variant, Hegemony bounty variant
   - 2 large ballistic, 2 smalls hybrid
   - Pirate version has built-in hullmod that reduces ROF

New Bounties:
   -Corsair(H)
   -Watchdog(H)
   -Hel Corsair
   -Zanac EX
      - TODO: No Description...yet

==Tweaks / Balance Changes==
- Strikecraft wont immediately try to refit after spending missile ammo while enemies are still around
- Revised AI for returning to carrier. No longer uses Civilian waypoints for navigation
- Dance Party on New Meshan has ended (market music has been replaced with something a bit more chill)
- Fixed Nex ability CTD
- Fixed small fleets (Academy Shuttle services, mercenary patrols) always using armaa warthogs
- Fixed potential slowdown that could occur when command UI was open
- Fixed Einhander (P) missing variable rifle hullmod
- Fixed Einhander having no legs
- Fixed Spriggan Powered missing variable rifle hullmod
- Valkazard now has innate +30% refit rate penalty
- fixed typo in specialized service bays hullmod desc
- Syko Stims
   - consume 3 recreational drugs instead of 1
   - The amount consumed over the entire fleet is reported instead of per fleet member now
   - Increased Time Dilation amount to 3x, but reduced duration to 0.7s
   - Increased cooldown: 5s -> 20s
   - fixed potential memory leak
- remove ilorin wing
- remove bihander wing
- remove einhander wing
- removed functionally useless ships (AA Broadsword, AA Warthog)
- tweaked valkenx sprite for the 18907401th time
- tweaked Aleste(LPC) sprite
- tweaked Aleste(S-II) sprite
- tweaked Einhander & Einhander+ sprite
- tweaked laser blade visuals
- fixed phased strikecraft taking damage while phased if they flame out
- only one raid capable unit is deployed instead of every single one (this should reduce the large supply cost hit if fielding many post raid)
- fixed hullmod conflict appearing for conflict with built-in hmods
- removed range restriction on laser blade
   - damage remains the same up until beam length is >= base range * 1.5. from this point on, damage is gradually reduced (up to a 50% penalty)
   - damage is determined by the length of beam on impact, so attacking up close still confers full damage, even with range increased.

- Aleste
   - Left arm is now locked to Laser Blade
   - Right arm is now a modular hybrid turret
   - Ship System: Lunge
      - Disables shields and charges towards target. If colliding with target, deals HE damage on contact

- Spriggan Powered:
   - Drones: 2->3
      - Refit Time: 15->10
      - Support Range: 1500->2000
      - Armor: 150-> 50
   - Added ALWAYS_PANIC tag
   - Added NEVER_DODGE_MISSILES tag
   - Medium Ballistic -> Small Hybrid
   - Shield durability is increased

- VX Custom:
   - Removed WINGCOM
      - Ship System: Phase Skimmer -> Manuvering Jets
      - Small missile -> small universal
      - Increased flux dissipation
      - Shield Arc: 90->180

- Watchdog:
   - Removed one large ( ); )
   - Remaining large is now a hybrid turret
   - Speed: 60->80
   - OP: 85->70
   - Ship System: Guardian Protocol
      - Increases range, disables shields and movement
      - Nearby ships shield strength increased by 10%

- Spriggan(LPC):
   - Ship System: Flare Launcher -> Booster
   - Armor: 100->50
   - RCL-48 Recoilless Rifle
      - Range: 600->500
      - Damage: 400->350
      - Burst Size: 3->2
      - Ammo: 6->4
      - Chargedown: 2.8->2.5

- BA Assault Pod
   - Fixed preventing combat from ending

- Valken(P)
   - Ship system -> maneuveringjets
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Brainwright on December 27, 2023, 09:15:38 PM
Looks like fun.  I'll let you know what I think.

Most of the changes seemed necessary.  As much as I liked a lot of the custom weapons, they were hard to balance with other weapons.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Brainwright on December 27, 2023, 10:23:57 PM
Noted Linux incompatibility : "graphics/armaa/ships/legiomech" should be changed to "graphics/armaa/ships/legioMech" otherwise it will not load.

Doesn't look like this is save compatible, either.

Is there supposed to be something in the Watchdog's left hand?  It says it has a built-in medium turret, but it's empty.  Also, could the two small turrets have a wider, overlapping arc?  It's had a hard nerf, and as much as I want to start using the ship, it doesn't have a good PD option.

Like the new Aleste, but could the missile hardpoints have the same arc?  It's better if they're offset from forward, but the two arcs that never converge are a pain to use with direct fire missiles.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: shoi on December 28, 2023, 12:21:07 AM
Noted Linux incompatibility : "graphics/armaa/ships/legiomech" should be changed to "graphics/armaa/ships/legioMech" otherwise it will not load.

Do you happen to have the log for this one? I don't see any instances of "graphics/armaa/ships/legiomech" when searching, but there are some bounty ids that are in lowercase
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Killsode on December 28, 2023, 05:14:24 AM
oooooooooo new mechs, and new destroyer sized mechs no less!
i've been eagerly awaiting this update, thank you shoi!
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Brainwright on December 28, 2023, 08:03:30 AM
Do you happen to have the log for this one? I don't see any instances of "graphics/armaa/ships/legiomech" when searching, but there are some bounty ids that are in lowercase

Spoiler
Code
31699 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/armaa/ships/legioMech/armaa_legioMech_head.png] resource, not found in [/home/deck/starsector/./mods/DakkaHolics ModSprites,/home/deck/starsector/./mods/trailer-moments,/home/deck/starsector/./mods/A New 

31709 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/armaa/ships/legioMech/armaa_legioMech_lights.png] resource, not found in [/home/deck/starsector/./mods/DakkaHolics ModSprites,/home/deck/starsector/./mods/trailer-moments,/home/deck/starsector/./mods/A New Level of
[close]

The problem appears to be the call is for graphics/armaa/ships/legioMech/*asset*.png and the file folder is named graphics/armaa/ships/legiomech.  Case sensitive names on my system, at least.

oooooooooo new mechs, and new destroyer sized mechs no less!
i've been eagerly awaiting this update, thank you shoi!

The new Watchdog is pretty beefy and fun to pilot, it just doesn't have a PD arc that can properly engage fighters.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Binky on December 28, 2023, 01:58:10 PM
Am I totally missing the download link for Arma Armatura v2.3.4 Beta?  wasn't finding it, all the links in the OP are still to the old version.
Title: Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
Post by: SpacePoliticianAndaZealot on December 28, 2023, 02:41:56 PM
Arma Armatura v2.3.4 Beta
I need more feedback.
First of all, thank you for making and maintaining this mod - ever since I began playing Starsector again (relatively recently), it's quickly become my favorite.

Personal impressions:
Spoiler
  • Having tried out the unique Valkazard start, I welcome the difficulty ramp-up by buffing the tri-tach fleet composition for that initial fight. The previous iteration felt comparatively underwhelming, now the player has to both use their wits and utilize the SILVERSWORD system to its full potential to survive. Starting at level 1 with a point in Helmanship, I managed to defeat everything except the two Hyperions, which was just enough for me to cleanly disengage. Afterwards, I made it to the MRC station and safety.
  • While I'll miss the old Aleste's dual Rynex pulse rifle loadout I've used to roll with most often, I welcome Valken X's overhaul. I've found it to be the weirdest of all the AA mechs - the mech itself was bulky and unwieldy, the inbuilt Valken wing was little more than crew drain that didn't even work as a distraction most of the time, and the phase skimmer system felt ill-fitting for a mech. In fact, after close to a dozen hours of playtime, I've found the current VX to be a much neater fit for my preferred mech loadout gimmick of a pure-energy generalist. Very, very fun to pilot, got bumped from near-bottom tier to near-top tier for me.
  • On that note, the Cataphract hullmod being s-moddable is an unexpected, but nonetheless welcome addition as well. There's not much I can say about this, except that the bonuses fit like a glove for my preferred playstyle of piloting a mech personally, with the bonuses and penalties feeling just right.
  • I haven't had the opportunity to try out the newly added mechs yet, so I can't comment on those.
  • The MRC are awesome, I love them. I've always felt Starsector could do with a few pirate (sub)factions that actually behave like the vanilla pirates, instead of just being a generic faction that has an "evil" tag buried somewhere in the Nexerelin faction config file. I like how New Meshan received some fleshing-out as well. The faction soundtracks are good and feel fitting, and I'm looking forward to seeing MRC getting fleshed out further!  :)
[close]

Bugs and potential issues I've encountered so far:
Spoiler
  • The mech Takeoff ability (the mech equivalent to Full Burn, which happens when ships enter or exit the battlefield) sometimes erroneously triggers when I'm already a significant distance away from my side's retreat zone - most of the time it cancels itself immediately in that situation, but once or twice I had my mech "takeoff" straight into an Aurora or a similar ship that was engine boosting towards my fleet, unable to defend myself since my shields were disabled. The issue seems to exacerbate itself when I delay deploying my mech so that I do it strictly after I've deployed a carrier. I will need to test this further, though.
  • This is probably a Nexerelin issue, but any rep change with Pirates sets MRC-Pirate relations to -60. Since their starting relations are +10, I assume this is unintentional. I eventually got around this by adding an exception for MRC from the pirates' blanket -60 default relations setting. On that note, MRC-Legio Infernalis relations seem to be capped at 0, and Hegemony-MRC relations start at 0, when I expected the latter would start out as hostile, given MRC's faction description stating how they're anti-Hegemony as well. Unsure if these are intentional.
  • I've also had the Nexerelin's Antiwar Protests diplomacy event trigge one time for MRC with regards to tri-tachyon - unsure if this is meant to happen since MRC doesn't accumulate war weariness, and neither of the vanilla pirate factions (that is, Pirates and Pathers) ever get these kinds of diplomacy events, as far as I am aware.
  • Dawn refers to herself by name when greeting the player, instead of actually saying the player character's name.
[close]
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: shoi on December 28, 2023, 04:25:49 PM
Am I totally missing the download link for Arma Armatura v2.3.4 Beta?  wasn't finding it, all the links in the OP are still to the old version.

there's only one link for the mod in the OP and it is most definitely not the old version

Arma Armatura v2.3.4 Beta
I need more feedback.
First of all, thank you for making and maintaining this mod - ever since I began playing Starsector again (relatively recently), it's quickly become my favorite.

Personal impressions:
Spoiler
  • Having tried out the unique Valkazard start, I welcome the difficulty ramp-up by buffing the tri-tach fleet composition for that initial fight. The previous iteration felt comparatively underwhelming, now the player has to both use their wits and utilize the SILVERSWORD system to its full potential to survive. Starting at level 1 with a point in Helmanship, I managed to defeat everything except the two Hyperions, which was just enough for me to cleanly disengage. Afterwards, I made it to the MRC station and safety.
  • While I'll miss the old Aleste's dual Rynex pulse rifle loadout I've used to roll with most often, I welcome Valken X's overhaul. I've found it to be the weirdest of all the AA mechs - the mech itself was bulky and unwieldy, the inbuilt Valken wing was little more than crew drain that didn't even work as a distraction most of the time, and the phase skimmer system felt ill-fitting for a mech. In fact, after close to a dozen hours of playtime, I've found the current VX to be a much neater fit for my preferred mech loadout gimmick of a pure-energy generalist. Very, very fun to pilot, got bumped from near-bottom tier to near-top tier for me.
  • On that note, the Cataphract hullmod being s-moddable is an unexpected, but nonetheless welcome addition as well. There's not much I can say about this, except that the bonuses fit like a glove for my preferred playstyle of piloting a mech personally, with the bonuses and penalties feeling just right.
  • I haven't had the opportunity to try out the newly added mechs yet, so I can't comment on those.
  • The MRC are awesome, I love them. I've always felt Starsector could do with a few pirate (sub)factions that actually behave like the vanilla pirates, instead of just being a generic faction that has an "evil" tag buried somewhere in the Nexerelin faction config file. I like how New Meshan received some fleshing-out as well. The faction soundtracks are good and feel fitting, and I'm looking forward to seeing MRC getting fleshed out further!  :)
[close]

Bugs and potential issues I've encountered so far:
Spoiler
  • The mech Takeoff ability (the mech equivalent to Full Burn, which happens when ships enter or exit the battlefield) sometimes erroneously triggers when I'm already a significant distance away from my side's retreat zone - most of the time it cancels itself immediately in that situation, but once or twice I had my mech "takeoff" straight into an Aurora or a similar ship that was engine boosting towards my fleet, unable to defend myself since my shields were disabled. The issue seems to exacerbate itself when I delay deploying my mech so that I do it strictly after I've deployed a carrier. I will need to test this further, though.
  • This is probably a Nexerelin issue, but any rep change with Pirates sets MRC-Pirate relations to -60. Since their starting relations are +10, I assume this is unintentional. I eventually got around this by adding an exception for MRC from the pirates' blanket -60 default relations setting. On that note, MRC-Legio Infernalis relations seem to be capped at 0, and Hegemony-MRC relations start at 0, when I expected the latter would start out as hostile, given MRC's faction description stating how they're anti-Hegemony as well. Unsure if these are intentional.
  • I've also had the Nexerelin's Antiwar Protests diplomacy event trigge one time for MRC with regards to tri-tachyon - unsure if this is meant to happen since MRC doesn't accumulate war weariness, and neither of the vanilla pirate factions (that is, Pirates and Pathers) ever get these kinds of diplomacy events, as far as I am aware.
  • Dawn refers to herself by name when greeting the player, instead of actually saying the player character's name.
[close]

Thanks for your feedback. I've seen this issue with the "takeoff" ability, i will investigate it further
Do you happen to have the log for this one? I don't see any instances of "graphics/armaa/ships/legiomech" when searching, but there are some bounty ids that are in lowercase

Spoiler
Code
31699 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/armaa/ships/legioMech/armaa_legioMech_head.png] resource, not found in [/home/deck/starsector/./mods/DakkaHolics ModSprites,/home/deck/starsector/./mods/trailer-moments,/home/deck/starsector/./mods/A New 

31709 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/armaa/ships/legioMech/armaa_legioMech_lights.png] resource, not found in [/home/deck/starsector/./mods/DakkaHolics ModSprites,/home/deck/starsector/./mods/trailer-moments,/home/deck/starsector/./mods/A New Level of
[close]

The problem appears to be the call is for graphics/armaa/ships/legioMech/*asset*.png and the file folder is named graphics/armaa/ships/legiomech.  Case sensitive names on my system, at least.

oooooooooo new mechs, and new destroyer sized mechs no less!
i've been eagerly awaiting this update, thank you shoi!

The new Watchdog is pretty beefy and fun to pilot, it just doesn't have a PD arc that can properly engage fighters.
Thanks for your feedback, I made two changes you can review on redownload:
- increased watchdog turret arc
- fixed linux incompatibilty (legiomech-> legioMech)
- increase aleste turret arc so they converge
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: PraiseIt420 on December 28, 2023, 06:19:12 PM
whenever i hover over the Cataphract S-II hullmod to build it in, it crashes my game.

Code
637760 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract2.addPostDescriptionSection(cataphract2.java:162)
at progsmod.data.campaign.rulecmd.ui.PanelCreator$1.createTooltip(PanelCreator.java:153)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.A.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.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)

have been able to replicate this 3 times so far.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: shoi on December 28, 2023, 06:50:09 PM
I can't reproduce that crash but I added an extra check that might help. You can try redownloading and see if that resolves. otherwise, i would like more details about what you were trying to build it onto, if there was a captain assigned the ship, etc
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: PraiseIt420 on December 28, 2023, 07:15:04 PM
I can't reproduce that crash but I added an extra check that might help. You can try redownloading and see if that resolves. otherwise, i would like more details about what you were trying to build it onto, if there was a captain assigned the ship, etc
Unfortunately, it is still happening.
I was trying to build it into a Leynos, no captain.

If it helps, i am using the Progressive S Mods mod, but it seems to only happen to that particular hullmod.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Brainwright on December 28, 2023, 07:37:04 PM
Thanks for your feedback, I made two changes you can review on redownload:
- increased watchdog turret arc
- fixed linux incompatibilty (legiomech-> legioMech)
- increase aleste turret arc so they converge

Aww dang!  Now I can't figure out which one I want to pilot!
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: shoi on December 28, 2023, 07:41:27 PM
I can't reproduce that crash but I added an extra check that might help. You can try redownloading and see if that resolves. otherwise, i would like more details about what you were trying to build it onto, if there was a captain assigned the ship, etc
Unfortunately, it is still happening.
I was trying to build it into a Leynos, no captain.

If it helps, i am using the Progressive S Mods mod, but it seems to only happen to that particular hullmod.
I tested with progressive s-mod and didnt get a crash, but I think the way this mod gives s-mod isn't through refit screen? That'd explain the NPE. So I guess i will have to do a few battles so I can s-mod through their system for further testing.  :-\

Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: IChugCrispix on December 28, 2023, 08:10:06 PM
Great to see a new update with serious content. Why remove the AA Broadsword and Warthog though? I think they're great ships to bolster your fighter presence in the early game, really compliment the scrappy nature of small scale combat, and let you lean into using more bombers on carriers by deploying AA fighters.

I actually wanted to suggest an AA Thunder since that seemed like a perfect fit for a strikecraft.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: shoi on December 28, 2023, 08:36:04 PM
small hotfix:
-fixed crash caused by trying to build in cataphract 2 hullmod with progressive s-mod enabled

Great to see a new update with serious content. Why remove the AA Broadsword and Warthog though? I think they're great ships to bolster your fighter presence in the early game, really compliment the scrappy nature of small scale combat, and let you lean into using more bombers on carriers by deploying AA fighters.

I actually wanted to suggest an AA Thunder since that seemed like a perfect fit for a strikecraft.

they have some use for player but AI can't use them effectively and is a waste of DP for something that couldve been more useful, so I removed them. I left xyphos in since it has a bit more staying power
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Thaxor on December 28, 2023, 09:06:10 PM
Some quick impressions, admittedly without any playtime on the new mechs. TLDR: Like the new additions but don't like the changes to the Aleste S-II, makes it too similar to the VX Custom.

Watchdog – Left arm non-functional, no weapon equipped or equippable. Is this intended with the new changes or a bug?

Aleste S-II – No modular weapons? Those were unique and interesting weapons that differentiated it from the VX Custom. The Aleste was able to be quickly refitted in the field without a CR penalty, while the VX Custom could carry a more tailored and (arguably) stronger loadout. I feel removal of the modular weapons makes the Aleste S-II and VX Custom too similar. I enjoyed the Lunge and while the Rampage Drive is similar it seems… heavy handed. Something for the Iron Shell to do with their Flagelators. Big increase in flux capacity seems like an unneeded buff.

VX Custom – Really liked the phase skimmer but maneuvering jets work too and is a simple enough edit if people like it. Similar concerns with flux capacity increase as with Aleste and similarity between the two.

Gunhazard – I’ve found them lacklaster in their performance and uniqueness. I tried personally modding them to have phasecloak which seemed an interesting niche. As discussed earlier with you for some reason phasecloak on the Gunhazard does not work. They phase but they can still be damaged, even if not flamed out.

Hel Corsair – Plasma jets + HI-MAC seems redundant. HI-MAC in general is an interesting mechanic.

Leynos – Glad the left arm is working again! Will definitely try this one out more now that it is functional. What little I’ve used it I’ve enjoyed. AI seems to us the Blink well but I have trouble personally. I’m trying it modded with accelerated ammo feeder to see how I like that.

Zanac – Very cool sprites. Seem a little too similar to the Altagrave, though to be fair I’ve never played with the Altagraves that much. Interested to see how these develop.

Kshatriya – WHOA.

Glad to see this updated. Love the work.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: RX-78 on December 29, 2023, 12:57:40 AM
Getting some in battle crashes with the new update during battles where I have Cataphracts without any Carriers.

Code
1702466 [Thread-10] INFO  sound.H  - Playing music with id [battle_ambience_01.ogg]
1702702 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
at data.hullmods.armaa_strikeCraft.retreatToRefit(armaa_strikeCraft.java:679) ~[?:?]
at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:717) ~[?:?]
at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:877) ~[?:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]

Very repeatable and completely avoidable if you just launch any carrier in the battle.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Killsode on December 29, 2023, 04:55:18 AM
Little bit of feedback on the Alestes. To start, there are two of them in the codex:

Aleste-Class
(Cataphract S-II)

Aleste (S-II)-Class
(Cataphract S-II)

The former is the swordsman, the latter is the normal, however both have medium hybrid slots and on the swordsman its inaccessible.
I'm not so sure rampage drive, its not come up just yet for me but the dropping of the shields is going to get the ship killed. A forced towards target charge doesnt feel like it really fits on the aleste, something like plasma jets or just a general mobility increase feels like it would be more apt. If its going to be a force charge towards the target, it should include a damage buff or resistance buff of some kind.

For the gunhazard: Its a flying coffin with basically no modularity to it. The anti-beam plating helps a little but it completely denies giving it heavy armor to increase its surviveability. It really does feel like a pilotable fighter with built in weapons. I've actually had more fun playing around with the AA Broadsword/Gladius/Warthog than the gunhazard. The AA Warthog was practically the gunhazard but with modular weapons.
I dont know how to fix/change the gunhazard... maybe a blink or dampener instead of the boost? its a flying coffin with basically no options to change it, so its a fleet/officer spam ship at best.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Zeta04 on December 29, 2023, 05:24:19 AM
Despite the introduction that mentions the MRC "hold particular ire towards Tri-Tachyon, the Hegemony and the Sindrian Dikat", MRC is now only hostile to the Tri-Tachyon and Sindrian, not the Hegemony.
Also, the MRC start (previously the sleeper) does not get the player commissioned by the MRC instantly.
Further notice that the lone Aleste left in the research station, as well as the specified Aleste in the Tri-Tachyon fleet are both Aleste S-II (the variant with moonlight on both of its arms and one medium hybrid being inaccessible, as was noted by Killsode)
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: shoi on December 29, 2023, 09:52:19 AM
Getting some in battle crashes with the new update during battles where I have Cataphracts without any Carriers.

Code
1702466 [Thread-10] INFO  sound.H  - Playing music with id [battle_ambience_01.ogg]
1702702 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
at data.hullmods.armaa_strikeCraft.retreatToRefit(armaa_strikeCraft.java:679) ~[?:?]
at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:717) ~[?:?]
at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:877) ~[?:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]

Very repeatable and completely avoidable if you just launch any carrier in the battle.

thanks for your report, fixed.

Little bit of feedback on the Alestes. To start, there are two of them in the codex:

Aleste-Class
(Cataphract S-II)

Aleste (S-II)-Class
(Cataphract S-II)

The former is the swordsman, the latter is the normal, however both have medium hybrid slots and on the swordsman its inaccessible.

Quote
I'm not so sure rampage drive, its not come up just yet for me but the dropping of the shields is going to get the ship killed. A forced towards target charge doesnt feel like it really fits on the aleste, something like plasma jets or just a general mobility increase feels like it would be more apt. If its going to be a force charge towards the target, it should include a damage buff or resistance buff of some kind.
every ship system aleste has had has been a forced burn like system. This is because the AI will panic if it gets to close otherwise, preventing it from ever using its melee weapon.
This new system does have a resistance buff and does extra damage on contact.

Quote
For the gunhazard: Its a flying coffin with basically no modularity to it. The anti-beam plating helps a little but it completely denies giving it heavy armor to increase its surviveability. It really does feel like a pilotable fighter with built in weapons. I've actually had more fun playing around with the AA Broadsword/Gladius/Warthog than the gunhazard. The AA Warthog was practically the gunhazard but with modular weapons.
I dont know how to fix/change the gunhazard... maybe a blink or dampener instead of the boost? its a flying coffin with basically no options to change it, so its a fleet/officer spam ship at best.

I agree with your points, and think gunhazard needs to be completely reworked. I'm not fully sure what to do with it just yet though

Despite the introduction that mentions the MRC "hold particular ire towards Tri-Tachyon, the Hegemony and the Sindrian Dikat", MRC is now only hostile to the Tri-Tachyon and Sindrian, not the Hegemony.
Also, the MRC start (previously the sleeper) does not get the player commissioned by the MRC instantly.
Further notice that the lone Aleste left in the research station, as well as the specified Aleste in the Tri-Tachyon fleet are both Aleste S-II (the variant with moonlight on both of its arms and one medium hybrid being inaccessible, as was noted by Killsode)
Fixed commission status, fixed swordsman aleste having medium hybrid
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Thaxor on December 29, 2023, 12:35:21 PM
every ship system aleste has had has been a forced burn like system. This is because the AI will panic if it gets to close otherwise, preventing it from ever using its melee weapon.
This new system does have a resistance buff and does extra damage on contact.

What was your reasoning for removing the Lunge that the Aleste did have? I liked that one alot, especially since you could "chain it" by retargeting mid-lunge and end up deep behind the battle line to wreck havoc. I suppose you could still do that with Havoc Drive but, personally, a (relatively) tiny frigate sized mech crashing into something much bigger and causing a big boom is thematically incongruent.

I agree with your points, and think gunhazard needs to be completely reworked. I'm not fully sure what to do with it just yet though

At risk of sounding like a broken record, I found adding phase cloak to it made it interesting and almost viable, though I did remove the built in wing for balance. It's high speed synergizes well with phasecloak and allows it to effectively dip in and out. However, whatever bug negating phasecloak invulnerability obviously hamstrings this approach. I tried damper which didn't really work since it doesn't have the armor and HP to really capitalize on that. A standard shield is a little too bland and manuverability buffs don't really solve the problem of low combat survivability.

I think part of the problem is the weapon bloat that prevents it from having a defined role, since it doesn't have the survivability to stick around and capitalize on openings it's varied weapons can utilize. With it's high speed design it should perhaps be focused on harassment with kinetics, perhaps with a HE limited shot weapon (bazooka!?). I don't if it was intended but I get Zaku vibes from the Gunhazard so would love to see it with a bazooka and machine gun. What more do you need?!
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Killsode on December 29, 2023, 04:19:32 PM
Ah, okay that makes sense for why the aleste has it... I suppose the damage&resistance buff to go along with it is for the best then, only way the AI will ever use the vehicle correctly.

for the Gunhazard
Strangely enough if i could get the Gunhazard with its good allround stats as a fighter wing i would love it.

as a strikecraft however, its just a little too limited. I agree that phase could be interesting and really fun, but it might step on the toes of the einhander or clash with the gunhazard's intended feel.

I actually wouldnt mind it as a small snippy and fast valk-custom with accelerated ammo feeder but only small mounts. It'd be like a strikecraft lasher, and i love that idea... Maybe do that and have a phase variant? Phase strike craft have really big potential.

i also want to mention the Watchdog The base watchdog now feels woefully undergunned with just a singular large mount. The shoulder universals also still have that really awkward tiny traverse angle that doesnt point forwards. if those were widened so they could actually act as PD slots or supplementary weapons i think it could work way better. The XIV version of it does help with the firepower issue by regaining the two medium composite nipple mounts, but the small-uni shoulder mounts still feel really wrong.
Maybe the left arm could have a medium hybrid slot? might make the XIV version quite weapon heavy if it gets it... Not sure, but the left arm needs something.
Edit: Also after a little bit of testing i dont think guardian protocol is effecting recoil like you may have intended, its making recoil worse not better.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Brainwright on December 30, 2023, 10:51:20 AM
Maybe the left arm could have a medium hybrid slot? might make the XIV version quite weapon heavy if it gets it... Not sure, but the left arm needs something.
Edit: Also after a little bit of testing i dont think guardian protocol is effecting recoil like you may have intended, its making recoil worse not better.

In the newest update, both the Watchdog and the aleste's shoulder mounts face forward.

Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Killsode on December 30, 2023, 10:54:15 AM
In the newest update, both the Watchdog and the aleste's shoulder mounts face forward.

is 2.3.4??? thats what i'm running
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: RX-78 on December 30, 2023, 10:56:54 AM
Download it again, there's been a few changes without incrementing the version ID posted since 2.3.4 was posted.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Killsode on December 30, 2023, 11:02:35 AM
Download it again, there's been a few changes without incrementing the version ID posted since 2.3.4 was posted.

Indeed you're correct! Alestes are still named a little weird and the swordsman still has the medium hybrid XD
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Arthur_The_Ok on December 30, 2023, 11:50:04 AM
I enabled the mod in an already on going save and the game crashed while loading said save

Code
244947 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.MechaModPlugin.onGameLoad(MechaModPlugin.java:270)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.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.W.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:750)
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: IroncladLion on December 30, 2023, 12:35:00 PM
A few feedback points.
1. Talked to the Blond lady contact that has the highlighted gold text. When I spoke to her and chose option 2 "I appreciate that" or something along those lines, game crash. I was not commissioned, I'd take a look at those speech options.
2. Testing the XIV mech, it has blue arms with energy weapons. XIV should be all ballistic for thematic reasons. And the blue obviously contrasts with the black and orange.
3. How does one acquire the XIV Watchdog? I need it for certain... [REDACTED] purposes.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: shoi on December 30, 2023, 01:42:25 PM
I enabled the mod in an already on going save and the game crashed while loading said save

Code
244947 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.MechaModPlugin.onGameLoad(MechaModPlugin.java:270)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.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.W.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:750)

reread the OP, the latest version is not save compatible with older versions
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: shoi on December 30, 2023, 01:47:28 PM
Hi Ironclad, thanks for your feedback.
1. Talked to the Blond lady contact that has the highlighted gold text. When I spoke to her and chose option 2 "I appreciate that" or something along those lines, game crash. I was not commissioned, I'd take a look at those speech options.
edit: seems like this crash happens if you try to talk to sera first then go to the bar, will investigate
Quote
2. Testing the XIV mech, it has blue arms with energy weapons. XIV should be all ballistic for thematic reasons. And the blue obviously contrasts with the black and orange.
i'm guessing this is the XIV mech that shows up in the showcase mission? It's still incomplete which is why it's probably using the wrong arms.
Quote
3. How does one acquire the XIV Watchdog? I need it for certain... [REDACTED] purposes.
it eventually appears as a bounty against hegemony at level 10. coincidentally, it's one of the things i need most feedback on
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Arthur_The_Ok on December 30, 2023, 05:13:31 PM
reread the OP, the latest version is not save compatible with older versions

I added it during an already on going playthrough that didn't have any version of Armaa enabled before. So it can't be added mid-save?
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: shoi on December 30, 2023, 05:59:54 PM
thanks for clarification. try redownloading,  your issue should be fixed.
i'm ticking version # up, with consolidated list of fixes:

Quote
v2.3.5
------------
- fixed crash that could occur from adding mod to game mid save
- adjusted watchdog small turret arcs to converge
- adjusted aleste small turret arcs to converge
- removed medium hybrid from swordsman aleste variant
- fixed crashed that could occur if player attempts to talk to sera before meeting dawn in bar
- fixed crash that would occur if strikecraft were deployed without carriers
- fixed MRC not being hostile to hegemony like their faction desc suggets
- fixed crash caused by trying to build in cataphract2 hullmod using progressive s-mods
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Brainwright on December 30, 2023, 06:09:04 PM
it eventually appears as a bounty against hegemony at level 10. coincidentally, it's one of the things i need most feedback on

Just a quick, off-the cuff response :  I assume that these changes happened because the original Watchdog was a bit lopsided in how it was balanced.  Two large mounts on a destroyer is a lot, and it was too slow to really follow the fleet, making its range advantage pointless.  I'm sure there were situations where it was absolutely overpowered, but playing only in that space was kinda boring.

Now the Watchdog is more focused and can better make use of a variety of weapons, opening its play up tremendously.   It is, however, OP starved as it probably should be.  I've been able to fit converted hangar with Sarissas for primary damage and used dual vulcans for PD.  There isn't really enough room for ITU, and it's not very important to how I play.  The alternative is to use CH and defensive targeting array for PD and put some kind of standoff weapon in the shoulder mounts.  This is more standoffish, as opponents will tend to pick off the fighters first before attacking the Watchdog, leaving it open to missiles and fighters.  Using vulcans has better up time when constantly under fire, even if the fighters have better coverage.

The XIV variant opens up this kind of play.  The baretta is general use, and the combination of chest mounts and shoulder turrets means you don't have to use CH for backup.  Frankly, adding more mounts doesn't change much because there isn't enough OP to use them.

So I'd call the current Watchdog analogous to the Manticore but more capable in close range.  The range boost is actually good for striking as an opponent is retreating or as they're approaching.

One problem I've had is a crash using a Watchdog with CH and the Aleste.  It looks like when the Aleste tries to dock, there's some kind of error.  I can't find the log now, but I'm sure it will crash again soon.
Title: Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
Post by: Brainwright on December 30, 2023, 10:42:35 PM
By the way, I've been consistently getting this crash.  The situation is I'm piloting a Watchdog with Converted Hangar and there is an Aleste.  Happens with both versions.
Spoiler
2082299 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.armaa_strikeCraft.retreatToRefit(armaa_strikeCraft.java:679)
   at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:717)
   at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:877)
   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(Thread.java:748)
[close]
Title: Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
Post by: Zeta04 on December 31, 2023, 01:41:24 AM
For some reason I can't actually make out, when piloted strikecraft (at least valk, as is in my case) get launched from friendly carriers in real combat, it doesn't get the take-off effect instantly after launch as before. Instead, it would get the take-off effect (direction control locked/shield off) a few seconds after the launch.
EDIT: After a few more tries, it seems to me that activating the system after being launched from the carrier will trigger the take-off effect instead.
Title: Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
Post by: Killsode on December 31, 2023, 02:24:52 PM
Quote
- removed medium hybrid from swordsman aleste variant

Unfortunately its still there, although the auto loadout nolonger has it.

By the way, the valkazard start enemy fleet is uh... well it might be a problem with the version of seeker i'm running and the fact i'm starting at level 5 but its:
7 Butterfly Destroyers
5 Hedone Yachts/Frigates
3 Gunhazards
2 Hyperions
1 Aleste (swordsman variant)
1 Afflictor

i'll report back what its like when i turn seeker off and start at lvl1
Title: Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
Post by: Killsode on December 31, 2023, 02:51:20 PM
Just updated my seeker community patch and its working correctly now, consistently giving this shiplist irregardless of level.

3 Gunhazards
2 Hyperions
1 Aleste (swordsman)
1 Afflictor
Title: Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
Post by: Killsode on December 31, 2023, 04:39:34 PM
Hoouf, thats really quite the fight. I didnt even kill the hyperions, i just damaged them enough to make them retreat. If they had 360 shields i wouldnt have even managed that either.

Nice stuff.
Title: Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
Post by: Zeta04 on December 31, 2023, 06:44:10 PM
The overly strong enemy fleet is also happening to me in my ongoing save, for some reason the game keeps throwing fleets that can't be defeated only with the starting fleet- in fact, even after purchasing every strikecraft available in MVC and new Meshan, I struggled to defeat the starting enemy fleet.
Further notice that I started this run on level one, also I did not have the seeker forked in my list, though I sure am running the game with a really heavy modlist so the culprit may well be elsewhere
Title: Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
Post by: Killsode on December 31, 2023, 06:57:02 PM
The overly strong enemy fleet is also happening to me in my ongoing save, for some reason the game keeps throwing fleets that can't be defeated only with the starting fleet- in fact, even after purchasing every strikecraft available in MVC and new Meshan, I struggled to defeat the starting enemy fleet.
Further notice that I started this run on level one, also I did not have the seeker forked in my list, though I sure am running the game with a really heavy modlist so the culprit may well be elsewhere

I think if one of the mods has an anomalously high spawn weighting it forces more into the fleet. Whats your enemy fleet made of?
Title: Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
Post by: Keybindet on January 01, 2024, 12:20:45 AM
The overly strong enemy fleet is also happening to me in my ongoing save, for some reason the game keeps throwing fleets that can't be defeated only with the starting fleet- in fact, even after purchasing every strikecraft available in MVC and new Meshan, I struggled to defeat the starting enemy fleet.
Further notice that I started this run on level one, also I did not have the seeker forked in my list, though I sure am running the game with a really heavy modlist so the culprit may well be elsewhere
Just bait them to fight a station.
Title: Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
Post by: Zeta04 on January 01, 2024, 12:30:03 AM
The overly strong enemy fleet is also happening to me in my ongoing save, for some reason the game keeps throwing fleets that can't be defeated only with the starting fleet- in fact, even after purchasing every strikecraft available in MVC and new Meshan, I struggled to defeat the starting enemy fleet.
Further notice that I started this run on level one, also I did not have the seeker forked in my list, though I sure am running the game with a really heavy modlist so the culprit may well be elsewhere

I think if one of the mods has an anomalously high spawn weighting it forces more into the fleet. Whats your enemy fleet made of?

Can't seem to locate a single culprit, got ships from SWP, Tahlan, HTE, Bigbean, Osiris, etc. Seems to be spawned at random, barring the forced hyperion, afflicator, gunhazard and aleste.
Title: Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
Post by: DevinC on January 01, 2024, 07:16:43 AM
Huh... not a clue what happened here... I didn't have any strikecraft deployed on my side... enemy was a Legio invasion fleet so I have no idea what strikecraft they had... Error report doesn't really seem to give any hints. Never happened before.

6024593 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at data.hullmods.armaa_strikeCraft$StrikeCraftDeathMod.modifyDamageTaken(armaa_strikeCraft.java:1061) ~[?:?]
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60) ~[starfarer.api.jar:?]
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.E.super.O0OO.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
Title: Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
Post by: shoi on January 01, 2024, 08:42:55 AM
Quote
2.3.6
- fixed forced burn effect occuring after deploying strikecraft from carrier
- removed tag that prevented strikecraft from using CH watchdog for repairs
-added extra null checks

By the way, I've been consistently getting this crash.  The situation is I'm piloting a Watchdog with Converted Hangar and there is an Aleste.  Happens with both versions.
Spoiler
2082299 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.armaa_strikeCraft.retreatToRefit(armaa_strikeCraft.java:679)
   at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:717)
   at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:877)
   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(Thread.java:748)
[close]

that's this bug:
Quote
- fixed crash that would occur if strikecraft were deployed without carriers
There was another bug that prevented ships from landing on watchdog specifically at all that I just corrected as well

Huh... not a clue what happened here... I didn't have any strikecraft deployed on my side... enemy was a Legio invasion fleet so I have no idea what strikecraft they had... Error report doesn't really seem to give any hints. Never happened before.

6024593 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at data.hullmods.armaa_strikeCraft$StrikeCraftDeathMod.modifyDamageTaken(armaa_strikeCraft.java:1061) ~[?:?]
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60) ~[starfarer.api.jar:?]
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.E.super.O0OO.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]

seems like there is a captain without stats or something. i dont know how, so I just add more null checks.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Brainwright on January 01, 2024, 09:12:06 AM
Thanks!
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: lobo1192 on January 01, 2024, 11:22:07 AM
Love to see progress is continuing with this mod, lets see what the changes are.
oh.. my poor poor Aleste! what did they do to you!?  slightly overexaggerated response aside, what prompted the change in removing its modularity? I dont hate the idea of giving it the normal weapon slot with its variable rifle and all, but now its options are really limited.  Its new system, I have not seen the AI use at all with multiple officer, and non officer tests. Cant dual pulse rifle, cant melee as well, cant flamer as well, Its just worse imo.    It also seems to have a 570 degree omni shield, so thats likely a mistake haha.
The VX.. Why does this exist now? Before it was the command mech of a lance, now it feels like a basic trooper rather than a commando mech. Maneuverability thrusters instead of the jump is not awful, though I feel the dash a spriggan has would fit far better. Speaking of.
Spriggan.. still great. Shield is pretty tough, give it a driver or mauler and it keeps enough distance to put in the work and stay safe. Will dock to resupply missiles. All good so far. Though what was that post before about it not dodging missiles in AI hands? If thats the case then in larger fights its boned soon as its shield goes 3 drones or not. Overall the Spriggan still plays like my ideal mech out of them all.
Kouto Unchanged but I still love my little damage buffing, missile spam boy. Put him in a squad, give him a lightning gun or a driver and watch him work. Could use more flux but got to limit him somehow.
The new destroyer sized mechs.. Impressive! I'll admit i was not a fan of destroyer size mechs in general since my particular touch of the 'tism hates them that large. But credit where its due they play very well.  I absolutely love the little animation detail with the thrusters on their backs! Generally, i dont think I will be using them due to my mentioned issue, but as a craft they play well. Do wish it looked like they were holding the weapons rather than built in, but thats personal preference. Maybe a bit fragile, but with the fire power they pack its a good trade off...or maybe i just suck at piloting.

Overall its nice to see updates, but its got me concerned in what the ultimate direction your planning for is. I came for Wingcom, mechs, and modularity. But it seem that last bit is starting to fall away. Below is the part your completely free to ignore, just the ideas / suggestions of someone who wants to see the potential here fully realized.
First, Is it possible to add backpack modules to each frigate mech?  The idea of this would be to add customization while leaving the weapons alone. This could be things like, Expanded flux pack for more capacity and dissipation, Autofeeder pack that increases ballistic rate of fire. A charge pack that increased energy weapon damage. Additional thruster pack for more speed, maneuverability, and acce/deceleration. A built in missile launcher like the koutos or other type, an ECM pack, Extra layer of armor, Energy shield pack that gives shieldless mech one at 1.0 efficacy and strengthens existing ones. Point defense drone bay, Supply pack that adds cargo and/or fuel storage, built in shoulder canons or beams like the good ol guntank. Really you could go crazy with every option you could think of and they could work with every size frigate sized arma mech. Maybe one with Wingcom and a fighter slot?
Second, im not opposed to the variable rifle and letting people put whatever they want on most mechs. Seen some crazy things with flamers and antimatter in testing. But there does need to be something modular included. I suggest leaving the left arm as modules. Shield, bazooka, wrist rockets, whatever you think fits.
Third, As for how to handle a melee mech.. I honestly think the old Aleste was close. If you let me equip a shield in the left hand for some survivability and looks it would have been my favorite. An energy weapon officer on an aleste with the right mods was nasty. could take down light cruisers solo. (the ones without beams anyway)
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: IroncladLion on January 01, 2024, 03:38:29 PM
"it eventually appears as a bounty against hegemony at level 10. coincidentally, it's one of the things i need most feedback on"

To clarify, when you say it appears as a bounty against hegemony at level 10, is that:
A. Random sectorwide bounty after reaching level 10
B. Bounty given by contact after level 10
C. Bounty given in bar after level 10
D. Level 10 somehow being relation based

I'm not commissioned with Arma, is that going to matter for acquiring the XIV Watchdog? Thanks for the help, I'll give what feedback I can once I acquire the Watchdog!
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Brainwright on January 01, 2024, 05:15:00 PM
"it eventually appears as a bounty against hegemony at level 10. coincidentally, it's one of the things i need most feedback on"

To clarify, when you say it appears as a bounty against hegemony at level 10, is that:
A. Random sectorwide bounty after reaching level 10
B. Bounty given by contact after level 10
C. Bounty given in bar after level 10
D. Level 10 somehow being relation based

I'm not commissioned with Arma, is that going to matter for acquiring the XIV Watchdog? Thanks for the help, I'll give what feedback I can once I acquire the Watchdog!

I see three bounties with special destroyer flagships.  I actually can't see the old Ceylon bounty...

Anyway, I've updated MagicLib, so I've got the bounty screen now.  It's showing up fine.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: shoi on January 01, 2024, 05:50:19 PM
"it eventually appears as a bounty against hegemony at level 10. coincidentally, it's one of the things i need most feedback on"

To clarify, when you say it appears as a bounty against hegemony at level 10, is that:
A. Random sectorwide bounty after reaching level 10
B. Bounty given by contact after level 10
C. Bounty given in bar after level 10
D. Level 10 somehow being relation based

I'm not commissioned with Arma, is that going to matter for acquiring the XIV Watchdog? Thanks for the help, I'll give what feedback I can once I acquire the Watchdog!

bar bount y @ level 10  :)
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Brainwright on January 01, 2024, 09:45:20 PM
Well, I did the bar bounty (I think Magiclib now shoves those into its own tab) against the Hegemony, and I was only able to get the special one, not the Watchdog XIV.  I think the Watchdog is cooler, even if the other one generally more functional. :(

So yeah, I can't say how to get the Watchdog XIV.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Killsode on January 01, 2024, 09:51:05 PM
oh.. my poor poor Aleste! what did they do to you!?  slightly overexaggerated response aside, what prompted the change in removing its modularity? I dont hate the idea of giving it the normal weapon slot with its variable rifle and all, but now its options are really limited.  Its new system, I have not seen the AI use at all with multiple officer, and non officer tests. Cant dual pulse rifle, cant melee as well, cant flamer as well, Its just worse imo.    It also seems to have a 570 degree omni shield, so thats likely a mistake haha.

kinda gotta agree, the aleste got significantly less interesting to build. Just one hybrid medium, and two small missiles? The swordsman is even worse with just two small missiles.
although i actually have seen AI use the aleste's charge... although it was the swordsman aleste.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: IroncladLion on January 01, 2024, 10:04:01 PM
bar bount y @ level 10  :)
Thanks, I'll keep looking then!
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Killsode on January 02, 2024, 12:20:20 AM
Was the spriggan LCP supposed to be nerfed to just the recoilless rifle? It no longer has any sabots.

Its a low armor shieldless bomber. without surviveability or diversity of damage its just kind of a worse piranha.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Krafter on January 02, 2024, 01:49:07 AM
So i'm getting a crash each time I try to click on 'Manage' on the squad management page but it's only happening with my PC and not with any of my officers.

Heres the part of the crash log in question.

295709 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/intel/armaa_promoteWingman
java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/intel/armaa_promoteWingman
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:318)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:531)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.?00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:571)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.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(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.intel.armaa_promoteWingman
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 16 more

Update

After playing some more one of my wingman from my PC squad had the option to promote into a officer so I did some testing.
If I promote them and a new wingman takes over I could then access the manage page for the squad, If I pass over the promotion however that still doesn't fix the hard crash.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: RX-78 on January 02, 2024, 07:50:11 AM
So having played a lot with all the mechs here's my feedback

1) Aleste- I like their new design and they perform well though I do miss my old Flamer+laser Aleste. Bringing the modular weapon system back for the main one might be a good idea. I also think the Swordsman could use another mount or  possibly an OP reduction + another built in weapon because right now there's literally no reason to ever raise its flux vents since they're so wildly overkill for its built in weapons and shields. The VX could also probably use its wingmen back to help distinguish it from the regular Aleste now.

2) Zanac - Love these guys a lot and thing they're an absolutely bangin design and fill a really good fleet role for an Armaa fleet. A++

3) Watchdog- Feels really anemic, I think in general its still just way too slow for its intended role and the new versions are really undergunned. Having run them a lot they just feel like they never really make any difference in a battle.

4) Hel Corsair- Really like this ship a lot though as with all the AI-pilot ships keeping it alive can be a hell of a challenge in larger battles even with its formidable defenses.

5) Altagrave C and normal - Their AI is still a little suicidally wonky when they have all their modules, they could probably still stand to be a little beefier since they're such a money and OP investment and still often underperform the Zanac or Gareggas.

6) Corsair P and XIV- I think like the Watchdog it has an issue being a bit undergunned and slow for its intended role. Just doesn't feel as impactful as destroyers of a similar cost/level and I would take another Zanac over one 10/10 times. The Pirate version feels like straight trash and the XIV is just sort of ~fine~

7) Gareggas - Both still really great ships that perform incredibly well in AI hands for some reason. Definitely can't do the insane stuff the Valkazard or Einhander can do under player control but these guys were the quiet MVPs of my Armaa fleet.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Brainwright on January 02, 2024, 09:47:05 AM
So I eventually just spawned in a Watchdog XIV and that perfect reload is pretty fun!  Though the icon is pretty hard to read in the middle of a fight, especially on large ships.  I might ask for a design with bigger lines, enough to obscure the target.

The Corsair looks like a Watchdog without all the weaknesses, but dang, the lack of Flux Shunt from the base model hurts!  Even though its firepower was certainly anemic, I was always playing it up front and pushing cruisers back from my ships!  These two play more like standard destroyers, which is to say pretty fragile, but now I can kill things.  The new Escort Package will help them immensely.

Also... DAWN SPEAKS!  WTF?!
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Pep on January 02, 2024, 09:57:00 AM
I’m gonna go against the grain and say the new Watchdog isn’t abysmal like it seems to made out to b. Acting like it’s undergunned bc it doesn’t have 2 larges is absurd. We can make an argument it still is lacking in overall slots but that seems to be the entire point. It has a toggle that lets it outrange every single destroyer in the game (it has even more range buff than old watchdog)while buffing nearby ship survivability so even when it can’t fire due to LoS it’s passively strengthening the fleet and got a huge speed buff . It just sounds like ppl are trying to make it do things it’s no longe meant to instead of its new fleet support oriented role

just my .02 cents, still playing with the new stuff and the newer SS stuff in general since it’s been a while for me , VX seems to be rebranded as a more generalized harasser while Aleste is for more aggressive play but I’ll see how that shakes out in reality
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Killsode on January 02, 2024, 03:31:35 PM
I’m gonna go against the grain and say the new Watchdog isn’t abysmal like it seems to made out to b. Acting like it’s undergunned bc it doesn’t have 2 larges is absurd. We can make an argument it still is lacking in overall slots but that seems to be the entire point. It has a toggle that lets it outrange every single destroyer in the game (it has even more range buff than old watchdog)while buffing nearby ship survivability so even when it can’t fire due to LoS it’s passively strengthening the fleet and got a huge speed buff . It just sounds like ppl are trying to make it do things it’s no longe meant to instead of its new fleet support oriented role

The watchdog used to have the firepower and range to make up for being slow, even if the rest of the fleet left it behind (like strikecraft almost certainly will) it could hold its own against anything that came to harass it. It worked as a pretty damn good artillery platform.
But if you could get your strikecraft fleet to anchor around it, it could also act as a good anvil.

The new version has... well its like a sunder that traded speed and firepower for some extra range and the ability to minorly increase the shield efficiency of those around it. but that hinges on those allies being within 1000su, which for the watchdog is likely to be less than its own range half the time.
It has one large hybrid and two small universals. Your opportunities to do more than just one damage type at range are quite limited. Energy damage from say an autopulse or mjolnir sound like a good idea, but it just doesnt have the flux to really use them. And if you want the AI to use both large and small mounts properly you have to pick a 700 range large... which typically get shafted even harder by the recoil nerf. Its... awkward.

I also just want to note that guardian protocol increases recoil, making you less accurate... which feels really odd.

Generally i just feel that the left arm needs something... maybe it could be a medium mount? maybe it could be a hullmod-modular custom weapon, that could be quite neat.
I just dont think the range increase, subtle fire-rate increase and recoil nerf is quite right for the mounts its got. I'd happily take a subtle fire-rate nerf with a medium mount.

PS: i see why the shields go down with guardian protocol, a wall of watchdogs all using it would have been obscenely oppressive.


just my .02 cents, still playing with the new stuff and the newer SS stuff in general since it’s been a while for me , VX seems to be rebranded as a more generalized harasser while Aleste is for more aggressive play but I’ll see how that shakes out in reality

Honestly the loss of built in wingcom has been quite the detriment to using wingcom for me. It costs 10op to add and you need to spend another 10-20op on the wing. I'm not sure all of that is better than having better weapons, flux, and shields. And there's actually two VX's now. the VX Custom and the VX Valken III. They're exactly the same, except for the fact that the Valken III has SILVERSWORD[prototype] instead of maneuvering jets, which makes it quite the fun Valkhazard-Lite.

Although i am a little concerned by how perhaps a little monotonous the strikecraft have become in their loadouts. The only ones that still have anything more interesting than "medium right hand mount, small lefthand, body, and shoulder mount" is the leynos which still has its custom left&right hand weapons.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: RASTIL on January 02, 2024, 05:10:24 PM
Crash on startup  :(
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Killsode on January 02, 2024, 05:12:00 PM
Crash on startup  :(

You probably forgot to properly delete the old versions before installing the new ones. Thats always what causes startup crashes for me.
Unless you're running linux or have an unfortunately corrupted mod of some kind.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: RASTIL on January 02, 2024, 05:17:11 PM
Crash on startup  :(

You probably forgot to properly delete the old versions before installing the new ones. Thats always what causes startup crashes for me.
Unless you're running linux or have an unfortunately corrupted mod of some kind.

I appreciate the info for the future, but there were no old versions, i was downloading this today for 1st time. I'm on windows.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Killsode on January 02, 2024, 05:28:16 PM
I appreciate the info for the future, but there were no old versions, i was downloading this today for 1st time. I'm on windows.
[/quote

huh... it looks like its a mission image issue, so basically a mission is missing a thumbnail. Try redownloading Armaa? You pulled the "armaa-devselkie" folder out of the zip and just dumped that into the mods folder, right?
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: RASTIL on January 02, 2024, 05:36:11 PM
Yes. I re-downloaded this, and it started. However something sure is borked. Maybe i am doing something wrong, this is 1st "ship" mod that i installed, i only used QoL stuff and nex previously. I'm pretty sure this starter ship shoudln't be "over OP limit" at deflaut.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Killsode on January 02, 2024, 05:42:39 PM
Yes. I re-downloaded this, and it started. However something sure is borked. Maybe i am doing something wrong, this is 1st "ship" mod that i installed, i only used QoL stuff and nex previously. I'm pretty sure this starter ship shoudln't be "over OP limit" at deflaut.

actually uh... it may very well be. You managed to hop on Armaa right as the latest update was being beta tested XD
There may be some loadout/autofit bugs from time to time
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: RASTIL on January 02, 2024, 05:49:00 PM

actually uh... it may very well be. You managed to hop on Armaa right as the latest update was being beta tested XD
There may be some loadout/autofit bugs from time to time

My great luck strikes once again, thank you for informing me.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Zeta04 on January 03, 2024, 12:12:09 AM
For some reason I'm still getting the forced burn effect after deploying from carriers, despite what has already been done.
Also been getting this weired CTB mostly at random during combats for a well:

2363994 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.util.Tesselator.o00000(Unknown Source)
   at com.fs.starfarer.util.Tesselator.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.H.?00000(Unknown Source)
   at com.fs.starfarer.combat.entities.H.<init>(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

Does not seem to be naming any mod in specific, so... could this be related to armaa somehow?
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Sajuuk on January 03, 2024, 04:30:22 AM
Hello!
Do saves from version 2.3.5 work on version 2.3.6?
in my case it gives an error, it also shows "mod compatibility warning" on loading screen
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: miu on January 03, 2024, 04:34:48 AM
What's the requirement for Dawn's bar events? also is it ok if I suspend her contact after recruiting her?
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Keybindet on January 03, 2024, 04:49:12 AM
What's the requirement for Dawn's bar events? also is it ok if I suspend her contact after recruiting her?
I got the event right after she became my oficer and Dawn can no longer function properly as a contact after that .
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: miu on January 03, 2024, 05:45:50 AM
What's the requirement for Dawn's bar events? also is it ok if I suspend her contact after recruiting her?
I got the event right after she became my oficer and Dawn can no longer function properly as a contact after that .

Yeah I'm guessing that's the intentional outcome. However my fear was that by suspending her contact right after recruiting her i might screw up an event flag somewhere.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Keybindet on January 03, 2024, 07:50:11 AM
Idk if there is more to it in this update. Maybe more story content will be addet in future?
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Simbach Vazo on January 04, 2024, 01:03:40 AM
I'm having an issue similar to what some others have mentioned, in that the Overlord Suites don't seem to want to install. When trying, they even show the little AI core dialogue after a click, but will not actually add.
I have tried it with one slot using drones, one slot using a manned fighter, I tried it with two drones, and I tried it empty. I tried it on my flagship and on a ship with no officer, in all such configurations.
It might be an issue where Apex Design Collective ships/fighters don't want to cooperate, although WINGCOM works fine*

*Unrelated issue: if a wing is duplicated (the Spectrum-class carrier in ADC has an in-built hullmod that doubles wing size), there will still only be one pilot present in WINGCOM. It's also probably intentional, but when you have a wing with a solo pilot, it just displays the squadron name in the corner pop-up and not the callsign, though it does display properly on the fighter itself.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Killsode on January 04, 2024, 01:27:41 AM
I'm having an issue similar to what some others have mentioned, in that the Overlord Suites don't seem to want to install. When trying, they even show the little AI core dialogue after a click, but will not actually add.
I have tried it with one slot using drones, one slot using a manned fighter, I tried it with two drones, and I tried it empty. I tried it on my flagship and on a ship with no officer, in all such configurations.
It might be an issue where Apex Design Collective ships/fighters don't want to cooperate, although WINGCOM works fine*

*Unrelated issue: if a wing is duplicated (the Spectrum-class carrier in ADC has an in-built hullmod that doubles wing size), there will still only be one pilot present in WINGCOM. It's also probably intentional, but when you have a wing with a solo pilot, it just displays the squadron name in the corner pop-up and not the callsign, though it does display properly on the fighter itself.

This could just be an issue with the duplicated fighters? Although i've never found myself using the overlord suites...
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Simbach Vazo on January 04, 2024, 01:46:02 AM
This could just be an issue with the duplicated fighters? Although i've never found myself using the overlord suites...
I had tried it on a ship that didn't duplicate fighters, I probably should have clarified that, actually.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: lobo1192 on January 04, 2024, 10:44:23 AM
After some more time playing with the various bits I had another random idea.
Please stop splitting the strikecraft mechs into various, but ultimately samey frames. You do not need a separate swordsman, and regular Aleste.
Recently salvaged a ship from the Mayasura mod, skysplitter, that lets you switch out its active system (autoloader, jets, that sort).. Is that not prefect for mechs? You dont need to so many different ones when you can make two or three do the work of all of them.
If you want variation, can do that with factions.  Have the Luddic knights get some low-ish tech mech so they can actually act like knights (Armor, Ballistics, and melee). Maybe the Path gets ahold of some (Missile, ballistics, maybe giant bomb vest?). Tritech already made the trihander, so you could expand that into a purely energy focused frame.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: lustfull on January 04, 2024, 12:31:08 PM
very minor graphic bug on silversword effect were depleted missile pod stil appear on the ghost. On the other as uou can see , despite hight scatter amplifier being instaled, the sword is too long cause off the dealmaker holosuit ( special hullmod upgrade) and aslo gunney implats( probably, i assume).
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: lustfull on January 04, 2024, 12:38:02 PM
the image
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: cerberus00 on January 05, 2024, 04:24:36 PM
Is there any way to get the WINGSCOM part of the mod without all the extra ships? I love the idea of that part just the mech ships break immersion for me.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Simbach Vazo on January 05, 2024, 04:34:19 PM
Is there any way to get the WINGSCOM part of the mod without all the extra ships? I love the idea of that part just the mech ships break immersion for me.

I've been of the same mind. You could just remove the files for the given suits, maybe a bit tedious but y'know.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Bonana Mono on January 05, 2024, 11:46:44 PM
I've been getting some problems regarding the Refit mode on the mechs, I haven't touched anything and yet they will just wobble around the center of the carriers and never reload/refit their mechs.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Killsode on January 06, 2024, 12:16:05 AM
Just got my hands on an aleste non swordsman and immediately managed to get a copy of all its decorative weapons when i stripped it XD
whoops, theres a bugreport.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Keybindet on January 06, 2024, 02:44:57 AM
Yes somtimes you can getparts of mechs as loot after batte.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Thaxor on January 06, 2024, 10:18:36 AM
Is there any way to get the WINGSCOM part of the mod without all the extra ships? I love the idea of that part just the mech ships break immersion for me.

The simplest way would probably be to copy the Wingcom script from the jars\scripts.zip file and use it to create a seperate mod that just contains the Wingcom hullmod. You could then apply the hullmod to any ship you want. Mind you this is probably the "simplest" but not necessarily the easiest. I recommend you check out this this tutorial (https://starsector.fandom.com/wiki/IntelliJ_IDEA_Setup) to learn how to make a simple mod. There are many other resources out there that can help you.

The other option would be to strip down the Arma Armature mod itself of the ships. This would require some trial and error to make sure nothing causes a crash, but off hand you could probably get away with just deleting the following:

data\hulls\ship_data.csv
data\hulls\wing_data.csv
data\world\factions (folder)

You may have to delete more like the data\variants folder. Play around with it enough (and suffer through enough crashes) and you can probably get to a point where no ships appear.

The other down and dirty way would be to go into the faction files in data\world\factions\xxx.faction (independent, persean_league, etc) and look for the following code:

Code
{
"hullFrequency":{
"hulls":{
"armaa_altagrave":2.5,
"armaa_altagrave_c":2,
"armaa_altagrave_g":2,
"armaa_garegga":3,
"armaa_einhander":0.35,
"armaa_aleste_frig":4,
"armaa_leynos_frig":20,
"armaa_hazard_frig":10,
"armaa_record_frig":15,
"armaa_xyphos":2,
},
},

Set all the numbers after the hull names to "0" for all the faction files. This will make the probablity of those ships appearing zero. They still might show up in shops or as random derelicts (not sure) but you can just avoid them at that point.

Obviously do this at your own discretion, back things up, I'm not responsible for breaking your game, etc.

Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Blackerer on January 07, 2024, 01:33:30 PM

First of all, it's a great mod :D But I have a problem. My favorite aircraft carrier Groenendael doesn't accept wingcom... I don't know why but it doesn't take this mod into account at all
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Brainwright on January 07, 2024, 01:49:21 PM

First of all, it's a great mod :D But I have a problem. My favorite aircraft carrier Groenendael doesn't accept wingcom... I don't know why but it doesn't take this mod into account at all

Which mod is it from?
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Blackerer on January 07, 2024, 01:51:09 PM
 ED Shipyard
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: lustfull on January 07, 2024, 05:01:36 PM
So I must say that I love what you ve done with the mod , damn the music , the art ( "old city being so good tha it's now on my music file, it really give the vibe of some gundam series)

Bug report :
-an arms dealer allow me to buy the valken lll (great mech but i am not ready to give up my Valkazard )
- altagrve standard still use canister flack instead of low grade EMP, low grade EMP which is still use by the Einhander plus

Plus , I like the change on the Einhander wings, and the fact it now got legs.

Also , I like the idea of cataphract LSM ll  build in hullmod 

I now the Valkazard is powerful ( double shootgun plus AMSRM and conter shied is my build and it slaps) but despite the 25 deployment points ( plus the additional DP of skills) not being wrong to quantify it's power value , I rather prefer increased maintenance to balance it and had it between (15-20 fixed DP) because the Einhander and the leynos comet don't have that high DP and are just behind the Valkazard in terms of power.
Here what I feel like , keep up the good work.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: shoi on January 07, 2024, 07:52:36 PM
(https://i.imgur.com/3KO5P3E.png)
i heard you like mechs, so we put mechs in your mech so you can mech while meching
I spent most of weekend working on this thing, which is the unfinished hegemony mech in the showcase. unfortunately, it doesnt work exactly how I planned. it's supposed to be able to seperate, but a bug is preventing that at the moment

to blanket address the aleste stuff, im not adding the modular weapons back. If you want ranged options, use the VX. I recognize aleste isn't that great at actually meleeing stuff, partially due to the AI being altered to be more cautious, so I made some change to address that.

thanks for all the feedback either way, please continue to give me your ideas, I will try to implement as much as I can to make the mod better

current changelog
Quote
v2.3.7
------------
- Zanac
   -Firebolt Feeder
      - weapon flux cost reduction: 10%->20%
-Aleste S-II
        - increased proclivity to use ship system
   - Add weapon: Pilebunker
              - (High Explosive) much higher pen/dmg than laser blade, but less range and slower reload
   - Add Weapon: Harpoon
              - (built in, pulls ship closer to target (or target closer to ship, in the 1/100 chance it weighs less))
-Valken III
   - added no_dealer, restricted tag

TODO: fix altagrave canister flak
TODO: add all deco wep to loot cleaner

let me know if i miss anything that needs to be address, ill probaby have something  ready by end of next week

So i'm getting a crash each time I try to click on 'Manage' on the squad management page but it's only happening with my PC and not with any of my officers.

Heres the part of the crash log in question.

295709 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/intel/armaa_promoteWingman
java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/intel/armaa_promoteWingman
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:318)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:531)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.?00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:571)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.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(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.intel.armaa_promoteWingman
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 16 more

Update

After playing some more one of my wingman from my PC squad had the option to promote into a officer so I did some testing.
If I promote them and a new wingman takes over I could then access the manage page for the squad, If I pass over the promotion however that still doesn't fix the hard crash.

What version were you using? I went and checked for this and that line is a null check, which doesn't make a lot of sense for the error your describing...if you're on a version 2.3 or greater, try redownloading and let me know if you run into this again

For some reason I'm still getting the forced burn effect after deploying from carriers, despite what has already been done.
Also been getting this weired CTB mostly at random during combats for a well:

2363994 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.util.Tesselator.o00000(Unknown Source)
   at com.fs.starfarer.util.Tesselator.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.H.?00000(Unknown Source)
   at com.fs.starfarer.combat.entities.H.<init>(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

Does not seem to be naming any mod in specific, so... could this be related to armaa somehow?

i cant tell from this crash alone, but I doubt it.

I'm having an issue similar to what some others have mentioned, in that the Overlord Suites don't seem to want to install. When trying, they even show the little AI core dialogue after a click, but will not actually add.
I have tried it with one slot using drones, one slot using a manned fighter, I tried it with two drones, and I tried it empty. I tried it on my flagship and on a ship with no officer, in all such configurations.
It might be an issue where Apex Design Collective ships/fighters don't want to cooperate, although WINGCOM works fine*

Hmm..I tried with a condor and a drone wing with every combination of overlord suite and it worked, though I noticed I had to switch to another ship and back for it to appear. Is that your issue?


First of all, it's a great mod :D But I have a problem. My favorite aircraft carrier Groenendael doesn't accept wingcom... I don't know why but it doesn't take this mod into account at all

i probably have to install the mod to check, i will do it when i have time

Is there any way to get the WINGSCOM part of the mod without all the extra ships? I love the idea of that part just the mech ships break immersion for me.

its very low on the priority list but I have build that is just wingcom + strikecraft hullmod, it is out of date and needs further testing however

I’m gonna go against the grain and say the new Watchdog isn’t abysmal like it seems to made out to b. Acting like it’s undergunned bc it doesn’t have 2 larges is absurd. We can make an argument it still is lacking in overall slots but that seems to be the entire point. It has a toggle that lets it outrange every single destroyer in the game (it has even more range buff than old watchdog)while buffing nearby ship survivability so even when it can’t fire due to LoS it’s passively strengthening the fleet and got a huge speed buff . It just sounds like ppl are trying to make it do things it’s no longe meant to instead of its new fleet support oriented role

The watchdog used to have the firepower and range to make up for being slow, even if the rest of the fleet left it behind (like strikecraft almost certainly will) it could hold its own against anything that came to harass it. It worked as a pretty damn good artillery platform.
But if you could get your strikecraft fleet to anchor around it, it could also act as a good anvil.

The new version has... well its like a sunder that traded speed and firepower for some extra range and the ability to minorly increase the shield efficiency of those around it. but that hinges on those allies being within 1000su, which for the watchdog is likely to be less than its own range half the time.
It has one large hybrid and two small universals. Your opportunities to do more than just one damage type at range are quite limited. Energy damage from say an autopulse or mjolnir sound like a good idea, but it just doesnt have the flux to really use them. And if you want the AI to use both large and small mounts properly you have to pick a 700 range large... which typically get shafted even harder by the recoil nerf. Its... awkward.

I also just want to note that guardian protocol increases recoil, making you less accurate... which feels really odd.

Generally i just feel that the left arm needs something... maybe it could be a medium mount? maybe it could be a hullmod-modular custom weapon, that could be quite neat.
I just dont think the range increase, subtle fire-rate increase and recoil nerf is quite right for the mounts its got. I'd happily take a subtle fire-rate nerf with a medium mount.

PS: i see why the shields go down with guardian protocol, a wall of watchdogs all using it would have been obscenely oppressive.


just my .02 cents, still playing with the new stuff and the newer SS stuff in general since it’s been a while for me , VX seems to be rebranded as a more generalized harasser while Aleste is for more aggressive play but I’ll see how that shakes out in reality

Honestly the loss of built in wingcom has been quite the detriment to using wingcom for me. It costs 10op to add and you need to spend another 10-20op on the wing. I'm not sure all of that is better than having better weapons, flux, and shields. And there's actually two VX's now. the VX Custom and the VX Valken III. They're exactly the same, except for the fact that the Valken III has SILVERSWORD[prototype] instead of maneuvering jets, which makes it quite the fun Valkhazard-Lite.

Although i am a little concerned by how perhaps a little monotonous the strikecraft have become in their loadouts. The only ones that still have anything more interesting than "medium right hand mount, small lefthand, body, and shoulder mount" is the leynos which still has its custom left&right hand weapons.

thanks for your feedback, i will look at ways to increase watchdog usefulness. 1 large + 2x small is pretty anemic for destroyer, even for vanilla standard
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: SpacePoliticianAndaZealot on January 08, 2024, 12:53:46 AM
If you're still looking for feedback on your HVBs (this is all for v2.3.4, will update when I'm finished with my current run, as the updates break my save, hopefully this is still relevant!):

I finally got around to doing the Hegemony HVB, I was sadly unable to recover the XIV mech,  but I managed to get the Corsair(H). If it's meant to be a (very) souped-up Hammerhead, I'd say it's right on the money - the lack of overlap on small mounts make them subpar for PD considerations, but outfitting the large ballistic slots with the right ballistic weapons - namely, Gauss Cannons + ITU turns the mech into an excellent close support unit. Performance in said role increases even further with investment into skills and hullmods which increase flux dissipation, naturally. I haven't been able to figure out any other good loadout for it.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Zeta04 on January 08, 2024, 07:53:03 AM
Personally speaking, I'd prefer a more strikecraft-oriented playstyle over using destroyer-size mechs so... um here are some of my ideas.
-Armaa may need its own "strikecraft deployer" type of ship- carrier with high speed, high hangar amount/DP ratio and overall reckless personality that would ram into enemy formation and deploy a whooping amount of strikecrafts, before being forced to retreat- more like a cruiser-if not capital-sized BA assault pod. As of now, I'm using the Flying garage from EPTA for such role, yet concerning that EPTA is no longer updated, that may leave behind some room for expansion.
-Fenris's skill may need additional tailoring. While Fenris is great enough for the maintainance of strikecrafts overall, when deployed en masse, they may decide the recall the same strikecraft altogether (dunno if it's avoidable program-wise), sharply reducing the margin benefit of deploying multiple Fenris at the same time, thus making it difficult to upkeep a large amount of strikecrafts in combat. Furthermore, Fenris may recall flameout'd strikecrafts which could actually end up in the hitbox of Fenris itself, instakilling the strikecraft- minor nuisance, nevertheless worths looking into.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Straxus on January 08, 2024, 12:07:28 PM
Hello, Shoi, made an account to post a couple of things. 

Zanac-EX: The right arm has a medium hybrid turret that seems to be directly over the Magna-beam, which prevents the player from reading its stat card.  Additionally, the weapon isn't hidden in the arm itself and rotates independently of the arm, which makes it look like there's another weapon on the arm instead of in it.  I'm not sure if this is intentional or not. 

Einhander: I get the message to land and repair almost as soon as my paint gets scratched.  Is this to get around that it's comparatively fragile compared to the Aleste or VX?  ::EDIT:: I had the Landing Override on auto-fire, that was a PEBKAC error. 

Other than those two little things, it's looking good.  Love the vectored thrust nozzles on the Zanac and the "bo-woomp" the mono-eye makes is great. 
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Brainwright on January 11, 2024, 07:07:22 PM
You know, I really like the Watchdog, and I don't think it needs many changes, especially with the new update on the horizon, but I would also like to say that adding more weapon slots doesn't change much because it is relatively OP starved.  So adding a medium missile slot to the left arm gives it access to missiles with a fairly deep ammo pool and get this : Rocket Punch!

Also, really liking the Valken III.  The cap and vent boost from Silversword lets it fire high-power weapons that max out other strike craft, and by that I mean, activating Silversword typically fires the weapon as it frees up the flux.  It's a nice little play feature that is tons of fun, letting me use something like an anti-matter blaster just when I want.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: hydremajor on January 14, 2024, 12:01:37 PM
Yo Shoi, you saw Cavalry Girls ?
its on steam and its good
just got a modding support update
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Leviathan on January 14, 2024, 02:34:33 PM
Crash in battle on latest version. I was fighting Oculans. All other battles were working up until this point.

java.lang.NullPointerException: null
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:148) ~[?:?]
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.super.new.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: lenoir2024 on January 15, 2024, 01:10:56 AM
hello thank u for your wonderful mod
but i keep getting crashes on the latest version when i go to squadron manager to promote a pilot.
i copied the log below. could u take a look at it please?

235903 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/intel/armaa_promoteWingman
java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/intel/armaa_promoteWingman
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:318)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:531)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.?00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:571)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.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(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.intel.armaa_promoteWingman
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 16 more

---
oh and i redownloaded the mod 2 times but i am still getting the same crash at the moment
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: miu on January 15, 2024, 05:23:13 AM
Gotta ask, is the MRC permanently hostile to the sindikat?
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: shoi on January 16, 2024, 08:45:27 AM
Crash in battle on latest version. I was fighting Oculans. All other battles were working up until this point.

java.lang.NullPointerException: null
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:148) ~[?:?]
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.super.new.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]

hello thank u for your wonderful mod
but i keep getting crashes on the latest version when i go to squadron manager to promote a pilot.
i copied the log below. could u take a look at it please?

235903 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/intel/armaa_promoteWingman
java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/intel/armaa_promoteWingman
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:318)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:531)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.?00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:571)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.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(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.intel.armaa_promoteWingman
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 16 more

---
oh and i redownloaded the mod 2 times but i am still getting the same crash at the moment
this is a little weird since im in the middle of update that changes a few things, but you guys can
try replacing the jar in armaa/jars/ with this jar (https://github.com/gomarz/SS-armaa/raw/devselkie/jars/armaa.jar). Make sure to create a copy of your current one before you overwrite it in case anything goes wrong.

If you're still looking for feedback on your HVBs (this is all for v2.3.4, will update when I'm finished with my current run, as the updates break my save, hopefully this is still relevant!):

I finally got around to doing the Hegemony HVB, I was sadly unable to recover the XIV mech,  but I managed to get the Corsair(H). If it's meant to be a (very) souped-up Hammerhead, I'd say it's right on the money - the lack of overlap on small mounts make them subpar for PD considerations, but outfitting the large ballistic slots with the right ballistic weapons - namely, Gauss Cannons + ITU turns the mech into an excellent close support unit. Performance in said role increases even further with investment into skills and hullmods which increase flux dissipation, naturally. I haven't been able to figure out any other good loadout for it.

Thanks, I made some modifications to corsair. It should be a bit more flexible in the next update.

Hello, Shoi, made an account to post a couple of things. 

Zanac-EX: The right arm has a medium hybrid turret that seems to be directly over the Magna-beam, which prevents the player from reading its stat card.  Additionally, the weapon isn't hidden in the arm itself and rotates independently of the arm, which makes it look like there's another weapon on the arm instead of in it.  I'm not sure if this is intentional or not. 

Einhander: I get the message to land and repair almost as soon as my paint gets scratched.  Is this to get around that it's comparatively fragile compared to the Aleste or VX?  ::EDIT:: I had the Landing Override on auto-fire, that was a PEBKAC error. 

Other than those two little things, it's looking good.  Love the vectored thrust nozzles on the Zanac and the "bo-woomp" the mono-eye makes is great. 

Thanks, I fix the zanac ex bug in dev.

Yo Shoi, you saw Cavalry Girls ?
its on steam and its good
just got a modding support update
I tried it per your suggestion, but i didn't get to play it much  ;D

Gotta ask, is the MRC permanently hostile to the sindikat?

I think they are in Nex, but otherwise just start off on pretty bad terms with them
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Chronia on January 16, 2024, 09:29:28 AM
Ran into a bug (at least I assume it was a bug) where I was able to salvage the decorative parts off a mech (I think it was an Aleste?). It occured during a exploration / scavenge event where I found the mech and chose not to recover it and so received it's equipped modules alongside the scrap.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Shai the Greatest on January 16, 2024, 02:02:31 PM
Ran into a bug (at least I assume it was a bug) where I was able to salvage the decorative parts off a mech (I think it was an Aleste?). It occured during a exploration / scavenge event where I found the mech and chose not to recover it and so received it's equipped modules alongside the scrap.


It's a bug? I thought it's just one of its feature
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: TheRealCone on January 17, 2024, 01:02:53 AM
No issues with the mod starting off. Tried attacking a low-tech battlestation and getting a null exception about a quarter way in. This happens any time I try to attack a station.

231590 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_alesteEffect.advance(armaa_alesteEffect.java:154)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager. 00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager. o0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager. o0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager. o0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.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: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: shoi on January 17, 2024, 05:13:09 PM
No issues with the mod starting off. Tried attacking a low-tech battlestation and getting a null exception about a quarter way in. This happens any time I try to attack a station.

231590 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_alesteEffect.advance(armaa_alesteEffect.java:154)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager. 00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager. o0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager. o0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager. o0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.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)
Accidentally overwrote the jar in my dev branch with the one in previous post, try this jar (https://github.com/gomarz/SS-armaa/raw/devselkie/jars/armaa.jar) or redownloading mod
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: lustfull on January 18, 2024, 07:04:31 AM
Bug report: I was commissioned by MRC but they died. And now I can't take any commissions from any faction.

It also could be the fault of nexerilin so I a gone post on both
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Nuuki on January 19, 2024, 08:03:18 AM
so, there's a screenshot in the OP that shows your pilots' dispositions and thoughts but I can't find it??? What button do I have to press to access their personas
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Thaxor on January 19, 2024, 08:33:03 AM
so, there's a screenshot in the OP that shows your pilots' dispositions and thoughts but I can't find it??? What button do I have to press to access their personas

If I remember correctly (don't have game in front of me) there is a tab within the intel screen (default E key to bring up). Look for the "Wingcom" tab and it should take you to a screen that shows the pilots.

Alternatively you can go to the refit screen for the Wingcom equipped ship and mouse over the "Wingcom" hull mod and it will show you the same info.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Laf on January 19, 2024, 01:51:14 PM
7741640 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at data.hullmods.armaa_strikeCraft.needsReload(armaa_strikeCraft.java:509) ~[?:?]
   at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:873) ~[?:?]
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?o0000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?o0000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?o0000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Brainwright on January 19, 2024, 04:39:10 PM
Bug report: I was commissioned by MRC but they died. And now I can't take any commissions from any faction.

It also could be the fault of nexerilin so I a gone post on both

Is your commission not listed under the "Important," tab in the intel screen?  You should be able to cancel a commission from there.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: lustfull on January 20, 2024, 08:35:01 AM
Hello, me again sorry to bother with valkazard but I most admit a crime. I changed the Valkazard DP from 25 to 15 (no captain on board) and give it a 360° arc shield ( which give 180 arc shield with conter shield and 360 arc if you install shield conversion front)  and I found it way more appealing to use because at 30 DP( level 15 ) and it's small shield ,it doesn't do that much compared to vanilla ship and other super ship from  your mod or other. Plus the fact you need to count carriers DP to unlock it's potential. I rather use a Einhander because of it's flexibility or  harbinger or even scarab because it do what the Valkazard do but with better results. I know you want  to give us un experience of hard to master super ship but why would I choose a 30 DP ship that struggles ( depends on the load out) against let's say an aurora (from simulation) while a safety override scarab with two build in mod ( also struggle but win)  do the same job.
And despite my modification, to the Valkazard , it doesn't make it invincible or boring, aggressive venting ( drug stimulant) is still required to not overload making you taking a bit of damage, thus forcing you to refit at carriers and pay attention closely to your flux management. 
 
BUT: I could also be just bad with it and don't truly understand how to use it so I put that possibility here.

Also small BUG REPORT  but the Hullmod that allow you to put alpha core on carriers doesn't work at all ont the cathedral from SHip and weapon packs. The ship is sectioned but even putting alpha core on all the extension doesn't make the alpha core skills appear. Also probably true for Wall class with converted hangar.

Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: killtime101 on January 20, 2024, 08:42:33 AM
Hey, um some of the addons have been link-dead for a while now. Is that going to be rectified at all?
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Brainwright on January 20, 2024, 10:25:18 PM
Hello, me again sorry to bother with valkazard but I most admit a crime. I changed the Valkazard DP from 25 to 15 (no captain on board) and give it a 360° arc shield ( which give 180 arc shield with conter shield and 360 arc if you install shield conversion front)  and I found it way more appealing to use because at 30 DP( level 15 ) and it's small shield ,it doesn't do that much compared to vanilla ship and other super ship from  your mod or other. Plus the fact you need to count carriers DP to unlock it's potential. I rather use a Einhander because of it's flexibility or  harbinger or even scarab because it do what the Valkazard do but with better results. I know you want  to give us un experience of hard to master super ship but why would I choose a 30 DP ship that struggles ( depends on the load out) against let's say an aurora (from simulation) while a safety override scarab with two build in mod ( also struggle but win)  do the same job.
And despite my modification, to the Valkazard , it doesn't make it invincible or boring, aggressive venting ( drug stimulant) is still required to not overload making you taking a bit of damage, thus forcing you to refit at carriers and pay attention closely to your flux management. 
 
BUT: I could also be just bad with it and don't truly understand how to use it so I put that possibility here.

Also small BUG REPORT  but the Hullmod that allow you to put alpha core on carriers doesn't work at all ont the cathedral from SHip and weapon packs. The ship is sectioned but even putting alpha core on all the extension doesn't make the alpha core skills appear. Also probably true for Wall class with converted hangar.

I personally think strike craft are a good candidate having divergent supplies/mo, recovery cost, and DP values.  As it stands, many of the strike craft can cost 50 supplies to recover, and they die far too easy.  Increasing CR per deployment to 18% or so can help immensely with that, especially if you're boosting CR with skills.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: SpaceDrake on January 20, 2024, 11:03:53 PM
Hey, um some of the addons have been link-dead for a while now. Is that going to be rectified at all?

It's up to their authors to keep add-ons up to date and uploaded.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: yurirestia on January 21, 2024, 01:32:52 PM
Hello,
I've been trying to recompile this mod to remove the fighter engagement range reduction when installing wingcom, but I don't think the scripts.zip that the author put inside the mod is the current version of the code, cause after getting through the hoop of cleaning it up and removing duplicated files, it seems like there are scripts entirely missing, making it impossible to recompile the jar.
Can I get some help with this?
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: shoi on January 21, 2024, 03:54:56 PM
src (https://github.com/gomarz/SS-armaa/blob/master/jars/src.rar)
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: CookieJarvisz on January 21, 2024, 08:39:58 PM
Game seems to crash when I click the info tab. Something about "Fact: Null" or something
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Killsode on January 21, 2024, 10:08:49 PM
Believe i've found a bug with the zanac EX fleet fight. The combat is literally unwinnable, and by that i mean the enemy fleet never reaches defeat even if you console command nuke them.

For AA ships, the fleet has two MRC Zanacs, the Zanac EX, a single alest, a single VX custom, and a spriggan. I've fought all of these individually without issue, so its probably just the EX.

Edit: You can of course just retreat normally. So i nuked them, left, and then spawned in a Zanac EX. Btw, the magna beam is hidden under the exact same spot as the still available right hand medium hybrid.
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Arhon008 on January 22, 2024, 02:05:12 AM
Crash when click info tab.

0.96a-RC10
Arma v2.3.6
new game

{"enabledMods": [
  "armaa",
  "lw_lazylib",
  "MagicLib"
]}

Spoiler
91518 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.updateSizeAsUIElement(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addImageWithText(Unknown Source)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createHelpView(armaa_squadManagerIntel.java:445)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:527)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.?00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:559)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: Qurion2 on January 22, 2024, 10:38:07 AM
Crash when click info tab.

0.96a-RC10
Arma v2.3.6
new game

{"enabledMods": [
  "armaa",
  "lw_lazylib",
  "MagicLib"
]}

Can confirm that one. This is my error from the logfile, but I also run a ton of other mods.

Spoiler
1182304 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.updateSizeAsUIElement(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addImageWithText(Unknown Source)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createHelpView(armaa_squadManagerIntel.java:445)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:527)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:559)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.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.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: shoi on January 23, 2024, 10:19:32 PM
Sorry for the delay, ended up feature creeping again. this should address most of the bugs I saw reported and the feedback for various things. The only downside is that it's not save compatible. This update adds some of the unfinished/missing Hegemony/Iron Shell to the HVB currently in game, and various fixes + buffs.
EDIT: Fixed missing weapon spec EinhanderGunS and EinhanderGunS2, if you get this error, redownload

Let me know what you think. You can download the latest version from the main page, but if I end up breaking something, you can download the previous version v2.3.6 here (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.3.6.zip)
ARMA ARMATURA V3.0 -NOT SAVE COMPATIBLE-
(https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExMTA4bzBxMXR4cDVvOW14ajZtc3FobXVrYXJsMXo0bGtzbTdlaGN6dyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/H69rOxqUNqVhZYCXcr/giphy.gif)
(https://media.giphy.com/media/1nXxC6Swx4U0PnEjOf/giphy.gif)


Quote
v3.0
------------
- New ship: Garegga(H) (Pictured above)
   - Hyper aggressive version of Garegga with damper field
   - 2x small missiles, 2x built-ins, built-in HI-MAC
           -Pulverizer is melee weapon that deals huge HE damage, while burst mjolnir is a watered down mjolnir with
               EMP damage intended to help close distance

- New ship: Bakraid(H)
   - Fire Support
   - 4x small missiles, 1x medium ballistic
           - Carries a Panther that can seperate by double tapping the X button
- New ship: Panther(H)
   - Phase Cataphract
   - 1x med missile, 1x medium ballistic, 1x shield

- New ship: Corsair(ISEN)
------------
- Zanac
   -Firebolt Feeder
      - weapon flux cost reduction: 10%->20%
-Aleste S-II
   - Add weapon: Pilebunker
   - Add Weapon: Harpoon
   - Armor: 250->300
   - Reduced flux cap/diss somewhat (i dont remember what it was before whoopsie)
   - Reduced top speed
-Valken III
   - added no_dealer, restricted tag

-Valken X
   - Wingsize: 2->3
   - Refit Time: 13->11
-Spriggan
   - Wingsize: 2->3
   - Ammo: 4->6
   - Ship System: None-> Flare Launcher
   
-Watchdog
   - Guardian Protocol
      - Speed Reduction: 100%-> 50%
      - Add 1x Medium Missile
      - OP: 80->85
      - Shield Arc: 140->300
-Watchdog XIV
   - Increased size of shipsystem qte thing
   - made fail state more clear
   - fixed shipsystem increasing weapon flux cost by 2x when activated

- Increasing CR per deployment for some ships to reduce supply recovery cost
- Fixed HVB Watchdog's using lrg hammer instead of med in variant
- fixed MRC not actually taking the credits they want to rob you for (how nice)
- fixed bug that made enemy alestes and watchdogs never use their ship system vs player allies (the yellow guys)
- fixed bug that made aleste variable rifle glow white whenever a jitter effect was applied
- fixed bug that would cause crash if fighter had a null wing and a wingcom pilot, somehow
- fixed bug that would cause crash if DHull did not have a parent hull, somehow
- fixed wingcom crash that would occur due to bad class path
- fixed zanac ex having an inaccessible hybrid mount below magna beam
- fixed watchdog xiv having an inaccessible hybrid mount below barretta
- fixed fenris carrier chain teleporting strikecraft (probably)
- revised the hegemony bounty. Should now drop properly drop BP with all the hegemony variants.
- removed some unused weapons/sprites
Title: Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
Post by: CookieJarvisz on January 24, 2024, 01:12:38 AM
Sorry for the delay, ended up feature creeping again. this should address most of the bugs I saw reported and the feedback for various things. The only downside is that it's not save compatible. This update adds some of the unfinished/missing Hegemony/Iron Shell to the HVB currently in game, and various fixes + buffs.
EDIT: Fixed missing weapon spec EinhanderGunS and EinhanderGunS2, if you get this error, redownload

Let me know what you think. You can download the latest version from the main page, but if I end up breaking something, you can download the previous version v2.3.6 here (https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.3.6.zip)
ARMA ARMATURA V3.0 -NOT SAVE COMPATIBLE-
(https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExMTA4bzBxMXR4cDVvOW14ajZtc3FobXVrYXJsMXo0bGtzbTdlaGN6dyZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/H69rOxqUNqVhZYCXcr/giphy.gif)
(https://media.giphy.com/media/1nXxC6Swx4U0PnEjOf/giphy.gif)


Quote
v3.0
------------
- New ship: Garegga(H) (Pictured above)
   - Hyper aggressive version of Garegga with damper field
   - 2x small missiles, 2x built-ins, built-in HI-MAC
           -Pulverizer is melee weapon that deals huge HE damage, while burst mjolnir is a watered down mjolnir with
               EMP damage intended to help close distance

- New ship: Bakraid(H)
   - Fire Support
   - 4x small missiles, 1x medium ballistic
           - Carries a Panther that can seperate by double tapping the X button
- New ship: Panther(H)
   - Phase Cataphract
   - 1x med missile, 1x medium ballistic, 1x shield

- New ship: Corsair(ISEN)
------------
- Zanac
   -Firebolt Feeder
      - weapon flux cost reduction: 10%->20%
-Aleste S-II
   - Add weapon: Pilebunker
   - Add Weapon: Harpoon
   - Armor: 250->300
   - Reduced flux cap/diss somewhat (i dont remember what it was before whoopsie)
   - Reduced top speed
-Valken III
   - added no_dealer, restricted tag

-Valken X
   - Wingsize: 2->3
   - Refit Time: 13->11
-Spriggan
   - Wingsize: 2->3
   - Ammo: 4->6
   - Ship System: None-> Flare Launcher
   
-Watchdog
   - Guardian Protocol
      - Speed Reduction: 100%-> 50%
      - Add 1x Medium Missile
      - OP: 80->85
      - Shield Arc: 140->300
-Watchdog XIV
   - Increased size of shipsystem qte thing
   - made fail state more clear
   - fixed shipsystem increasing weapon flux cost by 2x when activated

- Increasing CR per deployment for some ships to reduce supply recovery cost
- Fixed HVB Watchdog's using lrg hammer instead of med in variant
- fixed MRC not actually taking the credits they want to rob you for (how nice)
- fixed bug that made enemy alestes and watchdogs never use their ship system vs player allies (the yellow guys)
- fixed bug that made aleste variable rifle glow white whenever a jitter effect was applied
- fixed bug that would cause crash if fighter had a null wing and a wingcom pilot, somehow
- fixed bug that would cause crash if DHull did not have a parent hull, somehow
- fixed wingcom crash that would occur due to bad class path
- fixed zanac ex having an inaccessible hybrid mount below magna beam
- fixed watchdog xiv having an inaccessible hybrid mount below barretta
- fixed fenris carrier chain teleporting strikecraft (probably)
- revised the hegemony bounty. Should now drop properly drop BP with all the hegemony variants.
- removed some unused weapons/sprites


Awesome! Thank you for your hard work man.
Title: Re: [0.96] Arma Armatura v3.0 BETA [1/23/24]
Post by: CookieJarvisz on January 24, 2024, 02:14:03 AM
Hmm, even on a fresh game it still crashes on hitting the info tab. All I have is GraphicsLib, LazyLib, Magic Lib and Arma Arm.
Title: Re: [0.96] Arma Armatura v3.0 BETA [1/23/24]
Post by: shoi on January 24, 2024, 02:35:58 AM
I can't reproduce it anymore. Can you post the trace from the crash?
Title: Re: [0.96] Arma Armatura v3.0 BETA [1/23/24]
Post by: Killsode on January 24, 2024, 03:55:26 AM
Trying out some of the new ships, and uh... The XIV garegga basically just dies if it kills a ship with the pulverizer, the death explosion of the other ship takes out the garegga even with heavy armor and bulkheads.
Sidenote, the pulverizers inverse recoil is perhaps overpoweringly strong. And i'm not sure the black 'fade out' on the weapons works great. Loving these new ships otherwise, especially the basically phase spriggan.
Title: Re: [0.96] Arma Armatura v3.0 BETA [1/23/24]
Post by: shoi on January 24, 2024, 04:39:34 AM
Hotfix:
Quote
v3.0.1
------------
- fixed missing .csv weapons
- fixed version # in mod_info
- fixed missing strings for armaa_rampagedrive
- fixed bad filename that would cause crash for linux
- fixed bug where Panther's shield collision class wouldn't match parent ships (caused explosions to destroy it/collide with other objects)
- fixed bug that would cause wingcom info panel to appear blank
- reduced visual recoil of pulverizer slightly

Trying out some of the new ships, and uh... The XIV garegga basically just dies if it kills a ship with the pulverizer, the death explosion of the other ship takes out the garegga even with heavy armor and bulkheads.
AI will reserve a damper charge to tank the explosion if necessary, but ideally i'd like to reduce damage taken from explosions somehow. I know it's possible, but I couldn't find it at the time and I wanted to get this out to deal with the CTDs, but yeah..it's on the lists of things to improve.
Quote
Sidenote, the pulverizers inverse recoil is perhaps overpoweringly strong.  Loving these new ships otherwise, especially the basically phase spriggan.
recoil range is still less than the weapons actual range(the sprite extends maybe 50px, but base range is 80. mainly for the AIs benefit, even forcing them to approach at this range isn't as consistent as i'd like) which is why the spike extends so much. HOWEVER, I might be able to reduce visual recoil based on if the sprite intersects with another object..or something?? Not sure, will give it a try nevermind, I can reduce it a bit

Quote
And i'm not sure the black 'fade out' on the weapons works great.
I dont think this is an issue outside of the refit screen. That said, it does look weird there  :-\ looking for a workaround

Thanks for the feedback!
Title: Re: [0.96] Arma Armatura v3.0 BETA [1/23/24]
Post by: Killsode on January 24, 2024, 06:36:40 AM
Quote
And i'm not sure the black 'fade out' on the weapons works great.
I dont think this is an issue outside of the refit screen. That said, it does look weird there  :-\ looking for a workaround

Thanks for the feedback!

It just about pokes through on the edges when deployed. Fading it to 50% darkness or something like that might work better than pitch black.
Title: Re: [0.96] Arma Armatura v3.0 BETA [1/23/24]
Post by: RX-78 on January 24, 2024, 08:27:18 AM
Issue with the Aleste Swordsman's built in weapons that you can change, it looks like it just has a built in empty medium weapon slot instead of them and changing out the built-in does nothing.

Also getting a crash with what I think is the Altagrave system

Code
5924352 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [armaa_karmicburst] not found!
java.lang.RuntimeException: Weapon spec [armaa_karmicburst] not found!
at com.fs.starfarer.loading.Q. 00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.loading.Q.new(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source) ~[starfarer_obf.jar:?]
at data.scripts.shipsystems.armaa_karma.apply(armaa_karma.java:84) ~[?:?]
at com.fs.starfarer.combat.systems.F.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
Title: Re: [0.96] Arma Armatura v3.0 BETA [1/23/24]
Post by: shoi on January 24, 2024, 04:14:10 PM
another hotfix
Quote
v3.0.2
------------
- fixed bug with hel corsair right shoulder anim
- fixed bug with hel corsair shipsystem being set to plasma jets
   - should be weaponry overdrive if tahlan is enabled
- Reduced Garegga(H) propensity to self-delete via enemy ship explosion
- fixed swordsman aleste not having a left arm
- added "no_sell","no_dealer","restricted","no_drop" tags to swordsman aleste, watchdog xiv
- fixed crash when using karma system
- fixed bad variant for garegga_xiv
- fixed weapon groups for panther variant
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: IGdood on January 24, 2024, 05:12:09 PM
Download link is still 3.0.0?
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Brainwright on January 24, 2024, 06:01:52 PM
Download link is still 3.0.0?

When people are hotfixing, the individual numbers become kind of meaningless.  Trust the Shoi.
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Killsode on January 25, 2024, 12:02:23 AM
Bit of a bug report, the spriggan still has Hveldriver and Heavy Mauler in its autofits even though i no londer has a medium mount. Btw, the small universal is actually really interesting.
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Arthur_The_Ok on January 26, 2024, 06:48:17 AM
I don't know what exactly caused the crash, it happened to fast. But I was scrolling on my ship stoage, so I probably hovered my mouse over a mech and it resulted in this:

Code
43572604 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [armaa_hazard_frig_default_D] variant [armaa_hazard_standard]: slot id [E_HEAD] not found for weapon [armaa_valkenHead_gunmetal]
java.lang.RuntimeException: Ship hull [armaa_hazard_frig_default_D] variant [armaa_hazard_standard]: slot id [E_HEAD] not found for weapon [armaa_valkenHead_gunmetal]
at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.OOO0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.intsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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:750)
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Zeta04 on January 26, 2024, 11:39:39 PM
Applying autofit variants of aleste S-II sometimes create duplicate "Paint:" hullmods
Also, having multiple Fenris on site still chain-teleports strikecrafts, despite what've been already done
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Krelian on January 28, 2024, 03:29:59 PM
Im not sure if this mod was responsable for the crash, but was using these mechs when it happened (5 seconds into my first battle).

1406440 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:110)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: shoi on January 28, 2024, 03:37:20 PM
its another crash from a fighter without a fighter wing. I can fix it on my end but out of curiousity, whats your modlist?
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Krelian on January 28, 2024, 04:36:21 PM
Oh boy, you will really hate me for this, and am so sorry, but I just finished a vanilla campaign, installed 50 mods, boot the game up, and had this crash :(
It was also almost at game start, I just had the 3 starting cataphracts given by nexelerin as I picked Arma Armatura as my starting faction. Fiddled a bit with the loadouts, then exited the system, encountered a small Ludic path fleet, and had the crash.

This is the only mecha with fighter wing I have.

https://pasteboard.co/S51l6NP2FnbW.png

Also, that very same cataphract had an empty weapon. Maybe it is related.

https://pasteboard.co/HMGQBZ96IrSd.png

Now I will try to replicate the issue.

{"enabledMods": [
  "$$$_trailermoments",
  "pantera_ANewLevel20",
  "apex_design",
  "armaa",
  "AttunedDriveField",
  "Celestial Mount Circle",
  "combatactivators",
  "diableavionics",
  "Diktat Enhancement",
  "edshipyard",
  "exoticatechnologies",
  "fleethistory",
  "sun_fuel_siphoning",
  "FantasyM",
  "gflportraitpack",
  "Goat_Aviation_Bureau",
  "hte",
  "illustrated_entities",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "ArkLeg",
  "logisticsNotifications",
  "lunalib",
  "exshippack",
  "exshippack_armaacompat",
  "MagicLib",
  "Marvelous-Personas",
  "Mayasuran Navy",
  "ness_saw",
  "nexerelin",
  "ORA",
  "pn",
  "planet_search",
  "portrait",
  "sikr",
  "scalartech",
  "SCY",
  "swp",
  "sun_starship_legends",
  "stelnet",
  "tahlan",
  "TTSC",
  "vic",
  "whichmod",
  "XhanEmpire",
  "audio_plus",
  "shaderLib"
]}
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Krelian on January 28, 2024, 04:58:12 PM
Had the crash again.
This time I was looking for it, and I saw the Gunhazard Class trying to launch fighters. It made the sound, there was an effect, but no wing came out. A couple second later the fighter start, a volley of a gun, and CTD.

1694343 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:110)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



I saved before the fight. So I realoaded, began the same battle without fielding the Gunhazard, and no crash.
By the way, the wing on the Gunhazard is a fixed vanilla Sarissa.

I also tried the mech in simulation, and it doesnt crash. The fighters came from the bottom part of the screen tho, like they were reinforcement, instead of leaving from the mech. Not sure is that is how it is supposed to be.

Attempted another (real) battle. This time I noticed the fighters were indeed comming from the lower part of the screen. It crashed anyways.

Hope this helps.
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: shoi on January 28, 2024, 05:48:40 PM
Thanks :), and no worries! I was wondering because I can't reproduce, but I have a minimal mod list. But then, it sounds like it can just happens under certain conditions. Anyways, I pushed a small update that should fix the crash if you redownload.
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Krelian on January 28, 2024, 06:22:35 PM
Thanks :), and no worries! I was wondering because I can't reproduce, but I have a minimal mod list. But then, it sounds like it can just happens under certain conditions. Anyways, I pushed a small update that should fix the crash if you redownload.

It worked! Thanks for the quick fix :)
Ironically, that unit dies in the first 10 seconds of the fight xD
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: shoi on January 28, 2024, 06:31:56 PM
Yeah, it's extremely useless rn. I was trying to prevent it from being obtainable but I think I left it in the starting options ):

It should be a bit more viable down the line, hopefully
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Brainwright on January 28, 2024, 07:25:52 PM
Still can't believe you made those cheesy rocket sleds from the old cartoons!

Combined with the generally awesome portraits, this now indeed the most anime of mods.

Still, should mention that Dawn and Sera allow you to produce the legiomech from the production offer.

Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Pep on January 29, 2024, 05:58:22 AM
Speaking of dawn and sera, what exactly is all you can get from her if you give up valk/build rep in general? Also, is there any other event with Dawn besides the bar scene?
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: lustfull on January 29, 2024, 07:20:07 AM
Bug report: after giving up a copy  of Valkazard ( using industrial evolution) to the administrator of new meshan
, I was given the option to give up again my Valkazard, ignoring the previous one. And even after using console commands to feed her other Valkazard , the option still comes back.
I had no problem using the same technique in previous beta ( both console command and industrial evolution)

Also the Fenris has two hidden weapons that do nothing is this normal?

And to finish , i know that the sprigan is not new but hell i love this tiny mech.

Always grateful for your work
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: shoi on January 29, 2024, 10:02:40 AM
Still can't believe you made those cheesy rocket sleds from the old cartoons!

Combined with the generally awesome portraits, this now indeed the most anime of mods.

Still, should mention that Dawn and Sera allow you to produce the legiomech from the production offer.

Thanks for report

Speaking of dawn and sera, what exactly is all you can get from her if you give up valk/build rep in general? Also, is there any other event with Dawn besides the bar scene?

That's it unless you go uncommenting things in rules.csv. There's a few more minor interactions mostly around luddic content, (LPP and LKE) where you can bring her along and slightly change how things play out if you go down a certain route

Bug report: after giving up a copy  of Valkazard ( using industrial evolution) to the administrator of new meshan
, I was given the option to give up again my Valkazard, ignoring the previous one. And even after using console commands to feed her other Valkazard , the option still comes back.
I had no problem using the same technique in previous beta ( both console command and industrial evolution)

Also the Fenris has two hidden weapons that do nothing is this normal?

And to finish , i know that the sprigan is not new but hell i love this tiny mech.

Always grateful for your work

the hidden weapons had a script that catapult launched fighters, I removed it cuz it was basically a nerf as they'd fly right into enemies and die
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Arthur_The_Ok on January 30, 2024, 06:55:15 AM
Look, I don't know what's happening, the game just keeps crashing whenever I go to my ship storage and scroll all the way down untill the frigates appear. And, from the very few lines from the log that I understand, it has something to do with a mech missing its head:

Code
1238272 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [armaa_hazard_frig_default_D] variant [armaa_hazard_standard]: slot id [E_HEAD] not found for weapon [armaa_valkenHead_gunmetal]
java.lang.RuntimeException: Ship hull [armaa_hazard_frig_default_D] variant [armaa_hazard_standard]: slot id [E_HEAD] not found for weapon [armaa_valkenHead_gunmetal]
at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.OOO0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.intsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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:750)
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: shoi on January 30, 2024, 07:22:03 AM
Did you download V3 into an existing save that had arma 2.3? It's crashing because that slot doesn't exist in the new version
Quote
Sorry for the delay, ended up feature creeping again. this should address most of the bugs I saw reported and the feedback for various things. The only downside is that it's not save compatible. This update adds some of the unfinished/missing Hegemony/Iron Shell to the HVB currently in game, and various fixes + buffs.

you can still fix by going into save and deleting all reference to this slot, but I would recommend backing up the save if you try first
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Arthur_The_Ok on January 30, 2024, 08:07:19 AM
Oh, yeah, that's what's happening. I was confident that the version I had before updating was 3.0.0, which is why I downloaded it, thinking there wouldn't be any issues. But, after looking in the mod files, it was 2.36.
I'll probably just grab the file with the previous vesion from the bin nevermind, save broke becase of that, guess I'll either try to fix the issue with that slot, or just start another save.
Anyway, sorry for the ramblings
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: hydremajor on January 31, 2024, 08:45:30 AM
@Shoi

So you tried cavalry girls ?
everyone I recomended it to told me they were plenty satisfied with the game
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: WilhelmTheGreat on January 31, 2024, 10:09:37 AM
What criteria do the ai have to meet to refit? I notice my Aleste S-II keep fighting after their PPT runs out and dont go to refit. Is there a way to force them to refit?
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: shoi on January 31, 2024, 03:54:59 PM
there's some variance but for aleste, they will try to return once they're at/below 50% HP or CR. They don't drop everything to do this though (all I do on my end is tell the ships to head towards the nearest carrier, base AI is still used) so it's possible they get caught up due to other things, and they have a higher CR decay rate than normal ships so it's possible they're just running out of CR before making it back, especially if they're SOed. You can try ordering them to escort a carrier.
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: SKsniper128 on February 01, 2024, 08:54:48 AM
Sorry if this was addressed before, but is it possible to get Wingcom to work with ships with sub-hulls?

As it is, I'm trying to get it to work with the UAF super carrier so I have the officer in command and the WingCom on the main hull, which grants the bonuses to the 2 hangars on it. However the bulk of the ship's strikecraft are on the two outer hulls with 5 hangars each. I don't mind sacrificing 20 OP for another Wingcom on each hull section, but it's saying that there's no officer in command and thus no squadron.

large images
(https://steamuserimages-a.akamaihd.net/ugc/2379657839986776918/E6798069D216E7D18C36F3A9A2C41D6F229921BC/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)(https://steamuserimages-a.akamaihd.net/ugc/2379657839986763956/E3C60831CDC93F72E431C0FE416FA7C980B67D2E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
[close]
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: Brainwright on February 02, 2024, 07:44:40 AM
Thought I'd mention, but in the Leon Klein bounty, I went in with a Bakraid and many of the Bakraids in the fleet spawned Panthers that were counted as my fleet.  Except at the end, I had to transfer to them and retreat manually.

I was piloting the Bakraid, if that makes any difference.
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: DarkendOfTri-Tachyon on February 02, 2024, 12:30:12 PM
Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.FluxDistributor.applyEffectsBeforeShipCreation(FluxDistributor.java:33)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(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.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.E.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.super.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oOoo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.L.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.G.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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]

Get this error when trying to autofit a load out for the Hel Corsair(Legio Mech). Crashes as soon as a I press V. I think it also crashes when I go back into the refit screen but don't remember. I can still mess with it manually, even launch it into battle, but autofit is off limits.
Title: Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
Post by: shoi on February 02, 2024, 12:40:47 PM
Sorry if this was addressed before, but is it possible to get Wingcom to work with ships with sub-hulls?

As it is, I'm trying to get it to work with the UAF super carrier so I have the officer in command and the WingCom on the main hull, which grants the bonuses to the 2 hangars on it. However the bulk of the ship's strikecraft are on the two outer hulls with 5 hangars each. I don't mind sacrificing 20 OP for another Wingcom on each hull section, but it's saying that there's no officer in command and thus no squadron.

large images
(https://steamuserimages-a.akamaihd.net/ugc/2379657839986776918/E6798069D216E7D18C36F3A9A2C41D6F229921BC/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)(https://steamuserimages-a.akamaihd.net/ugc/2379657839986763956/E3C60831CDC93F72E431C0FE416FA7C980B67D2E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
[close]

I have to check this again, when I did have ship and weapon pack I tested with cathedral and it workjed  :'(

Thought I'd mention, but in the Leon Klein bounty, I went in with a Bakraid and many of the Bakraids in the fleet spawned Panthers that were counted as my fleet.  Except at the end, I had to transfer to them and retreat manually.

I was piloting the Bakraid, if that makes any difference.

Thanks! This is something I encountered a while ago and couldve sworn I fixed also, i'll double check/ going to run the mod really quick to see if it's good for 0.97

Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.FluxDistributor.applyEffectsBeforeShipCreation(FluxDistributor.java:33)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(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.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.E.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.super.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oOoo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.L.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.G.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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]

Get this error when trying to autofit a load out for the Hel Corsair(Legio Mech). Crashes as soon as a I press V. I think it also crashes when I go back into the refit screen but don't remember.

seems like one of the modules is somehow getting flux distributor added to it? This is a problem since they're fighter hullsize which it doesn't account for. It's strange since the modules shouldn't even be accessible, nor do they have OP, so i'll investigate further
Title: Re: [0.97] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: shoi on February 04, 2024, 12:12:32 PM
Updated to 0.97. Just a note, the latest version prior to 0.97 (v3.0.0) also works fine in 0.97.
Hotfix: Fixed notifications not properly being flagged as already seen
(https://i.imgur.com/vIuge1J.png)
Quote
v3.0.3
-----------
- Dawn will now refuse to join the player if they are affiliated with the Diktat
- add more campaign layer interaction events w/ Dawn
- Fixed another NPE null fighter wing
- swapped leynos & kouto bazooka weapons back to use phase_mine behavior
- fixed malformed restricted/no_dealer tags
- Can now only turn in a valkazard once
- Fixed Panther CR not matching CR of Bakraid on seperation
- Fixed detached player Panthers using wrong fleet commander for stats if ally fleet was larger than players
- Lowered rep needed for alternative condition to be introduced to Sera by Dawn (50 rep -> 30)
- Fixed bug where Dawn would sometimes not offer Sera's comms-id even when conditions were met
- Increased Kouto LPCs bazooka projectile HP so they aren't instantly destroyed by PD
- Kouto Bazooka dmg type: Kinetic-> Energy; ammo limit removed; burst size 1->3
- Kouto shield type: NONE->OMNI
- Strikecraft should be able to land on station modules with bays once more
- Strikecraft should be able to land on carriers without any slotted LPCs
- Simplified carrier landing AI logic
- Fixed bug where strikecraft would try to repair at a carrier with 0 cr, and endlessly hover over it
- Fixed UI issue where when wingcom pilots exceeded level cap(this isnt a bug), cap was still listed as level-1
- fixed Fenris teleporting strikecraft between each other, for real this time (?)

v3.0.2
------------
- fixed bug with hel corsair right shoulder anim
- fixed bug with hel corsair shipsystem being set to plasma jets
   - should be weaponry overdrive if tahlan is enabled
- Reduced Garegga(H) propensity to self-delete via enemy ship explosion
- fixed swordsman aleste not having a left arm
- added "no_sell","no_dealer","restricted","no_drop" tags to swordsman aleste, watchdog xiv
- fixed crash when using karma system
- fixed bad variant for garegga_xiv
- fixed weapon groups for panther variant
v3.0.1
------------
- fixed missing .csv weapons
- fixed version # in mod_info
- fixed missing strings for armaa_rampagedrive
- fixed bad filename that would cause crash for linux
- fixed bug where Panther's shield collision class wouldn't match parent ships (caused explosions to destroy it/collide with other objects)
- fixed bug that would cause wingcom info panel to appear blank
- reduced visual recoil of pulverizer slightly
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: Xex on February 04, 2024, 02:10:40 PM
Fantastic. Favorite mod is up to date. It's a good day.
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: Punchclock on February 04, 2024, 05:20:29 PM
Code
java.lang.NullPointerException
at data.scripts.plugins.armaa_EinhanderHaxPlugin.advance(armaa_EinhanderHaxPlugin.java:193)
at com.fs.starfarer.title.Object.OO0O$Oo.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Unfortunately got a crash trying to eject the bakraid.   That being said, the rest of the mod is super solid, always happy to see it around!
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: shoi on February 04, 2024, 06:14:02 PM
this is probably something that happened in the showcase mission?
Either way, it should be fixed now, same link. Thanks for the kind words, and reporting this to me  :)
Quote
-fixed notifications around mazalot/galatia, etc not being flagged as already shown and appearing multiple times
-fixed NPE if bakraid seperated when parent ship had no valid fleetdata
-fixed broken restricted/no_dealer tag for altagrave ex
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: lustfull on February 05, 2024, 07:53:09 AM
Bug report : Strikecraf (the player  at least) can refit at station but only in the first battle after launching the game and after , refitting is impossible.
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: CompostGirl on February 05, 2024, 08:46:44 AM
Hey has anybody ever gotten the Diable Avionics Addon to work again? Is it even possible to get working again?
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: lustfull on February 05, 2024, 01:10:35 PM
Hey has anybody ever gotten the Diable Avionics Addon to work again? Is it even possible to get working again?

It seems to work for now
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: CompostGirl on February 05, 2024, 04:06:44 PM
Hey has anybody ever gotten the Diable Avionics Addon to work again? Is it even possible to get working again?

It seems to work for now

Do I just need to update the mod info cus I can't seem to get it working
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/5/24]
Post by: shoi on February 05, 2024, 08:35:42 PM
Warm fix for the docking bug
Quote
- fixed bug where strikecraft landing would be set as "retreating", preventing it from docking until new orders were issued
- kouto top speed: 140->130
- kouto armor: 200-> 175
- kouto engagement range: 3000->4000
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: lustfull on February 06, 2024, 06:01:16 AM
Hey has anybody ever gotten the Diable Avionics Addon to work again? Is it even possible to get working again?

It seems to work for now

Do I just need to update the mod info cus I can't seem to get it working

yes, just change it to 0.97
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: Zeta04 on February 07, 2024, 03:53:07 AM
Seems to me that the update 3.0.3 finally fixed Fenris teleporting strikecrafts between them, nice work sir.
With that being said, it appears to me that strikecrafts are also more prone to landing on enemy carriers and never get promply rearmed ever since, especially with aleste series.
Also, even if the strikecrafts no longer rely on waypoints to rearm, they may still be locked in the land-takeoff-land cycle sometimes, and- weiredly- switching to other windows with the game unpaused seems to fix it somehow.
EDIT: Further notice that I'm also getting enemy Bakraid spawning friendly Panther glich in the Hegemony HVB, also- for further notice- I did not have a single Bakraid in my fleet
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: Brainwright on February 07, 2024, 06:58:12 PM
Don't tell me I'm the only one who didn't notice that adding Wingcom stuck a fighter bay on your strikecraft?  That kinda hurt.
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: Lessyloo on February 08, 2024, 12:08:18 PM
Wow, you really took the nerf bat hard to the Juno MK. III, huh?

I know it was powerful but the change in burst damage potential and damage type feel... excessive. Also not a fan of the new effect color, to bright and bland, the pinkish purple beam felt a lot more interesting.
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: lustfull on February 08, 2024, 12:46:54 PM
Bug report:
 
The overlord suit still not work on cathedral module , only the core  ship work and the other wing from the modules are skill less.
I also discovered that I can only add one IA core to my entire fleet so that maybe  part of why the other IA core on the cathedral doesn't work  . But even  when I am following that logic ,there is only on the core ship that the Hullmod work , with the two module not displaying any skills even when the Hullmod is installed on one alone

An arm dealer is selling a trihander fourteenth battle group in the tri tachyon design.
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: shoi on February 08, 2024, 04:21:03 PM
Wow, you really took the nerf bat hard to the Juno MK. III, huh?

I know it was powerful but the change in burst damage potential and damage type feel... excessive. Also not a fan of the new effect color, to bright and bland, the pinkish purple beam felt a lot more interesting.

Not sure what you're talking about. It hasn't changed at all stats-wise.

Anyway, another day, another patch.
Quote
v3.0.5
---------
- removed some unused weapons/graphics
- fixed bug where strikecraft would sometimes elect to land on an enemy carrier
- Zanac - increased turret arm arc from 90 -> 120
- added desc for Zanac EX Magna Beam
- actually lowered kouto armor val to 150 this time
- fixed bug where panther would spawn using wrong fleetside (appear as an ally)

There is a weird bug with the Zanac EX and Hegemony bounty where battle won't end. I know that for the Hegemony HBB, it seems to trigger when an enemy bakraid seperates for some reason, but i'm not sure what's causing it to happen during the Zanac EX battle. I thought it might be related to the Spriggan & Panther having shields, but they die normally outside of these 2 scenarios. I'm still looking into it.

Bug report:
 
The overlord suit still not work on cathedral module , only the core  ship work and the other wing from the modules are skill less.
I also discovered that I can only add one IA core to my entire fleet so that maybe  part of why the other IA core on the cathedral doesn't work  . But even  when I am following that logic ,there is only on the core ship that the Hullmod work , with the two module not displaying any skills even when the Hullmod is installed on one alone

An arm dealer is selling a trihander fourteenth battle group in the tri tachyon design.

These hullmods are the bane of my existence, lol. I'll actually look into this module issue and address it next patch. Swear
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: CaptianVlad on February 08, 2024, 04:52:10 PM
thx for the quick update< have a hard time playing without this now
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Zeta04 on February 08, 2024, 06:56:33 PM
Thanks for the quick update and happy Lunar New Year to you, sir.
So now I'm noticing that Panther(H)-class, as a sidegrade- if not direct upgrade- of Spriggan-class, now have a DP of 4, even lower than the baseline Spriggan if I were correct, which may...um...call for a revision.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: shoi on February 08, 2024, 10:03:44 PM
yeah you can consider the 4DP cost as a placeholder since I counted as part of the DP cost on top of deploying bakraid, but I realize that I included base panther in the BP  :)

there is small buff I want to add for the shield carrying guys - small speed/manuverability increase when it is destroyed - and I will reevaluate
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Xex on February 08, 2024, 10:24:58 PM
Just reporting a bug!
The Aleste S-II has 2 paint jobs at once. You can remove the duplicate when it happens. But if you cycle between Standard and Seraph it will bring back the second paint job.
Seems to be purely cosmetic.
Thanks for updating so soon. Still trying to figure out what all I can do with the new MRC characters!
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: Lessyloo on February 09, 2024, 10:29:31 AM
Not sure what you're talking about. It hasn't changed at all stats-wise.

Really? I swear the damage type used to be Energy instead of Kinetic, or was that a while ago update wise?

Still like the old purple beams over the blinding radiance of pure white it has now, assuming that isn't a bug either.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Xex on February 09, 2024, 07:18:50 PM
So I increased my rep with MRC and I'm thinking I've realized my mistake.
Is/are MRC the pirate equivalent to "New Meshan" being an "Independent" faction and I cannot have a commission with them?
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Brainwright on February 10, 2024, 09:23:51 AM
So I increased my rep with MRC and I'm thinking I've realized my mistake.
Is/are MRC the pirate equivalent to "New Meshan" being an "Independent" faction and I cannot have a commission with them?

Yep.  Nex lets you do it.  Kinda rough, to be honest.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: lustfull on February 10, 2024, 12:09:07 PM
Bug report:

The damper field of the leynos cause the  medium weapon to rotate like a propeller when active

The Blair bounty and the hegemony bounty don't end at the end on the batte but the END COMBAT command fonction.
 
The Bakraid shield ( purged) dont put itself in position off defense( when there is no weapon at all on the ship at least so maybe something on lesser imimportance). Same for spriggan

Also in the 0.95 version , the c-stim and silversword where able to avoid beam strike weapon ( phase lance , tackyon lance) , is this a change or a bug of the current version ? ( Plus maybe a bug where the system don't evade the barreta flechette cannon for some reason)

Ps can I consider the shield conversion front a hidden/special features when I add it to the Valk and then roll the configuration to make it a larger Omni shields (conter shield) or is this just bug exploit? If legit, I may not complaine for some time about the high DP but if not , I don't know , add some extra shield arcs or something like the sprigan or integrate wingcomsuit into the the hull so we may put  mining pod or wasp interceptor with some IA core maybe , because DEM and other just restrain it and at 33 DP it kinda hurt. I can 1v1 almost any ship , the problem being that with conter shield  , despite being my favourite option , it cannot bear , hardly attack or even come close to certain medium/ heavy formation of enemies.


and minor visual bug on the enemy.


Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Bloed on February 12, 2024, 04:13:28 AM
Were the solo warthog and broadsword removed from the mod? They don't seem to be anywhere in the game, but I can't find a note about it in the changelog.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: JamesTripleQ on February 12, 2024, 07:59:34 AM
Heya, amazing mod, I just wanted to point out that there seem to be some inconsistencies with ship names: some Fourtheenth BG ships, for example, are marked with "(XIV)", others with "(H)" and there's even one that isn't marked with anything (personally I think "(XIV)" should be everywhere). Also Xyphos is marked "(WINGCOM)" but Xyphos 2 is marked (AA) which idk if that's intentional. There could be a few more inconsistencies like these ones that I didn't catch. One final super minor nitpick, sometimes there isn't a space between the ship name and the parentheses following it.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: robepriority on February 12, 2024, 08:48:46 AM
Hmm, has anyone else run into rules.csv based issues from Dawn's commentary?
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Zeta04 on February 12, 2024, 07:23:09 PM
Were the solo warthog and broadsword removed from the mod? They don't seem to be anywhere in the game, but I can't find a note about it in the changelog.
Arma Armatura v2.3.4 Beta
...
- removed functionally useless ships (AA Broadsword, AA Warthog)
It has been removed since, like, almost two months ago
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Bloed on February 14, 2024, 10:22:31 AM
Were the solo warthog and broadsword removed from the mod? They don't seem to be anywhere in the game, but I can't find a note about it in the changelog.
Arma Armatura v2.3.4 Beta
...
- removed functionally useless ships (AA Broadsword, AA Warthog)
It has been removed since, like, almost two months ago

Cheers! And sad, I really liked doing a broadsword swarm last patch.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Somedude on February 14, 2024, 11:00:16 AM
The watchdogs arms don’t seem to be working
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: dreksars on February 14, 2024, 11:13:43 AM
It may be stupid to ask, but I'm really confused that it's stated 3.05 is for v0.96 while mod_info.json says it requires v0.97, so which one is right? :-[
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Averious on February 15, 2024, 05:19:07 PM
Is the addon for Machina Void Shipyards still needed, or is it built-in?
Title: Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
Post by: Killsode on February 15, 2024, 06:33:34 PM
Not sure what you're talking about. It hasn't changed at all stats-wise.

Really? I swear the damage type used to be Energy instead of Kinetic, or was that a while ago update wise?

Still like the old purple beams over the blinding radiance of pure white it has now, assuming that isn't a bug either.

Its been kinetic for as long as i can remember. Purple does sound a little more right, but perhaps white or blue fits it better as kinetic instead of energy, so it doesnt look like a phase lance at first glance.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Malice on February 16, 2024, 12:21:38 AM
I don't know if it helps with modding at the moment, but mod will crash Starsector if you end any combat.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: lustfull on February 17, 2024, 07:06:07 AM
When using console command " allhullmods" , cataphract LSM , S-2 and HI-MAC "manuever" system( maneuver , but it appears wrote like that in the game so I don't know if it's a wanted deformation or just a error)  appears as know hull mod by the player where they shouldn't appear at all.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: StrikeEcho on February 17, 2024, 09:38:08 AM
Is the Pulverizer meant to veer to the left when firing?
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Brainwright on February 18, 2024, 08:42:22 AM
Yup, works brilliantly when Rampage Drive is activated.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Thaxor on February 18, 2024, 04:30:38 PM
My Spriggan seems to have a Dampner ability with the new patches; it automatically activates when being shot at. I can't find any reference to where this might be coming from, so is this a bug or intended? It still has the "boast jaunt" ability and UWS strike abilities.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: lustfull on February 19, 2024, 02:01:39 AM
My Spriggan seems to have a Dampner ability with the new patches; it automatically activates when being shot at. I can't find any reference to where this might be coming from, so is this a bug or intended? It still has the "boast jaunt" ability and UWS strike abilities.

You mean the entire sprigan or only the shield? I think the damper field on the shield is a normal behaviour but yeah, it lacks some description. Otherwise it's a bug.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Zeta04 on February 19, 2024, 06:12:53 AM
Is it me, or do Aleste fighters actually randomize their loadout for every engagement?
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: lustfull on February 19, 2024, 03:44:36 PM
Is it me, or do Aleste fighters actually randomize their loadout for every engagement?
Yes , it's randomize.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Matheld on February 21, 2024, 02:59:40 PM
I wonder if it would be possible to add a bit more options in like.. how many Aces you have and in what wings they are in.
If you have a carrier that can take 6 wings. That can become like.. 20+ aces. Which is a little too much for me.
Being able to change their name, gender (and aggression?) and Chatter personality (for Combat chatter stuff) would be cool too. Since I kind of want to put my friends into my Flagships wings and stuff like that.

Edit 23/02-11:56: In fact, making it so each Ace is a wing leader (with wingmen under them to fill the spots(if applicable. IE, you have more than 1 wing)) would also be a cool thing. and then also allows you to name each wing as a separate thing rather than have them all under 1 name.
Like.. with 6 wings on a carrier (or more). That's at least 6-12 at the least, or 36+ at most (6 ships in 1 wing is the most I've seen). That's close enough to fill a whole Aircraft squadron (12-24 planes). And split them up into wings

So if I wanted to make Rogue Squadron or whatever. I can then name each wing in the squadron like.. Red, Blue, Gold.. etc. But instead of handling up to 36 individual aces. It'll just be 6, 1 per wing.
And if you promote a wingleader, the next wingman in line can take over.. or it's assumed the whole wing goes with him as bridge crew or whatever.

In turn this would mean you have less people, And less officer promotions, to deal with. Making each ace/wingleader just that more special to you.
Cause having to turn down like 20 officer promotions is also a little silly, and makes it a little bit too easy to get rank 6 officers.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Obsidian Actual on February 21, 2024, 11:09:32 PM
Hey shoi, it's been a hot minute. Hope this finds you well.

I would like to submit a couple of ideas for your consideration -- all centered around the HI-MAC Maneuver System:

1. Configurable Setting for WASD isKeyPressed time delay

The double-tap time delay is currently hardcoded to 300 milliseconds.

Would you consider changing this into a variable that can be exposed via either modSettings.json or through LunaLib?
Regarding min/max values, I have heard of double-taps that go as fast as ~200ms, but I doubt anyone would need anything less than 100.
[close]
2. Allow system cooldown bonuses to apply to armaa_himacsubsys

The maximum time it takes for the HI-MAC gauge to recharge (SUBSYSTEMCD / armaa_himacsubsys) is currently hardcoded to 20 seconds, while the number of "seconds" depleted by initiating lateral boosts or sustaining Assault Boost (derived from BOOST_COST) are also relatively static values based on the type of maneuver (e.g. five seconds worth depleted for a single lateral boost).

Would you consider allowing a ship that benefits from a MutableShipStatsAPI getSystemCooldownBonus multiplier -- such as a combat skill like Systems Expertise, or the installation of a hullmod that reduces shipsystem cooldown -- to also apply that multiplier to their HI-MAC cooldown gauge?

To prevent players from stacking too many bonuses, you could impose a minimum cooldown amount (e.g. 10 seconds, pending further combat testing).

(Of course, you would also have to scale BOOST_COST by an equal proportion if you want to maintain the same depletion ratio as before.)
[close]

Oh hey, my 100th post!
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: kamikazenojihadist on February 22, 2024, 11:19:24 PM
Where to find Garegga(H)?
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Kithawk on February 23, 2024, 07:31:53 AM
what happened to the valkazard start? is there a prerequisite to unlock it or something
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: robepriority on February 23, 2024, 09:06:28 AM
what happened to the valkazard start? is there a prerequisite to unlock it or something

It's now the Meshan Reprisal Cohalition start
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Brainwright on February 23, 2024, 09:52:06 AM
Where to find Garegga(H)?

MagicLib has a bounty system associated with it.  One of the bounties is Leon Krier, fairly early on, and you can start the bounty by going to the intel screen, clicking the bounties tab, and then clicking the bounty board item to view the MagicLib bounties.  You just activate the bounties from there, the default setting doesn't have a time limit.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: lustfull on February 23, 2024, 02:21:45 PM
So the bug where I can infinitely give the valkazard at new meshan is still there( this time I played without nexerilin if this can be useful), and same for the refit mechanics, after the first battle at a battle station , the refit doesn't work.

Is there a blueprint of the alest swordman? Because I can't find it and this ship is stupidly good.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Thaxor on February 23, 2024, 08:23:21 PM
You mean the entire sprigan or only the shield? I think the damper field on the shield is a normal behaviour but yeah, it lacks some description. Otherwise it's a bug.

Yes, I checked and it is only on the shield. I'm wondering why it was added (if intended), as I found the base shield in the 2.X versions to be too strong and nerfed it myself. I hope it's a bug or atleast shoi can direct us to where it adds that as I'd like to delete that functionality.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Zovael on February 25, 2024, 04:22:04 PM
Argh! I finally come back to Starsector and my favourite little playable fighters were removed from ArmaA, and every addon now is just floating around haphazardly in the modding hell of private exchanges, nothing is publicly accessible or (seemingly) easy to recreate.

I appreciate ArmA existing and I do like the mechs, but I do wish removed hulls like the Broadsword (AA) were just tossed in an "removed" folder or something for easy referencing or personal updating.

All that aside, it's always good to see ArmA itself updating. Meshan are a fun earlygame mecha pirate fight, if a little easy to roll over. Thank you for sticking around, Shoi!
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: mipacem on February 26, 2024, 03:13:33 AM
so two three four things

Thank you for existing; I cannot play without this mod (more or less emphasized)

You know how double+ barrel weapons in a variable rifle slot get given the two-barrel rifle model; all rotary-tagged weapons (thumper, assault chaingun, F-type mining blaster from HMI) getting the valkazard's chaingun model would be truly epic

Why can some cataphracts not have the "Cataphract LSM" hullmod built in? I thought it was cause they're "phase" (both einhander variants), but then I saw the panther's hullmod can be built in

and (mini-rant) after many years and variations witnessed, I still cannot find a way to prevent Aleste S-II pilots from suiciding via their ship system. The swords are must haves, but I don't think the AI will ever be able to *** me off more than while piloting an aleste. I've tested that, despite the AI refusing to go in melee range specifically to, y'know, use their swords, the harpoon always gets 'em to, and they don't instantly die to something in the process due to having shields up (they'll take at least TWO reapers now!!).
All this to say I honestly recommend swapping the system out for something like plasma jets (cause it's high-tech-painted and that differentiates it from the VX custom's system) OR some frigate variation of the orion drive (same effect of instantaneously launching the ship forward to melee range but limited to a single, long cooldown charge, perhaps from overloading the thrusters instead of a bomb; this makes it still commit the AI to melee range but able to immediately reverse, of course with shields up, instead of death spiraling). I feel there's no way to make a melee mech work for AI without its charge being shield-based cause even if it does survive multiple runs with the resistance buff, it doing one at 60% hp with fully stripped armor, right before the go get healed thing triggers, always end with it dead, but don't let me interrupt your vision for what the aleste should be; it's still amazing fun in the player's hands!


Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: lustfull on February 27, 2024, 01:34:54 AM
Maybe a bug report:
the atlagrave EX system do not grant the time dilatation or at least , I don't feel it. I don't know if this is due to a Ballance chance but since the 0.96 update , it's like there is no more Time dilatation before the speed boost.

Maybe a bug report again:
In addition of the previous behaviour of the "shield conversion front" when rolling the chest setting, giving extra shield arc with omnidirectional capability, when choosing any other chest setting while letting the shield conversion front double the shield arc despite all ready being a front shield. Plus the extended shiel arc Hullmod, it give a 360 arc shield on the mech. Not that I dislike it , on the contrary , but is this a legit way to use it or not?

Last , since my last message I redownloaded the mod and started a new game save and the refit bug with the station disappeared. I checked before suppressing the mod and it was 3.0.5 so I don't know why the bug is gone.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: sawert42 on February 29, 2024, 07:51:08 AM
So i'm not sure what's going on but my pilots don't get any relationship points after the battle, just for context I'm playing with increased fleet size and battle size, and even when my fighters don't die in a fight they still don't get any relationship points,
I'm playing on 0.96, my Arma version is 2.24, My lazyLib is 2.8 and my Magiclib is 1.3.8
I have done some testing and if i'm going to win the battle by using console command nuke, i will gain relationship points but if i'm going to fight normally i'm not going to.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: questioningmeme on February 29, 2024, 10:13:11 PM
For some reason, the mod is trying to promote pilots even though I have none.

It ended up crashing the game and causing this error report.

2676707 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.util.Map.entrySet()" because "this.promoteablePilots" is null
java.lang.NullPointerException: Cannot invoke "java.util.Map.entrySet()" because "this.promoteablePilots" is null
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:269) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.voidnew.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: AWACS_Ghost_Eye on March 01, 2024, 10:52:20 AM
I've ran into the same issue. I don't have any officers with carrier skills which makes it even weirder to me.

1764855 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.util.Map.clear()" because "this.promoteablePilots" is null
java.lang.NullPointerException: Cannot invoke "java.util.Map.clear()" because "this.promoteablePilots" is null
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:297) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.voidnew.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Government Monkey on March 01, 2024, 10:00:10 PM
Hi
I'm a long time lurker, just came here to update my version and saw my drawing on the front page. It's awesome and embarrassing at the same time (I could have done better shading). Anyway thanks for adding my picture on the front page


Anyway just want to say that I love this mod, and its small independent world filled with mechs, its probably my most used mod.
Small thing to improve on: I find it a bit odd that strike craft sized ships are flying around the strategic map, when they pop out of carriers at the beginning of the combat.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: DatorCorp on March 03, 2024, 11:20:54 AM
got crash after battle, no wingcom installed on any ship

934558 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:269)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615)
   at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.L.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.?00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: hal970 on March 03, 2024, 05:17:02 PM
Registered to post on forums as I was referred from USC techsupport to post my post-battle CTD that others seems to be facing with the error code "java.lang.NullPointerException: Cannot invoke "java.util.Map.entrySet()" because "this.promoteablePilots" is null"

Below is a partial starsector.log:

10699991 [Thread-8] INFO  sound.OooO  - Playing music with id [Spacer20Seconds.ogg]
10700064 [Thread-2] INFO  exerelin.campaign.ColonyManager  - Market Phoenus adding 1.11 profit margin (27250 profit, 24570 cost)
10700064 [Thread-2] INFO  exerelin.campaign.ColonyManager  - This will be worth 887 XP at month end (about 8873/month)
10702155 [Thread-2] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 6 notable members
10702155 [Thread-2] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 6 notable members
10702155 [Thread-2] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 6 notable members
10702169 [Thread-2] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 6 notable members
10702169 [Thread-2] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 6 notable members
10702248 [Thread-2] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at khuno_market
10702248 [Thread-2] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.35
10702248 [Thread-2] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
10702248 [Thread-2] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
10702248 [Thread-2] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.1
10702248 [Thread-2] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
10702499 [Thread-8] INFO  sound.O  - Creating streaming player for music with id [campaign_neutral_encounter_01.ogg]
10702500 [Thread-8] INFO  sound.OooO  - Playing music with id [campaign_neutral_encounter_01.ogg]
10704581 [Thread-2] DEBUG mmm.campaign.ForceAutoResolveInjector  - ForceAutoResolve: force=true, threshold=59.36, player_strength=1,407.508, allies_strength=1,407.508, enemy_strength=16.96
10708767 [Thread-2] INFO  data.scripts.plugins.fed_shipDeath  - Star Federation fed_shipDeath: init successful
10708776 [Thread-2] INFO  data.scripts.plugin.MusicPlugin  - The ratio for this battle is : 3%
10708776 [Thread-2] INFO  data.scripts.plugin.MusicPlugin  - The Faction [Derelict] does not have custom music.
10709778 [Thread-6] INFO  sound.O  - Cleaning up music with id [campaign_neutral_encounter_01.ogg]
10710007 [Thread-8] INFO  data.scripts.plugin.MusicPlugin  - The ratio for this battle is : 3%
10710007 [Thread-8] INFO  data.scripts.plugin.MusicPlugin  - The Faction [Derelict] does not have custom music.
10710007 [Thread-8] INFO  sound.O  - Creating streaming player for music with id [Spacer15Seconds.ogg]
10710011 [Thread-8] INFO  sound.OooO  - Playing music with id [Spacer15Seconds.ogg]
10728311 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship LIV Stardust, isEnemy 0
10728311 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Antares Bright, isEnemy 0
10747230 [Thread-6] INFO  sound.O  - Cleaning up music with id [Spacer15Seconds.ogg]
10748697 [Thread-2] INFO  indevo.items.listeners.ShipComponentLootManager  - Before Player: 563 before enemy: 19.0 destroyed: 19.0
10748697 [Thread-2] INFO  indevo.items.listeners.ShipComponentLootManager  - FP Qualification:false destroyed qualification: false
10750641 [Thread-2] INFO  sound.O  - Cleaning up music with id [Spacer20Seconds.ogg]
10751333 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.util.Map.entrySet()" because "this.promoteablePilots" is null
java.lang.NullPointerException: Cannot invoke "java.util.Map.entrySet()" because "this.promoteablePilots" is null
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:269) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.voidnew.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: shoi on March 03, 2024, 07:14:04 PM
so... I have no idea what is causing this, since there hasn't been any recent updates yet this is all cropping up at the same time now which is extremely weird

I can't reproduce this crash, so here is an untested attempt at a fix (https://drive.google.com/file/d/1AZMbJXJacwKqL53eDWhXHBtqVv5RzdM_/view?usp=drive_link)

make a copy of the jar file in the jar folder and stick this one there instead.


Hi
I'm a long time lurker, just came here to update my version and saw my drawing on the front page. It's awesome and embarrassing at the same time (I could have done better shading). Anyway thanks for adding my picture on the front page


Anyway just want to say that I love this mod, and its small independent world filled with mechs, its probably my most used mod.
Small thing to improve on: I find it a bit odd that strike craft sized ships are flying around the strategic map, when they pop out of carriers at the beginning of the combat.

Thanks! I'll put your name in the OP for credit :)
I tried hiding them previously, but their engine contrails were still visible..? Not sure, but maybe it's possible to hide them now. I will look into it/
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: hal970 on March 03, 2024, 07:55:59 PM
so... I have no idea what is causing this, since there hasn't been any recent updates yet this is all cropping up at the same time now which is extremely weird

I can't reproduce this crash, so here is an untested attempt at a fix (https://drive.google.com/file/d/1AZMbJXJacwKqL53eDWhXHBtqVv5RzdM_/view?usp=drive_link)

make a copy of the jar file in the jar folder and stick this one there instead.

Thank you for the quick hotfix.  I applied it and just loaded a save I made just prior to the post-battle CTD, and did not get the error.

Thank you again, and fingers crossed.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: PFleur on March 03, 2024, 08:27:13 PM
Hi, I'm getting an error (Error no rule found for option armaa_lppGileadShrineVisitStart, adding a failsafe option to exit dialogue) when visiting the Gilead shrine with Dawn. It'd previously been visited, though that hadn't caused an issue with Hesperus.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: TheDerpyPotato on March 04, 2024, 04:56:27 AM
Ive been using the new version of AA (3.0.5) and been getting this CTD part of the way into my saves and im not sure how to fix it or if its just a bug with the mod.

667370 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.armaa_wingmanPromotion.adjustRelations(armaa_wingmanPromotion.java:368)
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:246)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615)
   at com.fs.starfarer.ui.newui.W$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.p.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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)
667477 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_pirate_encounter_02_hostile.ogg]
667477 [Thread-10] INFO  sound.OooO  - Playing music with id [faction_pirate_encounter_02_hostile.ogg]

Im assuming this is a crash relating to AA given all the references to it. I tried the fix you posted a few replies back but it didnt help.
Hopefully this log helps fix the mod.
Have a good day
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: NikoTheGuyDude on March 04, 2024, 09:14:05 AM
The new mensan (or whatever the ARMAA planet is called) music doesnt stop when you leave. It persists even to the title screen
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: shoi on March 04, 2024, 09:57:42 AM
Ive been using the new version of AA (3.0.5) and been getting this CTD part of the way into my saves and im not sure how to fix it or if its just a bug with the mod.

667370 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.armaa_wingmanPromotion.adjustRelations(armaa_wingmanPromotion.java:368)
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:246)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615)
   at com.fs.starfarer.ui.newui.W$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.p.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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)
667477 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_pirate_encounter_02_hostile.ogg]
667477 [Thread-10] INFO  sound.OooO  - Playing music with id [faction_pirate_encounter_02_hostile.ogg]

Im assuming this is a crash relating to AA given all the references to it. I tried the fix you posted a few replies back but it didnt help.
Hopefully this log helps fix the mod.
Have a good day
Updated the jar, give it another go

The new mensan (or whatever the ARMAA planet is called) music doesnt stop when you leave. It persists even to the title screen
Does this always happen for you? Just tried now and it fades out as expected.

Hi, I'm getting an error (Error no rule found for option armaa_lppGileadShrineVisitStart, adding a failsafe option to exit dialogue) when visiting the Gilead shrine with Dawn. It'd previously been visited, though that hadn't caused an issue with Hesperus.

Thanks for report, I probably missed a branch somewhere
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: TheDerpyPotato on March 04, 2024, 10:28:01 AM
Perfect! The new jar works and I've had two combats since installing it and no CTD after looting.

Glad I could help fix the problem and i will let you know if i run into any other problems.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: BrotherMatt on March 04, 2024, 04:27:16 PM
Hey, so I've been getting this CTD after any combat I've done. I have the most recent armaa loaded in.

6856466 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:269)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615)
   at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.L.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int. 00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: DatorCorp on March 04, 2024, 05:56:44 PM
got the last jar patch you provided, got this crash at the end of a fight

147215 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextNode(HashMap.java:1445)
   at java.util.HashMap$EntryIterator.next(HashMap.java:1479)
   at java.util.HashMap$EntryIterator.next(HashMap.java:1477)
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:269)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615)
   at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.L.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.voidnew.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.?00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: shoi on March 04, 2024, 06:00:20 PM
@dator
post your modlist here please

Hey, so I've been getting this CTD after any combat I've done. I have the most recent armaa loaded in.
see the posts before yours
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: DatorCorp on March 04, 2024, 07:15:28 PM
here, all selected :

0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.97a-RC11 launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in E:\Game\Starsector0.97\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 10 10.0
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.8.0_271 (64-bit)
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Max memory: 8192MB
18   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: pantera_ANewLevel40R [E:\Game\Starsector0.97\starsector-core\..\mods\A New Level of Confidence - 40 - Rapid]
20   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: aptlysimplehullmods [E:\Game\Starsector0.97\starsector-core\..\mods\Aptly Simple Hullmods]
21   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Cryo_but_better [E:\Game\Starsector0.97\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: aod_vos [E:\Game\Starsector0.97\starsector-core\..\mods\Ashes of  The Domain - Virtue Of Society]
24   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: aotd_vok [E:\Game\Starsector0.97\starsector-core\..\mods\Ashes of  The Domain- Vaults of Knowledge]
25   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: automatedcommands [E:\Game\Starsector0.97\starsector-core\..\mods\AutomatedCommands]
26   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_autosave [E:\Game\Starsector0.97\starsector-core\..\mods\Autosave]
28   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: A_S-F [E:\Game\Starsector0.97\starsector-core\..\mods\A_S-F]
29   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: timid_admins [E:\Game\Starsector0.97\starsector-core\..\mods\Better Colonies]
30   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: BSC [E:\Game\Starsector0.97\starsector-core\..\mods\BSC 0.1.98.3]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: capturecrew [E:\Game\Starsector0.97\starsector-core\..\mods\CaptureCrew]
33   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: carrierui [E:\Game\Starsector0.97\starsector-core\..\mods\CarrierUI-1.0.3]
34   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: cmutils [E:\Game\Starsector0.97\starsector-core\..\mods\CMUtils]
35   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_radar [E:\Game\Starsector0.97\starsector-core\..\mods\Combat Radar]
36   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: combatactivators [E:\Game\Starsector0.97\starsector-core\..\mods\Combat-Activators-v1.3.0]
38   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_console [E:\Game\Starsector0.97\starsector-core\..\mods\Console Commands]
39   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: degenerateportraitpack [E:\Game\Starsector0.97\starsector-core\..\mods\Degenerate Portrait Pack]
40   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: DetailedCombatResults [E:\Game\Starsector0.97\starsector-core\..\mods\DetailedCombatResults]
41   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: diableavionics [E:\Game\Starsector0.97\starsector-core\..\mods\Diable-Avionics-v2.8.3]
42   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: diyplanets [E:\Game\Starsector0.97\starsector-core\..\mods\DIYPlanets]
44   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: exoticatechnologies [E:\Game\Starsector0.97\starsector-core\..\mods\Exotica-Technologies-v1.8.5]
45   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lyr_ehm [E:\Game\Starsector0.97\starsector-core\..\mods\Experimental Hull Modifications]
46   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: fast_engine_rendering [E:\Game\Starsector0.97\starsector-core\..\mods\FastEngineRendering]
47   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: fleet_journal [E:\Game\Starsector0.97\starsector-core\..\mods\Fleet Journal]
48   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: sun_fuel_siphoning [E:\Game\Starsector0.97\starsector-core\..\mods\Fuel Siphoning]
50   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: gflportraitpack [E:\Game\Starsector0.97\starsector-core\..\mods\Girls Frontline Portrait Pack]
51   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: GrandColonies [E:\Game\Starsector0.97\starsector-core\..\mods\Grand.Colonies2.0.e]
52   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shaderLib [E:\Game\Starsector0.97\starsector-core\..\mods\GraphicsLib]
54   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: HexShields [E:\Game\Starsector0.97\starsector-core\..\mods\HexShields]
55   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: hostileIntercept [E:\Game\Starsector0.97\starsector-core\..\mods\Hostile Intercept]
56   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: sun_hyperdrive [E:\Game\Starsector0.97\starsector-core\..\mods\Hyperdrive]
57   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: illustrated_entities [E:\Game\Starsector0.97\starsector-core\..\mods\Illustrated.Entities1.1.b]
58   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: IndEvo [E:\Game\Starsector0.97\starsector-core\..\mods\Industrial.Evolution3.3.e]
59   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: timid_xiv [E:\Game\Starsector0.97\starsector-core\..\mods\Iron Shell 1.183aj]
61   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: largerZoomOut [E:\Game\Starsector0.97\starsector-core\..\mods\Larger Zoom Out]
62   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [E:\Game\Starsector0.97\starsector-core\..\mods\LazyLib]
63   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: leadingPip [E:\Game\Starsector0.97\starsector-core\..\mods\Leading Pip]
64   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: logisticsNotifications [E:\Game\Starsector0.97\starsector-core\..\mods\Logistics Notifications]
65   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: luddenhance [E:\Game\Starsector0.97\starsector-core\..\mods\Luddic_Enhancement]
67   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lunalib [E:\Game\Starsector0.97\starsector-core\..\mods\LunaLib]
68   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: MagicLib [E:\Game\Starsector0.97\starsector-core\..\mods\MagicLib]
69   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: missingsuperships [E:\Game\Starsector0.97\starsector-core\..\mods\Midline supers]
70   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: missingshipscivilian [E:\Game\Starsector0.97\starsector-core\..\mods\Missing civies]
71   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: missinghegemonyauxiliaryships [E:\Game\Starsector0.97\starsector-core\..\mods\Missing heg auxiliary]
72   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: missingmidlineships [E:\Game\Starsector0.97\starsector-core\..\mods\Missing midline]
73   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: missingpatherships [E:\Game\Starsector0.97\starsector-core\..\mods\Missing pathers]
74   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: missingshipspirate [E:\Game\Starsector0.97\starsector-core\..\mods\Missing pirates]
75   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: more_hullmods [E:\Game\Starsector0.97\starsector-core\..\mods\More HullMods]
76   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: MoreBarMissions [E:\Game\Starsector0.97\starsector-core\..\mods\MoreBarMissions]
78   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: MoreMilitaryMissions [E:\Game\Starsector0.97\starsector-core\..\mods\MoreMilitaryMissions]
79   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: nexerelin [E:\Game\Starsector0.97\starsector-core\..\mods\Nexerelin]
80   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: PAGSM [E:\Game\Starsector0.97\starsector-core\..\mods\PAGSM v1.14.preview]
81   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: planet_search [E:\Game\Starsector0.97\starsector-core\..\mods\PlanetSearch]
83   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: PirateMiniMegaMod [E:\Game\Starsector0.97\starsector-core\..\mods\PMMM]
84   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: QualityCaptains [E:\Game\Starsector0.97\starsector-core\..\mods\Quality Captains]
85   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: assortment_of_things [E:\Game\Starsector0.97\starsector-core\..\mods\Random-Assortment-of-Things]
86   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: RetroLib [E:\Game\Starsector0.97\starsector-core\..\mods\RetroLib]
87   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: salshiexp [E:\Game\Starsector0.97\starsector-core\..\mods\Salvage Ship Expansion 0.4.5]
88   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: scalartech [E:\Game\Starsector0.97\starsector-core\..\mods\scalartech-solutions-0.9.1]
90   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: swp [E:\Game\Starsector0.97\starsector-core\..\mods\Ship and Weapon Pack]
91   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: spacetruckin [E:\Game\Starsector0.97\starsector-core\..\mods\SpaceTruckin [v1.4a]]
92   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: speedUp [E:\Game\Starsector0.97\starsector-core\..\mods\SpeedUp]
93   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: armaa [E:\Game\Starsector0.97\starsector-core\..\mods\SS-armaa-3.0.5]
94   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: sun_starship_legends [E:\Game\Starsector0.97\starsector-core\..\mods\Starship Legends]
96   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: alcoholism [E:\Game\Starsector0.97\starsector-core\..\mods\Substance.Abuse1.1.b]
97   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: tahlan [E:\Game\Starsector0.97\starsector-core\..\mods\tahlan-shipworks-1.2.7]
98   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Terraforming & Station Construction [E:\Game\Starsector0.97\starsector-core\..\mods\Terraforming and Station Construction]
99   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: timid_tmi [E:\Game\Starsector0.97\starsector-core\..\mods\Too Much Information]
100  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: uaf [E:\Game\Starsector0.97\starsector-core\..\mods\UAF]
101  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: vic [E:\Game\Starsector0.97\starsector-core\..\mods\VIC]
102  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: WEAPONARCS [E:\Game\Starsector0.97\starsector-core\..\mods\WeaponArcs]
103  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: whichmod [E:\Game\Starsector0.97\starsector-core\..\mods\WhichMod]
104  [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [..\\mods/enabled_mods.json]
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: NikoTheGuyDude on March 05, 2024, 03:36:05 PM
Yes, the music bug always happens for me. It happens even when I call up the armaa contact on menshan, I have to literally close the game to get it to stop.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: NikoTheGuyDude on March 05, 2024, 03:37:27 PM
If it helps, I run java 23, with the listed mods.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: TheDerpyPotato on March 07, 2024, 01:56:11 PM
Hey, getting another CTD in the same exact fasion as the last time but different error.
After a battle and looting the salvage immediate CTD.
Also using java 8 and running on linux (not sure if relevant)

9962514 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextNode(HashMap.java:1445)
   at java.util.HashMap$EntryIterator.next(HashMap.java:1479)
   at java.util.HashMap$EntryIterator.next(HashMap.java:1477)
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:269)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615)
   at com.fs.starfarer.ui.newui.W$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.p.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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)

Im not sure if its todo with the fact that i have quality captains and the lvl 40 mod (rapid edition) that it isnt playing nice with this promotion thing?
Anyways i hope this helps :)
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: shoi on March 08, 2024, 12:00:54 AM
I've somewhat recovered modding willpower after lack of motivation, I will try to release a new update with the fixes to this crash and a few other things included sometime over the weekend.

Hey, getting another CTD in the same exact fasion as the last time but different error.
After a battle and looting the salvage immediate CTD.
Also using java 8 and running on linux (not sure if relevant)

9962514 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextNode(HashMap.java:1445)
   at java.util.HashMap$EntryIterator.next(HashMap.java:1479)
   at java.util.HashMap$EntryIterator.next(HashMap.java:1477)
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:269)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615)
   at com.fs.starfarer.ui.newui.W$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.p.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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)

Im not sure if its todo with the fact that i have quality captains and the lvl 40 mod (rapid edition) that it isnt playing nice with this promotion thing?
Anyways i hope this helps :)

redownload the hotfix jar, should resolve CoModification issue

If it helps, I run java 23, with the listed mods.

thanks, i'll investigate
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Artarion on March 08, 2024, 02:24:03 AM
Not a bug report, just wanted to say that new kshatriya looks great, waiting for finished version.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: terracide99 on March 09, 2024, 02:43:00 PM
Can you change the structure threshold for repairs to an adjustable variable instead of static 60%?

The current value is okay for new start, but usually it's not enough for mid-late game for strike craft frigates to get away
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Talkie Toaster on March 09, 2024, 04:29:31 PM
Anyone have any tips for getting 1-size wing pilots to level up? With a wing size of 1, all losses are wing leader losses and so the squadron just doesn't seem to get XP at any rate. Even ships with Recall Devices don't seem to help.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: shoi on March 10, 2024, 09:23:49 PM
Can you change the structure threshold for repairs to an adjustable variable instead of static 60%?

The current value is okay for new start, but usually it's not enough for mid-late game for strike craft frigates to get away

yes, I will add some configuration options in the lext update w/ lunalib.
repair threshod, HI-MAC input delay, and a few other things can be adjusted.

Anyone have any tips for getting 1-size wing pilots to level up? With a wing size of 1, all losses are wing leader losses and so the squadron just doesn't seem to get XP at any rate. Even ships with Recall Devices don't seem to help.

seems to be a bug, since the most OP combo with wingcom is usually some strong modded 1-wing superfighter. I will investigate

I wonder if it would be possible to add a bit more options in like.. how many Aces you have and in what wings they are in.
If you have a carrier that can take 6 wings. That can become like.. 20+ aces. Which is a little too much for me.
Being able to change their name, gender (and aggression?) and Chatter personality (for Combat chatter stuff) would be cool too. Since I kind of want to put my friends into my Flagships wings and stuff like that.

Edit 23/02-11:56: In fact, making it so each Ace is a wing leader (with wingmen under them to fill the spots(if applicable. IE, you have more than 1 wing)) would also be a cool thing. and then also allows you to name each wing as a separate thing rather than have them all under 1 name.
Like.. with 6 wings on a carrier (or more). That's at least 6-12 at the least, or 36+ at most (6 ships in 1 wing is the most I've seen). That's close enough to fill a whole Aircraft squadron (12-24 planes). And split them up into wings

So if I wanted to make Rogue Squadron or whatever. I can then name each wing in the squadron like.. Red, Blue, Gold.. etc. But instead of handling up to 36 individual aces. It'll just be 6, 1 per wing.
And if you promote a wingleader, the next wingman in line can take over.. or it's assumed the whole wing goes with him as bridge crew or whatever.

In turn this would mean you have less people, And less officer promotions, to deal with. Making each ace/wingleader just that more special to you.
Cause having to turn down like 20 officer promotions is also a little silly, and makes it a little bit too easy to get rank 6 officers.

probably may be best to reduce the number of named pilots player can bring to bear. mass fighters with skills is just really strong. there are ways to mitigate it (i could just enable wingcom pilots being killable, the only reason they arent now is because it would mostly be RNG based), but i should think about it more.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: johncrow1988 on March 11, 2024, 12:02:17 AM
Is the submod for the Diablo Avionics and vanilla still work?
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Seti on March 11, 2024, 11:09:50 AM
Hey, got a freeze, the logs stops exactly as the game freezes so there is nothing relevant in it, but I managed to determine that the freeze is caused by the wingcom, as it happens only if i deploy a carrier with a wingcom, any suggestions? I really like your mod, always did, esspecially wingcom
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Seti on March 11, 2024, 11:39:38 AM
Ok, after extensive testing, it seems that this happens only on my save, only on one ship, i am very confused

EDIT: narrowed it down even more, its specifically when you pilot a fenris class ship and go autopilot
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Brainwright on March 11, 2024, 02:14:09 PM
Is the submod for the Diablo Avionics and vanilla still work?

The last time those were worked on was .95.  Some core changes were made .96, so I doubt they still work.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Brainwright on March 12, 2024, 12:05:48 PM
Got this error when trying to complete the Luddic Pilgrimage.  I haven't taken Dawn to all the sites, so is that part of the error?

Spoiler
(https://i.imgur.com/a3Yp6aE.png)
[close]
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: shoi on March 12, 2024, 09:30:58 PM
Seems like I put a bad id for visiting gilead again but first time for dawn. was dawn with you the first time you went?
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Matheld on March 14, 2024, 08:04:05 PM
probably may be best to reduce the number of named pilots player can bring to bear. mass fighters with skills is just really strong. there are ways to mitigate it (i could just enable wingcom pilots being killable, the only reason they arent now is because it would mostly be RNG based), but i should think about it more.

Not to repeat what I already wrote. But I do think reducing the number of aces down to a handful, and assigning them to a whole wing rather than individual crafts (with their wingmates just being.. -wingleadercallsign-2, -wingleadercallsign-3, etc), would probably be the easiest and most logical course of action. You know, same way you assign an officer to a regular fleet ship? Make their skills affect their wing as a whole.

Wingcom pilots being killable wouldn't really solve the issue at large either. Since you're still juggling dozens of aces all at once. Which kind of also means that you kind of.. never just grow attached to a certain pilot, since they're just one amongst a bunch. With Aces being Wingleaders (Wingcom Wingleaders? Wingcomleaders? Wingcom Wings?), there'd be few enough to care about.
At least as far as the RP goes. Either case though, love the mod. Love the chatter and little names over my fighters as they zip around.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Talkie Toaster on March 15, 2024, 08:44:17 AM
Anyone have any tips for getting 1-size wing pilots to level up? With a wing size of 1, all losses are wing leader losses and so the squadron just doesn't seem to get XP at any rate. Even ships with Recall Devices don't seem to help.

seems to be a bug, since the most OP combo with wingcom is usually some strong modded 1-wing superfighter. I will investigate
Thanks! It fixed after I moved the officer to a different ship, so it was easy enough to get around.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: Brainwright on March 15, 2024, 06:08:21 PM
Seems like I put a bad id for visiting gilead again but first time for dawn. was dawn with you the first time you went?

No.  I think I've gone to all the other sites with her, even though some I had already gone and didn't get the normal dialogue.

Looking at the log doesn't seem to show anything relevant.
Title: Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
Post by: 0202 on March 16, 2024, 01:31:57 AM
Sorry to bother you, but as I need to update my Chinese translation, may I ask when your next update will be? :'(