public static boolean isFighterOrDrone(ShipAPI ship)
{
return ship.isFighter() || ship.isDrone() || isFakeFighter(ship);
}
public static boolean isFakeFighter(ShipAPI ship)
{
return ship.getHullSpec().hasTag("fake_fighter");
}
void setHullSize(HullSize hullSize);
OK can give one really simple and low hanging fruit example off the top of my head that is even easy to test and observe.
Would be really cool if this evolves into a full Faction Mod.
Creating a rival to Diable Avionics with different objectives, or perhaps and ally for Diable Avionics (considering how many enemies they have on a Nexerelin run)
This looks amazing, keep it up!
Spoiler1.0.5
--------------------
-Any carrier with at least 1 Cataphract wing will now get the hullmod "cataphract complement" that grants small ground support bonus, applied when visiting markets
=== Einhänder ===
-can start active vent during phase instead of having to exit phase first, and then venting.
- Increased OP from 30 -> 35
- Added small SYNERGY hardpoint
- Decreased armor from 325 -> 310.
-Juno-
- Increased Juno's per shot damage from 83 -> 100
- Burst size decreased 16->9
- EMP Damage Increased 30->60
- Juno now has a 25% chance to create EMP arcs on impact that do 3x EMP damage(150) and 1/2 its per shot damage(50) in energy
- Chargedown decreased 3->2
-AS Javelin renamed -> AS Glaive ((II has weapon with very similar name))
- Damage decreased from 500 -> 400
- Ammo decreased from 10 -> 4
- chargedown decreased from 6->3
- EMP Damage increased 0 -> 200
- No longer fully reloads between engagements
-Homing Laser-
- Chargedown decreased from 12->10
- Limited Ammo weapons can be reloaded by returning to carrier, if the weapons max ammo count is at least 2 (no spamming reapers ): )
- Einhänder has been fully switched to fighter hullsize, outside of a few edge cases. Gameplay wise this means it **should** suffer or benefit from all the same effects that fighters do, including custom ones (so long as that effect checks if a ship is a **fighter** and not checking its **fighter_wing**), including custom ones, and AI will react and evaluate it as as a fighter also. Thanks to MesoTronIk for bringing this to my attention.
-Fighter Doctrine Lv2 bonus now applies to the Einhänder as well
=== Valken ===
-Fixed severed Valken arms showing up in markets.
-Replaced Valken's AAF system with new system: GU-14 Firebolt Feeder
+25% Damage, +25% ROF, -10% Flux Cost for ballistics[close]
public static boolean isFighterOrDrone(ShipAPI ship)
{
return ship.isFighter() || ship.isDrone() || isFakeFighter(ship);
}
public static boolean isFakeFighter(ShipAPI ship)
{
return ship.getHullSpec().hasTag("fake_fighter");
}
Is the Bihänder wing intentionally called "Bihänder New Variant", or is this a mistake? It doesn't seem to line up with the other cataphract's naming convention.Spoiler(https://i.imgur.com/EifpUI7.png)[close]
Thanks for the update! Also it's a little nitpicky but you can use OBS to record gameplay instead of Bandicam, it's free and open-source recording and streaming app ;D
Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.
Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.
Thanks for letting me know! I did a quick double check and don't see anything missing in the files, so just to double check do you happen to have MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.msg230881#msg230881) and installed?
EDIT: Nevermind, I see what the issue is. Fixed!
V1.1.1
---------
Einhänder:
-Increase turn rate 100->110
Offense Mode: Speed+Manuverability:40%->50%
Corrected system desc; stated 30% dmg increase, replaced with more accurate description
Juno DMG: 100->110;
DP: 7 -> 6
-Juno hit fx with system active reduced in intensity
-misc fx adjustments
- AI controlled Einhänder will autonomously return to carrier at low CR
---------
Bihänder:
-System: Damper-> Production P-Damper
-HP: 700
-Armor: 150->200
Replaced Micromissile -> Homing Laser
---
Awesome! Love the new updates to the mod. Keep up the great workThanks :)
Upon deploying the Einhänder (seemingly only when I'm not currently piloting it), I crash. Here's the relevant part of the log.Spoiler35511 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.tasks.CombatTask.o00000(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.createAssignment(Unknown Source)
at data.scripts.plugins.armaa_EinhanderHaxPlugin.advance(armaa_EinhanderHaxPlugin.java:75)
at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
This even happens in the mission accessible from the main menu.
Edit: Also occurs if switching from the Einhänder to another ship, but not when toggling autopilot.
V1.1.2 (https://mega.nz/file/aZ8XlIhQ#X2ZOWr7QicBh6YzhYIRwlZkWJWoeKgFyjKOwpDt2QBk)
---------
-Fixed crash when deploying AI-controlled Einhänder in certain order
-Fixed crash when deploying Einhänder without any weapons assigned to the Pila
V1.1.3
------------
DOWNLOAD V1.1.3 (https://mega.nz/file/KJ1ywTwA#ocx2juYu3bqYVVWbjEGHDvWPZmNJS-L8uS_zqZUbPZU)
-small fx adjustment on Einhänder + Bihänder
-Add system desc for P-Damper Field (Bihander ver)
-Fix bug where Pila would never equipped their assigned weapon due to bad logic
Alright I'm back again, I've noticed the kouto wing seems to be either missing a weapon, or the change wasn't reflected right in the patch notes.(note the first weapon lacks a name)Spoiler(https://i.imgur.com/M14felr.png)[close]
Looking at the files, "armaa_kouto_torso" appears to have been a weapon at some point, it's also unique in the fact that it's missing the SYSTEM tag. I've dug up my old version, seems that it used to be a "Micro Missile Pod" at some point.
While I'm at it, the homing laser is missing a primary role.
Finally, I'm curious as to why the vulcan built ins differ from the standard vulcan. Were they too strong as-is, or was it for a different reason?
Edit: While testing for the missing weapon, I saw that the Valken wing doesn't appear for use in missions. Not really a big deal, since it appears in the campaign, but odd nonetheless.
Wow. Very nice! It seems that auto pilot is not working if you set hullsize to fighter. I am working on something similar and I ran into the problem of losing auto pilot as well. For me the soft breaks mentioned by MesoTronik is more playable right now. Especially if you want to have multiple fake fighters in the fleet, they need auto pilot. Oh well.
ui = engine.getCombatUI();
if(ui.isShowingCommandUI())
{
fighter.setHullSize(HullSize.FRIGATE);
}
How did you get the Einhander bits to be selectable on the ship refit screen? That's really cool, I'll take a look. Thanks for the mod.
V1.1.4
------------
DOWNLOAD V1.1.4 (https://mega.nz/file/aM1G1JrK#tUmaz9EBq9gpsfN7l3-mEZsiV7OIHgq_3dmwJ7SJatA)
V1.1.4
---------
- Fixed damage bug with Starship Legends
- Added Nex Carrier(small) start
- Can now immediately issue orders to Einhänder instead of having to open Command UI and unpausing
- Fixed "bug" where Einhänder being the last living friendly remaining would result in an instant loss
Cataphract Complement:
-Each wing now grants a different ground support bonus:
Valken, Kouto: 4
Bihander: 16
Ilorin: 12
Einhänder:
-Phase Damper Field Time Dilation: 50%->60%
-Phase Damper Field Beam Resistance: 40%->50%
-Beam Coat Beam Resistance: 35%->40%
-Beam Coat tooltip stated total stacking beam resistance was 77% when it was in reality around 60%, corrected to reflect new values. Max resistance is 70%
-With these changes beam heavy enemies and burst PD beams shouldn't be as insurmountable, while remaining a threat
-AS Glaive size: Medium->Small, this will give it a more accurate (and reduced weapon health) HP for its physical size
-Increased texture scroll speed on AS Glaive's trail
-Added role for Homing Laser
-Vulcan Cannon: Chargedown: .1 -> 0.05, Damage: 35->25, Range: 350->250; Replaced projectile for vanilla vulcan_shot
Kouto:
-Added System: Overshield
-Shield Radius: 90->75
-Blank Torso Weapon-> Seeker Flares
Valken:
-Wing Size: 3->5
-IR Pulse Laser: Energy/Shot: 0->50
-Flux Dissipation: 25->60
-Adjusted sprite
-Vulcan Cannon: Chargedown: .1 -> 0.05, replaced projectile for vanilla vulcan_shot
-Refit Time: 10->9
-Changed Engine Style from lowtech to midline
Ilorin:
-Rocket Pod Ammo: 9->15
-Added System: Fast Missile Racks
-Minor description tweaks
-replaced midline tags with low tech
I'm really enjoying your mod, more mechs are always welcome as far as I'm concerned! The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should. As a heads up to anyone updating to 1.1.4 it might be incompatible with saves from 1.1.3, I got an error when I tried to load my save with the new version then it loaded right up when I reverted to 1.1.3. It might just be a problem I'm having though since I use a lot of mods. Wasn't a big deal in either case for me as I wasn't very far along in my current campaign so I'll just roll with 1.1.4. Thanks for all your work bringing these neat mechs into the game.
The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should.
I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?
But overall, it works. I would be interested in seeing more content from this mod. A Tri-tachyon equivalent to the Einhander, some hacked together Luddic Cataphract... There's many possibilities for expanding the mod.
However.
The whole playable fighter shitck might make the whole ordeal trickier than for a standard mod. Yes, i would eventually love to fly a pilotable mech with a custom loadout. A chaingun in your right hand? Sure. A phase lance (phase blade?) in your left? Awesome. Hammers in the shoulder pods? Of course i'd like that (just throwing exemples here). The problem is : it wouldn't work really well for a playable fighter. Because hovering over a target with custom guns, or even powerful built-ins is bound to be a balance headache. The player could mercilessly exploit it, like i did, or worse, being on the receiving end of it. That issue can be countered by only allowing relatively weak weapons on a playable cataphract, similar to the Einhander, but then it would be also be cursed with the "toy syndrome", limiting its usefulness.
I don't know what's your roadmap for the future of the mod, so maybe all my rambling is irrelevant. Still, if you're planning to add new content, i'd be curious to see you attempt something more "normal" like a non fighter mech, a bit like the Tahlan Regalias. From there, you can see whether or not it works, and if it's worth expanding upon. So yeah, i'll keep an eye open on your future updates.
I'm guessing we can't use the Bit drones on anything but the 'armaa_einhander' hull? I've been tinkering with making skins for the Einhander and it looks like it breaks changing the drones' weapons. The fake Bit module doesn't appear in the refit screen.
hmm, there's nothing in the script that would stop the module from appearing.
I'm gonna assume you duplicated and renamed the hull; did you create a new variant for it as well? Modules are assigned by variant files, so If that's the case, it may not be showing up because the new hull doesn't have the fake module specified in a variant file.
I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?
QuoteI won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?
dont listen him, i tired of hundred mods with BIIIIG SHIPS YAAAAAA. Its very satisfying to play with small fighter or ship and play own role in big fight. While big ships fighitin each other u do own job, like supportin big ships, defending it from bombers and stuff as tiny piece in ur fleet war machine. Very thnks for the mod, hope will be more playable as pilot mechs and weapons to refit them.
hi!, dont know why but causes a null exception when i try to fly the fighter in simulation (the sighter ship, not one of the wings) cheers!
QuoteI won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?
dont listen him, i tired of hundred mods with BIIIIG SHIPS YAAAAAA. Its very satisfying to play with small fighter or ship and play own role in big fight. While big ships fighitin each other u do own job, like supportin big ships, defending it from bombers and stuff as tiny piece in ur fleet war machine. Very thnks for the mod, hope will be more playable as pilot mechs and weapons to refit them.
Hi there, I can't seem to access the posted download link; the redirection to tinyurl is giving me an error. Anyway, the Altagrave looks cool to fly around, this mod reminds me of a mobile game called Iron Saga. From what I see, Arma Armatura is slowly building up its roster, perhaps it will turn into a full blown faction soon.
Looking forward to more mechas in space!
Do you happen to have the name of a carrier it doesn't work on? I can probably look and pin down the issue with that to bounce off of
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)
I adore the Iloren. Trident, Broadsword, Iloren on a Heron and they're gonna have a bad day.
can i get a 0.9.1a download ?
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.)
I keep gettig a crash in the mission simulations when trying to fire the small mech's main gun when using the ship system....
thank you very muchcan 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
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 ?
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.
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?
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
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.
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 followsSpoiler18158754 [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!
Power wise, how do these compare to the Diable Avionics wanzers?
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'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?
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?
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.
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 :(
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.
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 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.
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.
Also what do you mean about clicking onto modules? Einhander doesn't have any modules, does it?
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
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.
As for EX, hmm..maybe I increase pellet damage by 10%
I got some things to ask about the Einhander (player pilotable version).-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
- 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.
How would I go about changing it so in Nex the Alt EX is an option to start with?
How does one get a hold of the trihander?
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?
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.
YES!!! Thanks for the update, your work is pure GOLD!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... :(
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.
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.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.
Not sure when that happened as I missed a few updates. Thoughts?
Really liking the new docking functionality btw! It's a great addition.
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.
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)
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!
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)
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.
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.
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?
Anyone know if it is possible to make a navy of cataphracts?
oh, I think im comparing trihander to gregga. nvm
How would you go about building a trihander?
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!
Picking the ArmaA start sets your relation to everyone to 0, this includes Pirates, Pathers, and even [REDACTED].
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
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.
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.
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...
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 ?
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
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?
I know its a pretty stupid thing to ask, half expect you already got that question...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.
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?
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?
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.
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
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.you can only dock when HP < 50% or out of ammo
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?
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
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
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 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
It's kind of a strange mixture between fighter and frigate characteristics.
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.
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
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.
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?
the feets are fitted with wheels on the inside that poke from under
It's kind of a strange mixture between fighter and frigate characteristics.
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.
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.
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
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
ship.setHitpoints(0);
Global.getCombatEngine().removeEntity(ship);
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
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]
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.
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.
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)!
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)
A balance idea about the laser blade.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
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.
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:line 225 is:CodeIs there something big that I am missing? Thanks for any assistance216344 [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)
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
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)
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
A balance idea about the laser blade.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
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.
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
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?
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.
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....
-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
snipThis 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
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 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).
yeah, wip weapon that I forgot to remove from release.48.000 EMP damage every 10s? Whoa!
yeah, wip weapon that I forgot to remove from release.
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?
.......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
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
yeah, its pretty nuts at the moment, though the EMP isnt even the worst thing about ityeah, wip weapon that I forgot to remove from release.48.000 EMP damage every 10s? Whoa!
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 ?
You can look at fighter's weapons stats now by hitting F1 while you have the fighter's tooltip up.
I see a mecha's remotely-controlled/-guided fist and immediately think ROCKETOPUNCH!! Alternatively, BOOSTEDKNUCKLE.
EDIT: All it needs is an optional drill bit for maximum armor penetration, and we're set for a (non-Super) Grungust Type-3.
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)
Wait
If THAT is possible, what of stuff like the Zeong's detachable arms and finger guns ?
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 ?
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 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%9DYeah, haha.. they're very pretty , but certainly not balanced for regular play :'(
(got one from research station and then bought 8 at prism port)
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
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...
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.
SpoilerThanks! 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.
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)
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 = moduleCodeship.setHitpoints(0);
Global.getCombatEngine().removeEntity(ship);
Mouse-overing the "Cataphract LSM" hullmod on an Einhander with 5 or so D-mods caused a NPE crash.SpoilerCode2280165 [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]
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.
So wait you're telling I physically can't use that mod if I don't have Nexerelyn ?
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.
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.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 ?
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
Kinda wondering why the Altagrave G's grenade don't detonate on impact ?
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
There are vanilla carriers that do that just fine. I don't see a need to add one for no reason
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.
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)
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...
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"
Hmmmsomeone 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
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 ?
but i might add like some ruins or something referencing the missions in the main menu to discover
yea carrier vs mechs id rather have more mechs too
WOAH VERY COOL
WOAH VERY COOL
Need more VERYs. And some exclamation points. Like VERY VERY VERY2 COOL!!!
That's more or less what's happening.shoi, what happened to that preview vid with a pilotable
*snip image embed*
shoi, what happened to that preview vid with a pilotablecopyright-baitMacross-inspired variable fighter?
It's no longer on your Youtube channel, either.
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 ?
I think you have me confused with someone elseYou're correct; it was actually the dev behind YRXP... my bad.
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...
Kind of hesitating to put that here but have you heard of this ?I've never seen this, nope! Saved to my handy dandy reference folder tho
https://www.youtube.com/watch?v=ElTfcOwHw9U
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!
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 stuffFull ChangelogV1.5
------------------------------------
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 ?I've never seen this, nope! Saved to my handy dandy reference folder tho
https://www.youtube.com/watch?v=ElTfcOwHw9UI 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!
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 squadsedit: 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!
Very cool!
Also, I really think landing gear should be added to all strike craft
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)!
EDIT: okay so a curvy laser fails to even hurt a Sheperd drone tender....
May it be themed fleetcarrier in the future? For all these amazing thicc boiz? >_<
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!
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
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?that seems like a lot of extra work on his part, but if he wants to, then ..sure?
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
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
The "battle of mesha" mission is broken
thought you might want to know
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.
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...
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”?
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.
.......am I the only one flying a comet with a broomstick? (Medium shotgun from KoT
.......am I the only one flying a comet with a broomstick? (Medium shotgun from KoT
yup, already got some new stuff in the works. probably wont take as long as the last update
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 :)
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)
I think there's a little problemIs 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.
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)
CTD error here, something to do with the valken, I believe.Update your MagicLib.Code270454 [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.
yup, already got some new stuff in the works. probably wont take as long as the last update
why there aren't a few [REDACTED] mechs is a better question?
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
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.
Just making sure but: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.
Is it intended that LPCs can rearm/respawn at a Venture when it doesn't work with the Sheperd ?
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.
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
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!
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
9-16-2021https://tinyurl.com/ke7v2nnk
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
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...
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?
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 :(
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.
altagrave spawns in with them. but they aren't swappable..for now
altagrave spawns in with them. but they aren't swappable..for now
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..
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
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.
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 ...
I use the altagrave as a pressure machine, slap on some EMP weapons and suddenly ships have to pick who they die to...
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....
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
2550808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I really love Arma's creative fighter concepts, and really appreciate the effort that has clearly gone into making them balanced to vanilla standards.
One small problem we had in the recent Tournament was a crash that happened when an arma ship tried to retreat, logs to follow:SpoilerQuote12983773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Another user also sent this (see below) to player_tech_support in the unofficial discord, and says there was an arma ship in the fleet that had tried to retreat during a fight in their campaign:SpoilerQuote2550808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$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 ^^*.
so how are things going ?
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 :)
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!
Aleste now is perfect, please don't nerf . :'(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.
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
@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.
....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)Missiles and Sundry (https://fractalsoftworks.com/forum/index.php?topic=14921.0)
A single reaper takes 120 seconds
Atropos is 80 (I think)
Sabot/Harpoon is 60 or so
....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.
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 :)
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.
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).
- 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.
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.
You could put the valkhazard there
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)
Hull - Gunhazard
Hullmods - FlusxNetwork + FluxGenerator(morehullmods mod) if i use Blitz Railgun = game crush T_T
Hull - Gunhazard
Hullmods - FlusxNetwork + FluxGenerator(morehullmods mod) if i use Blitz Railgun = game crush T_T
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:
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)
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...
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]MetaAuthor 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]
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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
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?
This is also really cool, is that an aleste?
Game crashes when mousing over one of the Hullmods with this in the LogsSpoiler272471 [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?
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?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.
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.
Game crashes when mousing over one of the Hullmods with this in the LogsThis 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.Spoiler272471 [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 hate to be that guy but uh....update?
You said that weekend you had one.
Did something break in code?
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.
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?
Very cool!
Stoked about the legs!
I just upgraded my pc so it's perfect timing.
Very, very cool.
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!
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
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.
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.
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.
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 ?
@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 ?
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.
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 :'(
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...
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...
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?
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?
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...
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.
The Jun Mk.III weapon is a work of art!
@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 ?
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.
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!
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.
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 ?
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.
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 ?
The Jun Mk.III weapon is a work of art!
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.
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)
Quote78167 [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.
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.
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
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.
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.
The 69 OP cost on the Altagrave's Grenade Launcher has interesting synergy with Ordinance Expertise. Very interesting.
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)
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)
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)
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?
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.
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:Quote313859 [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)
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 :)
edit: nevermind, I just used a fresh zip from the OP and it works fine. Maybe try that, guy before me.
How do yall build your Gareggas?
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...
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.
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.
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?
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?
- Added ship system status/charges/etc display for non-phase right click systems
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%
Hype!!
Also I probably don't know how to read but which hulls have the WINGCOM hull mod? I see it on the Xyphos
SuggestionThanks for the suggestion! I'll see about maybe getting something like this in before the update
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)
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"
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?
Dubious Dealer (https://www.youtube.com/watch?v=AMBsaUik6ME)
If you like that type of music, i'd recommend looking up Yousuke Yasui
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%
updated.The final infinity stone for my playthrough. Thanks for the update, I'm very excited!
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 ?
I don't have any problem with adding faction-specific stuff. A playable talon might not be very enjoyable, though ;DThat 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.
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?
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!
Hmm... I'm guessing that a lot of Modded fighter craft aren't going to be compatible with the new WINGCOM system.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.
I'm pretty sure my 'Hiigaran Descendants' ships aren't showing up. There are mod compatibility instructions, but.... :-\
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!
Sorry, I missed your first post. When you say reset, do you mean that turns off all autofire weapons?
...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?
No worries, it wasn't very in depth anyhow :pHmm, 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!
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... could you please walk me through how we assign Officers, heck, how Wingcom is supposed to work in general?(https://i.imgur.com/zxj81OB.png)
I'd like to first make sure that the problem isn't just me being dumb. :P
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.
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
Valkazard is broken, I love it
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
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 bugIt'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.
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
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 issuea 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
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
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.
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
....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.Hmm... could you please walk me through how we assign Officers, heck, how Wingcom is supposed to work in general?(https://i.imgur.com/zxj81OB.png)
I'd like to first make sure that the problem isn't just me being dumb. :P
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.
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 :)
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
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!
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.
So might be a little early but what do you have planned next?
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.
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 got the same problem but it seems random to me, happen to both player controlled mech and AI mech
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.
How long does it take for WingCom pilots to level up? Been in battles non-stop and everyone's stuck at Level 1
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).
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!
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.
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? ???
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? ???
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)
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)
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
- Added functionality for custom ground support values: ground_support_custom in modSettings
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 :'()
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.
was fixed shortly after update, redownload should s olve :D
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
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.
I uh....I think I went too far with Wingcom.Spoiler(https://i.imgur.com/HGbtvwU.jpg)[close]
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
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]
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?
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:SpoilerWhen 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).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.
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.
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.
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.
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
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.
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Does anyone know how to disable the mechs in this mod? I like the idea of playing around with fighters but not the idea of mechs.
V 2.04
--------------------
- fixed crash by transferring command into ship with a wingcom officer
- raised threat level for: einhander, einhander P, valkazard
- einhander, einhander P, valkazard can now capture points
- Fixed bug with AI strikecraft locking up if carrier was destroyed just before it finished landing
-fixed inconsistent built-in value on leynos
I've found two bugs, getting hit by motes from boss variant of ziggurat caused me to crash while piloting valk, and getting hit by some kind of flamethrower from "agni" thing from prv starworks also crashed me.
Ziggurat crash log:Agni crash logSpoilerjava.lang.ClassCastException: com.fs.starfarer.combat.systems.EmpArcEntity cannot be cast to com.fs.starfarer.api.combat.DamagingProjectileAPI
at data.hullmods.armaa_strikeCraft$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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]Spoilerjava.lang.NullPointerException
at data.hullmods.armaa_strikeCraft$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]
v2.041
--------------------
-fix damage crash from params that are neither DamagingProjectileAPI or beamAPI
- einhander, einhander P, valkazard can now capture points
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.
Getting the same renderSlotCovers crash as above, this time with the Altagrave-RS. Am on JRE8, if that helps.
Btw, love the Wingcom feature.
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]
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.
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.
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 :)
Intended. Have fun :)
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.
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.
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
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.
Perhaps someone has asked about this. i don't know.For the most part they're essentially frigates, save for the exceptions SpaceDrake mentioned.
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.
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?
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.
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)
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.
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.
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.
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)
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 funCode65563 [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)
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
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.
edit: WOW. figured it out. I didn't have the hullmod installed. herphello, 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 funCode65563 [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: 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?
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
I was able to make mini mod that makes diable mechs playable like the ones here,,, can I post it?
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
Thank you for this great mod.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
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?
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.
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.
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.
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.
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)
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)?
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)?
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)?
Thank you for your advice.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.
Of course, they loaded a lot of mods . I don't know if any other mods are causing the problemDoes 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
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.
I think it's quite possible, because my game doesn't have those problemsAccording 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
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.
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
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
Anything you guys would like to see added/changed in the mod?
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.
Does the Altagrave EX spawn in a random system like the Valkazard if you've got Nexerelin installed?
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
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.
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?
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.Personality doesn't have any impact on refitting.
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
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 bonusknown 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.
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
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
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.Personality doesn't have any impact on refitting.
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
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 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 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?
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.
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.
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.
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.
No, Exp gain is non existent for me. It was in combat and not a single point of xp was awarded.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
@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
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.
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.
Seemly WINGCOM doesn't update if you don't open the refit screen and check the wingcom tooltip for some reason...
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
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
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.
Good stuff. Any chance the Trihander will get the same treatment?
Hey, so I had a quick, pretty simple question to ask:SpoilerSo 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!
Hey, so I had a quick, pretty simple question to ask:SpoilerSo 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!
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
I've seen the new Valken, and I noticed one severe problem :
You didn't put a sword on it.
Just shameful...
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?
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
Did something happened to the Valk? I can't seem to use the silversword anymore unless I let the AI do it firsttry venting (press v) and see if it works then.
Did something happened to the Valk? I can't seem to use the silversword anymore unless I let the AI do it firstActually what are the hullmods you had on valk?
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\)
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)
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)
Where do you even find the VX Custom anyways?
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)
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)
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 ?
Are there any plans for custom quests? like the sleeper start could maybe give you one at the beginning
Can someone share that front mission portrait pack ?https://fractalsoftworks.com/forum/index.php?topic=10836.0
bonus points if there's a way to make only modded portraits show
Any plans for more AA fighters? Super talon would be pog haha
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 toIt'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).
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.
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!
https://fractalsoftworks.com/forum/index.php?topic=10836.0
How do I get this to work on the current version?
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.
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
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?
Minor question:They did originally, but the Altagrave EX version is bounty only I believe.
Is it supposed to be that no special variations of the algarve are spawning in the Arma Armatura submarket?
Yeah i mean the (C) and (G) versions. They aren´t spawning for me. is this wanted or is my mod bugged.Minor question:They did originally, but the Altagrave EX version is bounty only I believe.
Is it supposed to be that no special variations of the algarve are spawning in the Arma Armatura submarket?
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.
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.
Hopefully I'm not asking a repeat question-- but I didn't see this in the PAQ/FAQ or the credits: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)
What's the source for the track that plays when docking at New Meshan?
Apologies if it was already answered.Placeholder for future content - I thought I removed that text hook, but obviously didnt. Sorry about that :(
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?
Yeah i mean the (C) and (G) versions. They aren´t spawning for me. is this wanted or is my mod bugged.Minor question:They did originally, but the Altagrave EX version is bounty only I believe.
Is it supposed to be that no special variations of the algarve are spawning in the Arma Armatura submarket?
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.
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.
v2.1.1replaced references of dollars to credits in some dialogue lines
- 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
Added combat dialogue for enemy wingcom squads relevant to players acheivements/actions during the run
- Added "strikecraft_with_bays" tag
if wingcom is equipped fighters will launch directly from the ship
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]
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.
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.
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.
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.
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.
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.
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.
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.
It already is, though that was a very recent change - probably within the last 1-2 updates. :)
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.
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?
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.
Ridiculously stylish mod.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
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.
Garegga has a fun interaction with elite PD skill since the arms are PD weapons.
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Had a case of a blue-ish mech's arm despawning after mounting a gun on the same side as the arm, that supposed to happen ?
Had a case of a blue-ish mech's arm despawning after mounting a gun on the same side as the arm, that supposed to happen ?
Heyo, just had a crash when one of my Gundams tried to dock and repair mid battle.
I'm running the Gundam UC mod as well.Code9420472 [Thread-3] INFO sound.public - Cleaning up music with id [expanse.ogg]
9420472 [Thread-3] INFO sound.public - Cleaning up music with id [StellarRemnant.ogg]
9420480 [Thread-7] INFO sound.public - Cleaning up music with id [Panic.ogg]
9420497 [Thread-9] INFO sound.public - Creating streaming player for music with id [SkeletonCrew.ogg]
9420500 [Thread-9] INFO sound.OooO - Playing music with id [SkeletonCrew.ogg]
9420850 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:146)
at com.fs.starfarer.combat.entities.Ship$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)
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
Hi! Where can I get wingcom?
I see! Thank you. You can't put the commander from this mod on regular aircraft carriers?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?
v2.1.2You can get it from main page.
-------
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
They add to your Ground Support score.
hey man I love your mod but the recent version is causing my game to lag like hell.
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.
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.
So this setup? 3x Valken Wing, Heron, and simply activating the system?
I think it has something to do with having an amd gpu.
v2.1.2b
-------
- fixed bug that would cause wingcom pilots to be extremely chatty
- added another skin for vx custom
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.
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:
I love this mod, the mobile suits are awsome.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
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)
> 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.
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.
Will look at the availabilty of wingcom though, thanks for the feedback! :)
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! :)
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
4239741 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
There might be something else in my Mod Playlist that's either causing WINGCOMM Hullmods to be consumed by AI Factions or is possibly even causing a 'shift-up' scenario where the weights are changed around.Will look at the availabilty of wingcom though, thanks for the feedback! :)
I'm not sure how much of a problem it actually is, as i've seen new-meshan with literally 50 modspecs for WINGCOM at a time...
102141 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.oooO$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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
102487 [Thread-10] INFO sound.public - Creating streaming player for music with id [battle_ambience_01.ogg]
102487 [Thread-10] INFO sound.OooO - Playing music with id [battle_ambience_01.ogg]
Hi, i'm just wondering how to make the range penalty lesser, the ai seems to stand way to far in my games and my carriers are a bit useless with less than 1200 fighter range, i saw the java file but i'm way too much of a coding noob to know what any of it means (or even how to change it) a bit of guidance or pointing in the right direction would be greatly apreciated!
Hello. Have you ever considered making civilian mechs? I've been running a civilian only ship fleet and i thought it would be nice to add some mechs in 'em.
Seems Aleste is still considered a fighter, and game crashes after she retreats. After changing to FRIGATE from FIGHTER in armaa_aleste.ship file everything works. Hope it won't break later because I changed it. Here is log output:CodeAlso, I'm quite new to the forum, so I'm sorry if it isn't a place to post this stuff.102141 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.oooO$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]
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)
shoi, will you be editing the WINGCOM hullmod so that it can also include LPCs on modules of a ship?
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?
I -think- it should work for this, if not I can patch it pretty easily
- 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...
In any case, looking forward to whatever you have planned for the future!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
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?
got this error when loading AA + libs only, any ideas?If I had to guess, you are on an outdated version of Starsector. are you using RC6?
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)
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!
Here you go, logs!
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.
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.
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.
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.
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.
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Arma Armatura fighters are in fact fighter sized frigates. Most of them are, at least. That means that they have the size and mobility of a fighter, but the mechanics of a pilotable ship. So if your mech gets destroyed/disabled in combat, you can't spawn a new one and have to wait till the end of the battle to attempt to recover it. And just like a regular ship, you might very well not be able to that fighter back.Wait so it's a fighter that cannot be respawned.
Arma Armatura fighters are in fact fighter sized frigates. Most of them are, at least. That means that they have the size and mobility of a fighter, but the mechanics of a pilotable ship. So if your mech gets destroyed/disabled in combat, you can't spawn a new one and have to wait till the end of the battle to attempt to recover it. And just like a regular ship, you might very well not be able to that fighter back.Wait so it's a fighter that cannot be respawned.
How are some of them so expensive
14195936 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.tasks.CombatTaskManager.removeAssignment(Unknown Source)
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:246)
at com.fs.starfarer.combat.entities.Ship$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)
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.)
Bump for help cause it has brought my game to a dead halt.
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'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.
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!
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
v2.1.3
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 ?
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
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?
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.
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.
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 ?
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:Spoilerat 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:Spoileryunruindustries-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]
I think there's a bit of an inconsistency in the Altagrave[EX]'s description, it says here:SpoilerThis 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.
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 .
.
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:SpoilerCaused 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$Level1.apply(FieldRepairsSkillOverhaul.java:113)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor15.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 726 more[close]
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:484)
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:238)
at com.fs.starfarer.combat.entities.Ship$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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
11359197 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
I had a crash it looks like a few others had, with the only ArmA ship being the Aleste (S) frigate which I was not piloting at the time. Let me know if I can do anything else to help. Honestly I have no real proof that its even ArmA but searching the crash brought be here and it did happen after I picked up the Aleste. I'm running 2.1.3 as well.Code11359197 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
I'm not sure what caused it, but I got a nullpointer during combat with a Remnant cataphractCode[Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:484)
at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:238)
at com.fs.starfarer.combat.entities.Ship$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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Hi guys, anyone getting CTDs after setting wingcom chatter to false on modsettings? I get a Fatal: null error and to add to the strangeness, manually reverting the setting to true on the json file still causes a CTD. The only fix being replacing the modSettings.json file with a backup. Any idea what might be going wrong?it sounds like you could have broke the json file which can happen if you leave out a comma or something,(esp if it stopped working when you tried to change it back but resolved on replacement) did you have the crash log?
Question.. how do I find new fighters / ships from this mod? Have been flying around quite a bit to various planets / bases but can't seem to find any for sale (started a new game).
Do I just have to keep looking? Also, how do I get Wingcom? If I understand correctly I need to find / install a hullmod? Is there a specific place I have to look for to get it or is it just random?It appears at the market and can also be found via exploration
- Increased DP value of Valkazard derelict defenders from range of (75-150) to (300-400)
716557 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.settings.B.getTextureWidth(Unknown Source)
at org.lazywizard.radar.util.SpriteBatch.<init>(SpriteBatch.java:39)
at org.lazywizard.radar.renderers.combat.ShipRenderer.addShip(ShipRenderer.java:294)
at org.lazywizard.radar.renderers.combat.ShipRenderer.render(ShipRenderer.java:350)
at org.lazywizard.radar.renderers.combat.ShipRenderer.render(ShipRenderer.java:30)
at org.lazywizard.radar.plugins.CombatRadarPlugin.render(CombatRadarPlugin.java:181)
at org.lazywizard.radar.plugins.CombatRadarPlugin.renderInUICoords(CombatRadarPlugin.java:208)
at com.fs.starfarer.title.Object.L$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)
I'll join some others in expressing skepticism about the super-high-level officer idea, but we'll see how it goes.
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.
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
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.
Do you have the cores in your inventory?
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)
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.Spoiler7203730 [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]
got a null pointer in the middle of a fight. log mentioned the silversword.Code1305545 [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)
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.
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.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.
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.
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)
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.
you're better off posting that in the VIC threadThanks for pointing me in the right direction! I'm bad at understanding the log
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)
Any future plans for a capital sized AA brand ship? like the Fenris but bigger.
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.Code1149870 [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)
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
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.
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.
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.This was fixed in the last update
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.
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
Why can't i find Squadron management in my intel screen?i cant really say without any additional information provided :)
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.
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.
- 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
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
Why some carriers have wingcom and others dont?neither of the carriers in this mod have wingcom, unless you're talking about something else?
Why do some have built in weapons and others are adaptive slots? (Slots seem better to allow synergy with base game...)
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)
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
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
PAGSM, Slightly Better Tech-Mining, A New Level of Confidence, Adjustable Skill Thresholds, Adjusted Sector, Amazing's Ship Foundry, Apex Design Collective, Arma Armatura 2.2, Arsenal Expansion, Better Colonies, Concord, Dassault-Mikoyan Engineering, Diable Avionics, ED Shipyard, Exotica Tech, Fleet Size by DP, Grand Colonies, Gundam UC, High Tech Expansion, Hiver Swarm, Industrial Evo, Interstellar Imperium, Iron Shell, Kingdom of Terra, LazyLib, Luddic Enhancement, Lunalib, Machina Void Shipyards, MagicLib, Mayasuran Navy and Fighter Expansion, Modern Carriers, More Planetary Conditions, Nes's ship and weapon, Nexerelin, Oculian Armada, Officer Extension, Progressive S-mods, Roider Union, ScalarTech Solutions, Secrets of the Frontier, Seeker, Special Hullmod Upgrades, Starship Legends, Tahlan Shipworks 0.9Beta4, Terraforming & Station Cons, The Exalted, The Star Fed, Underworld, UAF, Unknown Skies, Unofficial NG+, VIC, Xhan Empire, zz GraphicsLib
1838279 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.AttackRunManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$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)
$$$ 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
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.
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
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 futureV2.23
(https://i.imgur.com/NivgAMA.jpg)
(https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.2.3.zip)Quotev2.2.3
------
- 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
hmmm???Just downloaded to verify, but im not seeing that. Shows in 2.23 in .version file and mod list
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?
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
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)
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.SpoilerAltagrave 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.
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!
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!
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.
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.
- 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
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 ?
- 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.
By the way, does OVERLORD account for drone conversions for crewed fighters?
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.
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?
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.Wow, actually I didn't think about that I have other 15 + hullmods for entire 100 hours for certain lmao, big thanks.
Don't feel bad if you missed it; it's incredibly easy to overlook and the interface isn't very clear about it.
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.
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.
Currently, there are 4 new destroyers (technicaly, one is a skin of an existing mech, tho) that will be added.
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?
I’d be tickled pink if the Watchdog got the P treatment.
what would that even have ?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.
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.
when the carriers are deployed.
Eh feels like a Hegemony refit moreso than pirate
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.
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.
Quote from: Mikey D. Honk link=topic=18751.msg394136#msg394136But 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.
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.
Already-launched guided missiles with the "STRIKE" tag no longer auto-target fighters if there is anything else nearbyThis only aplies to kouto though
8154128 [Thread-3] INFO sound.O - Cleaning up music with id [campaign_music_part_2_v28.ogg]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.
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.
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]
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.
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?
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
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.
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:
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.
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?
Hey, do you by any chance has past versions of this mod? im looking for the 0.95.1 versionFound it for ya, from/on shoi's Github (known as gomarz over there):
thanks
Hey, do you by any chance has past versions of this mod? im looking for the 0.95.1 versionFound it for ya, from/on shoi's Github (known as gomarz over there):
thanks
https://github.com/gomarz/SS-armaa/archive/refs/tags/v2.2.3.zip
How do you guys build the valkazard?
I cant seem to make it work, feels like it takes sooo long to kill stuff
How do you guys build the valkazard?
I cant seem to make it work, feels like it takes sooo long to kill stuff
Getting a crash because of this CataphractStrikeAbility.
Thanks for the in depth response ill be sure to try expanded magazines!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]
Getting a crash because of this CataphractStrikeAbility.
Check the Nexelerin thread, specifically the opening post.
For Nex-related stuff: check the Nex thread for an updated arma.jar. That fixes the issues.
it's not working for me
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.
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.
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: { }
Caused by: java.lang.NullPointerException
at data.plugins.qolp_RMCAfterOverload.processInputPreCoreControls(qolp_RMCAfterOverload.java:39)
... 8 more
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.
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).
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?Go to the Nexerilan Mod Page and download the ARMA hotfix Jar
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' }
Is the Watchdog supposed to only have one arm? All Watchdogs I encountered so far only have one arm
Does anyone have advice on Altagrave loadouts and officer/player skills? For any or all of the variants.
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.
Looks like there is some sort of conflict with nexerelin, on ground battle event. Game crashes on following error:i have the same issueSpoiler210254 [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:
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0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
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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
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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 issueHint: Look at the post under the one you quoted
can i add wingcom to a carrier?
can i add wingcom to a carrier?
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
SpoilerThe 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]
I've never seen any destroyer mech beside the Watchdog. Where should I start looking?
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.
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?
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
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.
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.
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
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
I don't know if this is relate to wingcom since it doesn't change AI or ship classification, but i'll double check.
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.
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.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.
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.
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.
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;
}
}
ship.beginLandingAnimation(carrier);but phase anchor prob has the exact way
ship.setControlsLocked(true);
ship.setLocation(offScreenCordX,offScreenCordY);
hi creature, sure :) i look forward to yrxp 3.0!Thank you very much! I also appreciate the tips!
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...
I haven't seen that behavior once in dozens of hours of play. Did you alter anything in the Arma files?
I think the issue is that the left arm weapons have zero turning speed, which prevents them from using their firing arc
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
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
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
oooooooooo new mechs, and new destroyer sized mechs no less!
i've been eagerly awaiting this update, thank you shoi!
Arma Armatura v2.3.4 BetaFirst 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.
I need more feedback.
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.
Arma Armatura v2.3.4 BetaFirst 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.
I need more feedback.
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 made two changes you can review on redownload: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 lowercaseSpoilerCode31699 [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.
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)
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, etcUnfortunately, it is still happening.
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
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. :-\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, etcUnfortunately, 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.
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.
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]
Getting some in battle crashes with the new update during battles where I have Cataphracts without any Carriers.Code1702466 [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.
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.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.
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.
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.Fixed commission status, fixed swordsman aleste having medium hybrid
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)
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.
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
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.
Download it again, there's been a few changes without incrementing the version ID posted since 2.3.4 was posted.
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)
I enabled the mod in an already on going save and the game crashed while loading said saveCode244947 [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)
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
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.
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
reread the OP, the latest version is not save compatible with older versions
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
it eventually appears as a bounty against hegemony at level 10. coincidentally, it's one of the things i need most feedback on
Quote- removed medium hybrid from swordsman aleste variant
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
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.Just bait them to fight a station.
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
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?
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.Spoiler2082299 [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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
- fixed crash that would occur if strikecraft were deployed without carriersThere was another bug that prevented ships from landing on watchdog specifically at all that I just corrected as well
Huh... not a clue what happened here... I didn't have any strikecraft deployed on my side... enemy was a Legio invasion fleet so I have no idea what strikecraft they had... Error report doesn't really seem to give any hints. Never happened before.
6024593 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException: null
at data.hullmods.armaa_strikeCraft$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]
"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!
"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!
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.
bar bount y @ level 10 :)Thanks, I'll keep looking then!
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
Crash on startup :(
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.
[/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?
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
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 .
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 .
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...I had tried it on a ship that didn't duplicate fighters, I probably should have clarified that, actually.
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.
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.
{
"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,
},
},
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
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
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.
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'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*
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
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’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.
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 modthis is a little weird since im in the middle of update that changes a few things, but you guys can
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
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.
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.
Yo Shoi, you saw Cavalry Girls ?I tried it per your suggestion, but i didn't get to play it much ;D
its on steam and its good
just got a modding support update
Gotta ask, is the MRC permanently hostile to the sindikat?
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.
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.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
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)
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
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
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.
Hey, um some of the addons have been link-dead for a while now. Is that going to be rectified at all?
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.Spoiler1182304 [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]
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
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)Quotev3.0
------------
- 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
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.
Sidenote, the pulverizers inverse recoil is perhaps overpoweringly strong. Loving these new ships otherwise, especially the basically phase spriggan.
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
QuoteAnd 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!
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$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
v3.0.2
------------
- fixed bug with hel corsair right shoulder anim
- fixed bug with hel corsair shipsystem being set to plasma jets
- should be weaponry overdrive if tahlan is enabled
- Reduced Garegga(H) propensity to self-delete via enemy ship explosion
- fixed swordsman aleste not having a left arm
- added "no_sell","no_dealer","restricted","no_drop" tags to swordsman aleste, watchdog xiv
- fixed crash when using karma system
- fixed bad variant for garegga_xiv
- fixed weapon groups for panther variant
Download link is still 3.0.0?
43572604 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull [armaa_hazard_frig_default_D] variant [armaa_hazard_standard]: slot id [E_HEAD] not found for weapon [armaa_valkenHead_gunmetal]
java.lang.RuntimeException: Ship hull [armaa_hazard_frig_default_D] variant [armaa_hazard_standard]: slot id [E_HEAD] not found for weapon [armaa_valkenHead_gunmetal]
at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.g$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)
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.
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.
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?
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
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)
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.
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]
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.
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.
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
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)
-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
Hey has anybody ever gotten the Diable Avionics Addon to work again? Is it even possible to get working again?
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
- 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
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
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.
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)
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.
Not sure what you're talking about. It hasn't changed at all stats-wise.
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?
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 BetaIt has been removed since, like, almost two months ago
...
- removed functionally useless ships (AA Broadsword, AA Warthog)
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 BetaIt has been removed since, like, almost two months ago
...
- removed functionally useless ships (AA Broadsword, AA Warthog)
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.
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.
Is it me, or do Aleste fighters actually randomize their loadout for every engagement?Yes , it's randomize.
what happened to the valkazard start? is there a prerequisite to unlock it or something
Where to find Garegga(H)?
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.
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.
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.
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.Updated the jar, give it another go
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
667477 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [faction_pirate_encounter_02_hostile.ogg]
667477 [Thread-10] INFO sound.OooO - Playing music with id [faction_pirate_encounter_02_hostile.ogg]
Im assuming this is a crash relating to AA given all the references to it. I tried the fix you posted a few replies back but it didnt help.
Hopefully this log helps fix the mod.
Have a good day
The new mensan (or whatever the ARMAA planet is called) music doesnt stop when you leave. It persists even to the title screenDoes this always happen for you? Just tried now and it fades out as expected.
Hi, I'm getting an error (Error no rule found for option armaa_lppGileadShrineVisitStart, adding a failsafe option to exit dialogue) when visiting the Gilead shrine with Dawn. It'd previously been visited, though that hadn't caused an issue with Hesperus.
Hey, so I've been getting this CTD after any combat I've done. I have the most recent armaa loaded in.see the posts before yours
Hey, getting another CTD in the same exact fasion as the last time but different error.
After a battle and looting the salvage immediate CTD.
Also using java 8 and running on linux (not sure if relevant)
9962514 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$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 :)
If it helps, I run java 23, with the listed mods.
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
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.
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.
Is the submod for the Diablo Avionics and vanilla still work?
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.
Thanks! It fixed after I moved the officer to a different ship, so it was easy enough to get around.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
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?