Fractal Softworks Forum

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

Title: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
Post by: shoi on June 25, 2020, 05:09:27 AM

(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.7 for 0.95a - Probably Save Compatible
 (https://tinyurl.com/762m248)
https://youtu.be/Mc089z_-IIo



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

Recommended:
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)


Arma Armatura, oftherwise known as ArmA Robotics, was one of the premier developers of heavy weapons in the vast galactic polity that had once been called the Domain. Specializing in planetary warfare, the corporation enjoyed the success of several highly lucrative military weapon systems. The Collapse, however, brought about the apparent demise of that golden age, along with the majority of the companies infrastructure. Despite this, the devastated and war-torn Persean Sector has left its remnants with no shortage of potential customers to push its wares on, the most unusual and controversial being it's multirole line of Cataphract-class Land-Space Mechs.



I. Summary:


Pilotable craft:
Altagrave-class Mobile Armor
(https://i.imgur.com/RAnEczL.gif)

A destroyer-grade mech with a PD oriented Burst laser built into the head, and a very bursty arm weapon that can be further enhanced for burstiness with expanded magazines.

Mounts: 1x Small Universal, 1x Small Hybrid, 1x Medium Synergy
Modules: 2x Leg Modules, 1x Backpack Module(System: Low-Grade EMP Emitter)

System: KARMA

Redirects tracking missiles against enemies, and absorbs projectiles for a scaling buff to Weapon Rate of Fire as well as a Weapon Flux Cost Reduction. Once the karma gauge is maxed an explosion is triggered that damages any enemies within 300 su and generates kinetic projectiles that home in on the target.


Einhänder-Class Cataphract
(https://i.imgur.com/DfThmlM.gif)

Prototype, pilotable phase-based mech. Equipped with two customizable drones. Can fly near carriers to repair and rearm, as well as regain CR.
System: Offense Mode

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

Garegga
(https://i.imgur.com/xYlV7cb.gif)
[close]
Strikecraft:

Valken
(https://i.imgur.com/MIs2Xy7.gif)
Poorly armored, but fast, numerous and easy to fit onto carriers.

Valken-X
(https://i.imgur.com/dBiQzZv.gif)
Carries a downscaled Assault Chaingun and forearm mounted Plasma Blade. Nimble and deadly.

Bihänder
(https://i.imgur.com/DFx5L0b.gif)
Standard production version of the Einhänder.

Kouto
(https://i.imgur.com/deomvJ0.gif)
Unimpressive armament, but can soak up immense amounts of firepower thanks to its Overshield system and flare launchers.

Ilorin
(http://i.imgur.com/kVCS6Gxh.gif)
Slow and heavily armored. Equipped with a Rocket Pod and autocannon.

Recordbreaker
(https://i.imgur.com/d7eTOLQ.gif)
Built with parts from the Kouto and Valken. Equipped with a weak EMP-emitter that makes it ideal for PD purposes, and a great complement to other strikecraft wings.
[close]




Changelog

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

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

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

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

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

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

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

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

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

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

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

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

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

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




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

Fighters:

-Reduced Valken engagement range to standard 4k su

-Reduced Valken wing size from 5->4

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

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


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

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

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

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

-added small trail fx to seeker projectiles.

V1.2.3
---------
-Altagrave's built in hullmod is now properly hidden and wont be found as loot

-Attempted to improve AI performance with Altagrave:
   -Generally speaking, Alta is flux hungry, and wont fire main gun after a certain threshold
   -AI cannot perceive that modules are important to its survival, very often eats hits to the side of modules that easily could have been avoided by a player as a result

   -Converted Front Shield to Omni Shield
      -Omni Shield doesnt extend to some parts of the legs, for now this is intentional
   -Increased collision radius 67->100
   -increased shield radius-> 67->90
   -base flux: 5500->5700
   -base dissipation: 350->360
   -Shield Efficiency: 0.7->0.66
   -Vajra flux/shot: 120->110

-cr recovery %/day: 8%->6%

V1.2.2RC2
--------
Nex:

-removed random folder in mission folder

-Super Ship start: Replaced Altagrave and Condor with Altagrave[C] and Wayfarer
   -Differences between the two are mostly superficial, [C] has built-in Op Center and is more suitable as a flag

-Added Ground Support bonus for new fighter wings. Non-cataphract fighters were conferring additional bonus if a single cataphract wing was added, this was fixed.

-Added Juno Mk. III, a modular medium fire support beam cannon. Available on New Meshan, may need further tweaks

Altagrave:
-Standard Altagrave now has very low chance of appearing in scavenger fleets

-Adjusted base variant auto groups

-Karma Seekers: Damage type to Kinetic
   -reverted damage back to 250 from 200

-Added additional small hybrid mount; increased OP by 5

-Altagrave should be less inclined to suicidally charge at things 2x its size or into swarms of enemies, not 100% what caused this issue, may have some relation to weapon loadout

-Added normal maps for gLib support and shadow effect to some turrets/decos

-Limb animation now slightly affected by turning/strafing left or right

-new head sprite for Altagrave[C]

Vajra:
   -Drastically reduced tracking effect of Vajra, should be much easier to hit smaller ships, both under player and AI control
   -Increased projectile speed: 950->1000

-increased armor on all modules to match parent hull armor: 400->450
   - Won't do much against heavy hits, but will help mitigate issue with getting papercut to death by fighters

-swapped active flare launcher to Low-Grade EMP Emitter (Same system as Recordbreaker) on backpack module

-Modules now mirror the hullmods applied to the parent ship

-Increased OP of all modules to 1000 to prevent any unintended behavior caused by hullmods that readd themselves in certain scenarios

-Added hullmod describing modules and their effects

-Altagrave[C] would never spawn in markets with modules, is now a seperate hull instead of being skin-based [Used exact same ID for the hull that was used by the skin file, so save compatible; tested and confirmed myself]

Recordbreaker:
Armor: 45->30
HP: 450->400

Valken-X:
-Fixed deco weapon being listed in Armaments
-Plasma Blade was set at an ammo of 1, removed ammo limitation

Bihänder:
-Altered Juno Mk. II for better visual consistency with other Juno family weapons


V1.2RC2
--------
-Removed Omni-Shields from Altagrave's legs, increased armor by 200, HP by 200
-Gave Altagrave[C] a Default Role so that it actually appears in markets
-All projectiles weren't properly being tallied when absorbed, corrected issue
-Karma increases much faster, increased threshold as a result: 1000->2000
-Reduced amount of projectiles generated from Karma: 15->10
-Altagrave System projectiles DMG: 250->200
V1.2RC1
----------

New Ship: Altagrave
- 12DP with modules that increase speed while they are intact;
- 1x Medium Synergy, 1x Small Universal
- 2x built-ins
   -Vajra
      energy-based projectile weapon with some missile characteristics, has slight homing capability, can be intercepted
- System: K.A.R.M.A
   -Absorbing projectiles increases "Enlightenment"
   -Enlightenment grants a scaling bonus to Weapon RoF and Flux Cost Reduction as damage absorbed increases, up to 30%
   -Exceeding/reaching max karma generates an explosion that damages anything within 300 su and flings homing projectiles
      -Projectiles will home in on selected target after a few second delay, otherwise random target is chosen
   -Bonus is lost once karma is maxed.

New Mission: Battle of Meshan 1A9
- Survive against waves of redacted

Nexerelin:
-Added start with Altagrave
-Added basic BP to all starts

New Wing: Valken-X - 10 OP
System: Overboost
   - brief, but significant increase to speed + manuverability for 1 second
- Assault Chaingun(F), 50% potency of original ACG fired in 5 shot bursts
- LS-99 MOONLIGHT, short-range plasma blade
- Wing Size: 2
- Not very effective vs shields, but overboost + the LS-99 makes it lethal at close range and an effective dogfighter

New Wing: Recordbreaker - 10 OP
- Fast interceptor with weak EMP emitter suited for anti-fighter/missile and escort. Best paired with other fighter types
- Wing Size: 2

-New Star System: Gamlin
-New Meshan, Size 5 Colony
-Has special submarket accesible at high indie rep that sells all cataphracts, rarely Einhander or Altagrave will appear

-Adjusted spawn rate of all wings, they should actually appear occassionally in various fleets

Einhänder:
- fixed fx bug caused during interaction with some approlight systems
- fixed crash caused when running simulation during armaa mission with Einhänder
- Phase Damper Field Time Dilation: 60%->55%
- Phase Damper Field Beam Resistance: 50%->55%
- Phase Damper Field Base Resistance: 40%->35%
- Vulcan Cannon Turn Rate: 90 -> 75
- AS Glaive Range was 650, when should have been 550->550
- Einhander receives damage bonus as flux level increases when using ship system. Exceeding flux leads to overload
- Repair Drones will now always deploy so long as there are no enemies within 2000 su

--Fighters--
-General all-around buffs. They should be more effective overall

Valken:
-Fixed bug that prevented valken from ever spawning in fleets, or appearing in simulator
HP: 300->450
Armor: 15->30
Flux Dissipation:60->80

Kouto:
DR-79 Plasma Gatling: 10 -> 15 DMG
   -Bullet Size reduced by 50%

Overshield granted 10x damage resistance instead of 5x, corrected to proper value
Increased flux stats for overall improved shield efficiency
Reduced Seeker flare count to 1
HP-> 425-> 500
Armor -> 50-> 35
Max Flux -> 700
Dissipation ->  150
OP:12->13
Refit Time: 25->15

Ilorin:
OP: 12->14
Crew Size: 1->3

-removed Juno. Mk III from drop table

-added armaa_ prefix to all ship systems

Known Bugs:
- Einhänder damage weighting with Starship Legends gets weird in some scenarios, will be fixed in next version of legends


V1.1.4
---------
- Fixed damage bug with Starship Legends (
- Added Nex Carrier(small) start
- Can now immediately issue orders to Einhänder instead of having to open Command UI and unpausing
- Fixed "bug" where Einhänder being the last living friendly remaining would result in an instant loss

Cataphract Complement:
-Each wing now grants a different ground support bonus:
Valken, Kouto: 4
Bihander: 16
Ilorin: 12

Einhänder:
-Phase Damper Field Time Dilation: 50%->60%
-Phase Damper Field Beam Resistance: 40%->50%
-Beam Coat Beam Resistance: 35%->40%
-Beam Coat tooltip stated total stacking beam resistance was 77% when it was in reality around 60%, corrected to reflect new values. Max resistance is 70%
-With these changes beam heavy enemies and burst PD beams shouldn't be as insurmountable, while remaining a threat
-AS Glaive size: Medium->Small, this will give it a more accurate (and reduced weapon health) HP for its physical size
-Increased texture scroll speed on AS Glaive's trail
-Added role for Homing Laser
-Vulcan Cannon: Chargedown: .1 -> 0.05, Damage: 35->25, Range: 350->250; Replaced projectile for vanilla vulcan_shot

Kouto:
-Added System: Overshield
-Shield Radius: 90->75
-Blank Torso Weapon-> Seeker Flares

Valken:
-Wing Size: 3->5
-IR Pulse Laser: Energy/Shot: 0->50
-Flux Dissipation: 25->60
-Adjusted sprite
-Vulcan Cannon: Chargedown: .1 -> 0.05, replaced projectile for vanilla vulcan_shot
-Refit Time: 10->9
-Changed Engine Style from lowtech to midline

Ilorin:
-Rocket Pod Ammo: 9->15
-Added System: Fast Missile Racks
-Minor description tweaks
-replaced midline tags with low tech

V1.1.3
------------
-small fx adjustment on Einhänder + Bihänder
-Add system desc for P-Damper Field (Bihander ver)
-Fix bug where Pila would never equipped their assigned weapon

V1.1.2
---------
-Fixed crash when deploying AI-controlled Einhänder in certain order
-Fixed crash when deploying Einhänder without any weapons assigned to the Pila

V1.1.1
---------
Einhänder:
-Increase turn rate 100->110
Offense Mode: Speed+Manuverability:40%->50%
Corrected system desc; stated 30% dmg increase, replaced with more accurate description
Juno DMG: 100->110;
DP: 7 -> 6
-Juno hit fx with system active reduced in intensity
-misc fx adjustments
- AI controlled Einhänder will autonomously return to carrier at low CR
---------
Bihander:
-System: Damper-> Production P-Damper
-HP: 700
-Armor: 150->200
Replaced Micromissile -> Homing Laser
---
v1.1
-------------------
-Added fake_fighter tag to Einhänder, which will resolve some targeting and fuze logic bugs with several THI scripted weapons and how they interact with frigates that setHullSize to fighter via script. (Note to other mods that might do similar things, please add the "fake_fighter" tag to the pertinent vessels in ship_data.csv! credit to MesoTroniK )
-Fixed crash with Einhänder caused by attempting to retreat from the top of the map during 'escape' battles
-Fixed bug that wiped faction blueprints from Tritachyon/Independent fleets
-Adjusted rarity of all fighters so they are less common in NPC fleets
-Added compatibility for some IndEvo features ( i think )

=== Einhänder ===
-Synergy Mount has been axed. It just looks too weird with some combos. I'll probably make an alternate version with mounts replacing some built-ins
-Added built-in drone wing with customizable small hybrid mount as replacement.
-Can equip weapons up to 9OP, but flux reserves might not be enough for it to actually fire them all (I.E) you can actually mount an AM blaster on the drone, but it can't actually fire. I'll add hard restrictions to this later
-Added Phase Field hullmod
==-New System-==
-Phase Charge->Offense Mode
Damage Bonus: 35%->30%
Speed Bonus: 65%->40%
Manuverability Bonus: 50%->40%
Reduce RoF by 50%
Increases Recoil by 100%
replaces Juno standard projectile with enhanced alternative that does 135 Energy Damage and 200 EMP Damage with arc chance
-----
-small sprite alterations

OP: 35->30
HP: 700->750
-Reduced armor from 310->300.
-Increased turn accel 115 -> 180
-Top Speed: 160->165
-CR to Deploy: 16%->20%
-CR loss per second: .25%->.20%
-Turn rate: 115 -> 120
-Increased decel 120->170
-Increased accel 170->190
-Max Flux: 1200->1100
-Mass:  75-> 60
-AS Glaive Range: 500->550; Damage: 400->450; Ammo: 4->6
-Juno DMG 90 -> 100
-Juno EMP DMG 60->0
-Juno Chargeup 1.05-> 0.525
-Juno Chargedown 2->1.6
-Juno Min Spread 0->3
-Juno Max Spread 10->30
-Burst size: 9->8

-Homing Laser bonus damage chance: 50%->25%
-Burst size: 4->2

=== Valken ===
-Increased speed to 230
-Hull: 550>300
-Armor: 40->15
-Wing Size: 3->4
- Pulse Laser DMG: 50->30
- Light Mortar Ammo: 0-> 15
- Replacement Time: 8-> 12


=== Kouto ===
Shield Efficiency 75%->100%
Blazer Rifle -> DR-79 Gatling Plasma
=== Bihänder ===
- New Sprite
- OP: 12->14
- Wing Size: 2->1
- AP Javelin -> Juno Mk. II: Burst Charge Beam
= Light Machine Gun -> Micro Rail Rifle
- added new sfx + fx

-Added new wing: Ilorin
- High HP and Armor
- Slow speed & manuverability
- Armed with annihilator Rocket Pod & Autocannon

-Added new wing: Pila UWS
Short-range drone wing used by the Einhänder

=========================
v1.0.6
------------------------
-Cataphract Complement now grants +4 bonus for every cataphract wing
-Fixed bug where ships without the CARRIER tag would not receive Cataphract Complement hullmod
-Added info on ammo resupply drone for strikecraft hullmod

====================
1.0.5
--------------------
-Any carrier with at least 1 Cataphract wing will now get the hullmod "cataphract complement" that grants small ground support bonus, applied when visiting markets

=== Einhänder ===
-can start active vent during phase instead of having to exit phase first, and then venting.

- Increased OP from 30 -> 35

- Added small SYNERGY hardpoint

- Decreased armor from 325 -> 310.

-Juno-
- Increased Juno's per shot damage from 83 -> 100
- Burst size decreased 16->9
- EMP Damage Increased 30->60
- Juno now has a 25% chance to create EMP arcs on impact that do 3x EMP damage(150) and 1/2 its per shot damage(50) in energy
- Chargedown decreased 3->2

-AS Javelin renamed -> AS Glaive ((II has weapon with very similar name))
- Damage decreased from 500 -> 400
- Ammo decreased from 10 -> 4
- chargedown decreased from 6->3
- EMP Damage increased 0 -> 200
- No longer fully reloads between engagements

-Homing Laser-
- Chargedown decreased from 12->10

- Limited Ammo weapons can be reloaded by returning to carrier, if the weapons max ammo count is at least 2 (no spamming reapers ): )

- Einhänder has been fully switched to fighter hullsize, outside of a few edge cases. Gameplay wise this means it **should** suffer or benefit from all the same effects that fighters do, including custom ones (so long as that effect checks if a ship is a **fighter** and not checking its **fighter_wing**), including custom ones, and AI will react and evaluate it as as a fighter also. Thanks to MesoTronIk for bringing this to my attention.

-Fighter Doctrine Lv2 bonus now applies to the Einhänder as well

=== Valken ===
-Fixed severed Valken arms showing up in markets.

-Replaced Valken's AAF system with new system: GU-14 Firebolt Feeder
+25% Damage, +25% ROF, -10% Flux Cost for ballistics

----------------
1.0

-initial release
[close]

Special Features:
Spoiler
A hullmod that is automatically added to carriers with Cataphract wings, which grant a small ground support bonus.
(https://i.imgur.com/vLMYBF7.png)

The Einhänder has a special hullmod that gives it several unique attributes:
    -Can fly over obstacles and ships, as well as shoot over friendly ships. Being caught in the explosion of a ship is not fatal. This trait is negated while flamed out.
    -No zero-flux engine bonus.
    - Combat readiness decays 100% faster

Combined with having the shortest PPT in the (vanilla) game, operational time is very low.
However, much like fighters, it can return to friendly carriers to refit by activating autopilot.
(https://i.imgur.com/yw7swoU.gif)


Since the Einhänder's only form of 100% damage mitigation is evading attacks (as opposed to phasing through attacks, or defending with shields), returning to carriers to repair and refuel is handy, especially when damage is unavoidable.

Finally, an Einhänder will always deploy to assist in ground operations so long as they are fit to, at the cost of 10% CR.
[close]



Known Issues:

- in very specific instances, some mod weapons with fighter specific logic have unintended behavior when used vs. or in proximity of Einhänder



What's Next:

- idk lol


Mod Compatibility
- For edge cases, Einhänder uses a fake_fighter tag to identify it's nature. This idea was devised by MesoTroniK to resolve some targeting and fuze logic bugs with several THI scripted weapons and how they interact with frigates that setHullSize to fighter via script at all times, instead of most of the time, for the future THI update. If you want to ensure certain abilities and weapons affect Einhander or any ship like it properly, you can simply add a condition checking for this tag. For that reason, if you do make a ship similar to it, it'd be a good idea to add the "fake_fighter" tag to the pertinent vessels in ship_data.csv! Here is an example snippet of how you'd use it:)

    [/list]
Code
    public static boolean isFighterOrDrone(ShipAPI ship)
    {
        return ship.isFighter() || ship.isDrone() || isFakeFighter(ship);

    }

    public static boolean isFakeFighter(ShipAPI ship)
    {
        return ship.getHullSpec().hasTag("fake_fighter");
    }
    [close]
    Special Thanks
    Special Thanks:
    -Avanitia
    -Tartiflette & Flashfrozen
    -Ed
    The repair and resupply drone that is launched is heavily based off the Maltese and Terrier Repair Drone AI script from Ed's Shipyard (https://fractalsoftworks.com/forum/index.php?topic=16479.0)
    Alex
    PureTilt
    AxleMC
    Harmful Mechanic & Eliza Weisman
    LazyWizard
    creature
    Morrokain
    Mesotronik
    Techpriest
    Nia Tahlan
    Dark.Revenant
    And many others from the unofficial discord
    [/list]
    [close]
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: BigBeans on June 25, 2020, 06:02:07 AM
    I like this.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Zygorg on June 25, 2020, 06:21:44 AM
    Daam son, this is awesome!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on June 25, 2020, 06:36:26 AM
    Thanks guys, there was a bug with a misplaced gfx file, I reupload the file and should have fixed it.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Chairman Suryasari on June 25, 2020, 10:16:24 AM
    Kazeron really put their limit into the test :D
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: PyroFuzz on June 25, 2020, 03:38:17 PM
    More robit suits! Yeesss!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: MesoTroniK on June 25, 2020, 07:33:54 PM
    Evening Shoi, this is a fun little mod you got here but there is a fairly serious issue with it but I can tell you how to fix it :)

    Your "pilotable mech fighter", is a frigate where you are changing the collision class to FIGHTER via script. This soft breaks a lot of different code in other mods (and vanilla too). Things that look at ship classification, especially various AIs and random other things in general too many to list really. Will think that fighter is a frigate... Which yea will cause issues.

    What I would reccomend doing instead is using this:
    Code
    void setHullSize(HullSize hullSize);
    Then this fighter will actually be a fighter so to speak, one that is still piloted. And various code in vanilla and other mods will treat it as such rather than thinking it is a frigate.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on June 25, 2020, 09:26:17 PM
    Hey Meso, thanks for the feedback!

    Originally I set the hullsize to fighter like you suggested via script, because I wanted it to be affected by things such as that funky fighter nerf from Kadur Remnant, carrier buffs, etc, and the various other effects like that, but I ran into a bunch of issues doing this:

    - No visible HUD status bar (the one that hovers over ships)

    - AI would often times ignore the ship and prioritize defending against anything bigger instead, even though threat-wise it'd be better flickering shields against the 'fighter'. for AI fighters this isn't an issue since they're pretty dumb, but it felt almost exploity under player control

    - AI controlled versions could not be commanded, appearing only as green blips on the command screen, and only taking action when enemies got close

    - Ships with fighter hullsize crash the game when retreating

    With MagicLib I could have easily addressed the first issue, and just nerfed weapons for the second, but the last two points discouraged me from pursuing that route. Since the fighter hulls disappear from the command screen,changing flagships meant you couldn't swap back to it, otherwise I could have possibly circumvented it with some scripting, and from what I gleaned from alex, the last issue is pretty much unavoidable. So while switching hullsize was what I would have prepared, it doesn't seem possible without bringing about even bigger issues.

    I've done a lot of playtesting, and outside of ship systems that should affect it logically not actually doing so, I haven't had any game-breaking issues besides AI doing weird things with collissions since they still see it as a frigate, and thats mostly on the part of the einhander refusing to pass through ships. I don't know if there's any alternative I could pursue to address those points, though.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: MesoTroniK on June 25, 2020, 10:24:47 PM
    Literally game breaking issues? No, but soft breaks? All over the place. Just in my mods, there are well over ten scripts that look at hull sizes and will react incorrectly to that mech.

    Add in scripts I have helped other mods with that are based on similar code, and that figure will multiply 3 to 5x. Add in other mods that do entirely their own stuff and probably many hundreds of scripts. Never will it straight up break things or crash, but you will get missiles targeting it, or not targeting it when they should not, ship systems activating for it, or not activating for it when they when they should not, certain ship system effects influencing it, or not influencing it when they should not, custom autofire AIs firing at it, or not firing at it when they should not, God knows what else I could list many many things. Even just autofire tags in vanilla like ones like lets say for example strike,use_vs_frigates, and who knows what else. This is fractal madness, and breaking a fundamental assumption both the game itself makes and many mods where a frigate is a frigate and a fighter is a fighter and having one that is so to speak both under the hood will indeed soft break many many things :(
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on June 25, 2020, 11:32:17 PM
    Hmm, do you happen to have an example of something that would give that type of behavior, as I haven't seen anything out of the ordinary during playtests.

    The mech is slightly smaller than a kite, and I'd argue that small ships like it and the hound would also break fundamental assumptions, particularly in the usage of strike weapons against it. Not sure how the addition of fighter collision would change that.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: MesoTroniK on June 25, 2020, 11:55:50 PM
    OK can give one really simple and low hanging fruit example off the top of my head that is even easy to test and observe.

    The Apsis LRT Launcher weapon in Tiandong Heavy Industries (and a bunch of other missile AIs...), will not ever target fighters unless no ships are within sensor range as that missile (and others...) have a snowball's chance in Hell of hitting a target that agile and of that size. Well, it will target your mech, and be useless doing so.

    Edit: Might as well list another within the same mod...
    The Muscle LRM Launcher, missile will never target nor MIRV for fighters unless no ships are within sensor range.

    There are others in my mods, some actually of even more severe undesirable results, but they become increasingly esoteric. And that is just my mods...


    Double edit: Blargh, and here it is breaking a weapon with a custom scripted proximity fuze.
    https://youtu.be/3wpERIdZSMo
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Unnamed_Shadow on June 26, 2020, 02:34:43 AM
    Would be really cool if this evolves into a full Faction Mod.

    Creating a rival to Diable Avionics with different objectives, or perhaps and ally for Diable Avionics (considering how many enemies they have on a Nexerelin run)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on June 26, 2020, 06:19:08 AM
    OK can give one really simple and low hanging fruit example off the top of my head that is even easy to test and observe.


    Oof, yikes.
    I was going to sleep on this but I couldnt stop thinking about it. I have an idea on how I can swap the hullsize to fighter to prevent that kind of weirdness and address the issues I ran into while doing so, and it's partially working. If I can figure out some logic to detect when it's in the retreat radius, I think I also have a workaround to prevent the crash-on-retreat..so looking into that as well.

    Thanks for showing me this!

    EDIT: Okay, I think I figured out how to fix it. The ship's now fully considered  fighter, except in 2 edge cases:

    1. Command UI is open
    2. Ship is in its retreat radius

    Doing this should prevent a lot of the weirdness with scripted AI without causing any crashes, but i'll need to test it a bit to be certain.

    Would be really cool if this evolves into a full Faction Mod.

    Creating a rival to Diable Avionics with different objectives, or perhaps and ally for Diable Avionics (considering how many enemies they have on a Nexerelin run)

    I can't really comment on anything about DA atm, but if I ever expand the company, it will probably be in a nonstandard setup as oppossed to how other factions operate.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: MesoTroniK on June 26, 2020, 06:43:49 PM
    And thank you for working on the issues Shoi!

    It sounds like you did your best that is possible within the current version of SS, while still retaining your design goals. It still messing up during retreat when past said border is a tiny edge case. While the command UI is open if also not paused, is a fairly common occurrence but little can be done about that.

    What I would recommend you do? Is just say asi es la vida (such is life) for now, with those two edge case problems remaining. And then ask Alex for some stuff to *truly* fix it for the next version of SS.
    - Making it not crash if a frigate that is haxed to be a "fighter" retreats.
    - Some sort of ship hint, or API hook you can call within a script to make it so that it shows the HUD status bar for a "fighter" and also allow a "fighter" to be treated like a ship in the command screen.

    With stuff like that, it would allow something like this to work perfectly all the time instead of most of the time. He would probably do the first point if asked, and hopefully on the second as well! Just make to explain in good detail why you want this along with the requests :)

    Hell, if all that happened? I could see doing myself some pilotable fighters heh. On a final side note? You have a *lot* of redundant files in your mod, ones that could also potentially cause issues. I think you have "Copy dependent libraries" checked (or whatever the equivalents are in IDEs that are not NetBeans). You should turn that off.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Gezzaman on July 05, 2020, 01:59:05 AM
    This looks amazing,  keep it up!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on July 08, 2020, 11:34:03 AM
    This looks amazing,  keep it up!

    Thanks! :)

    UPDATE - V1.05
    The Einhänder has been swapped to fighter hullsize. This took a bit of work and after a lot of testing, I think it should work without major issues.
    It should now properly be influenced by most effects that would influence other "real" fighters,
    gained 5 OP, a small synergy slot, and the ability to reload at carriers. The reload drone will always launch regardless of enemy presence, but has a much longer delay between runs compared to the repair drone.

    Another addition is a hullmod that is automatically added to carriers with cataphract wings, which grant a small ground support bonus. The current bonus is pretty negligible, but it seems a reasonable amount taking into account ground support bonus most small mod ship generally give.
    (https://i.imgur.com/vLMYBF7.png)
    Download  (https://drive.google.com/file/d/1sygpDowhqJ8MBHD5iToG3kn2xyLzdmit/view?usp=sharing)
    Quote from:  Full Changelog
    Spoiler
    1.0.5

    --------------------
    -Any carrier with at least 1 Cataphract wing will now get the hullmod "cataphract complement" that grants small ground support bonus, applied when visiting markets

    === Einhänder ===
    -can start active vent during phase instead of having to exit phase first, and then venting.

    - Increased OP from 30 -> 35

    - Added small SYNERGY hardpoint

    - Decreased armor from 325 -> 310.

    -Juno-
    - Increased Juno's per shot damage from 83 -> 100
    - Burst size decreased 16->9
    - EMP Damage Increased 30->60
    - Juno now has a 25% chance to create EMP arcs on impact that do 3x EMP damage(150) and 1/2 its per shot damage(50) in energy
    - Chargedown decreased 3->2

    -AS Javelin renamed -> AS Glaive ((II has weapon with very similar name))
    - Damage decreased from 500 -> 400
    - Ammo decreased from 10 -> 4
    - chargedown decreased from 6->3
    - EMP Damage increased 0 -> 200
    - No longer fully reloads between engagements

    -Homing Laser-
    - Chargedown decreased from 12->10

    - Limited Ammo weapons can be reloaded by returning to carrier, if the weapons max ammo count is at least 2 (no spamming reapers ): )

    - Einhänder has been fully switched to fighter hullsize, outside of a few edge cases. Gameplay wise this means it **should** suffer or benefit from all the same effects that fighters do, including custom ones (so long as that effect checks if a ship is a **fighter** and not checking its **fighter_wing**), including custom ones, and AI will react and evaluate it as as a fighter also. Thanks to MesoTronIk for bringing this to my attention.

    -Fighter Doctrine Lv2 bonus now applies to the Einhänder as well

    === Valken ===
    -Fixed severed Valken arms showing up in markets.

    -Replaced Valken's AAF system with new system: GU-14 Firebolt Feeder
    +25% Damage, +25% ROF, -10% Flux Cost for ballistics
    [close]
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on July 12, 2020, 01:55:56 AM
    UPDATE - V1.06

    -Cataphract Complement now grants +4 bonus for every cataphract wing
    -Fixed bug where ships without the CARRIER tag would not receive Cataphract Complement hullmod
    -Added info on ammo resupply drone for strikecraft hullmod

    Download  (https://drive.google.com/file/d/1sygpDowhqJ8MBHD5iToG3kn2xyLzdmit/view?usp=sharing)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Iris Vin on July 29, 2020, 04:08:10 AM
    Just wanted to pop in and say I've just found an Einhänder and it's tremendous fun to pilot around. Thank you!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on July 30, 2020, 11:32:33 PM
    Thanks, i'm glad you enjoy it  :)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Plockrock on July 31, 2020, 08:42:41 PM
    Just wanted to say thanks for this mod, I'm a diehard mecha fan and I've been jonesing for as much of it in this game as possible.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Ryers on August 13, 2020, 03:22:33 AM
    this mod looks great! where will i find theise little nuggets of joy?
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on August 13, 2020, 11:17:04 PM
    Thanks :)

    Valken's appear just about anywhere, and factions with access to the High Tech BP (So indies and Tritach, IIRC) generally sell koutos.
    Right now, the only way to get a Einhänder is finding them in a tritachyon markets, or one of the mod submarkets that sell rare ships at a higher chance. The easiest way to get one is probably just stealing it from a TT market with nex
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Ryers on August 14, 2020, 07:24:19 PM
    did the nex trick last night. cheers.
    its alot of fun running in with fighter wings =)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 07, 2020, 04:31:46 AM
    NOT SAVE COMPATIBLE WITH OLD VERSIONS
    UPDATE V1.1 (https://mega.nz/file/2I8klbRK#vDZ2K9vMD_1wifE-fGu3iZmMt8hTvj-e4nhfchnF5Ak)
    https://www.youtube.com/watch?v=GW04E1B_c-k
    -Added fake_fighter tag to Einhänder, which will resolve some targeting and fuze logic bugs with several THI scripted weapons and how they interact with frigates that setHullSize to fighter via script at all times, instead of most of the time for the future THI update. (Note to other mods that might do similar things, please add the "fake_fighter" tag to the pertinent vessels in ship_data.csv! credit to MesoTroniK; if you want to add compatibility for your own weapons, you can use the following code:)
    Code
        
        public static boolean isFighterOrDrone(ShipAPI ship)
        {
            return ship.isFighter() || ship.isDrone() || isFakeFighter(ship);

        }

        public static boolean isFakeFighter(ShipAPI ship)
        {
            return ship.getHullSpec().hasTag("fake_fighter");
        }
    ---
    -Fixed crash with Einhänder caused by attempting to retreat from the top of the map during 'escape' battles
    -Fixed bug that wiped faction blueprints from Tritachyon/Independent fleets
    -Adjusted rarity of all fighters so they are less common in NPC fleets
    -Added compatibility for some IndEvo features ( i think )
    Full changelog
    === Einhänder ===
    -Synergy Mount has been axed. It just looks too weird with some combos. I'll probably make an alternate version with mounts replacing some built-ins
    -Added built-in drone wing with customizable small hybrid mount as replacement.
    -Can equip weapons up to 9OP, but flux reserves might not be enough for it to actually fire them all (I.E) you can actually mount an AM blaster on the drone, but it can't actually fire. I'll add hard restrictions to this later
    -Added Phase Field hullmod
    ==-New System-==
    -Phase Charge->Offense Mode
    Damage Bonus: 35%->30%
    Speed Bonus: 65%->40%
    Manuverability Bonus: 50%->40%
    Reduce RoF by 50%
    Increases Recoil by 100%
    replaces Juno standard projectile with enhanced alternative that does 135 Energy Damage and 200 EMP Damage with arc chance
    -----
    -small sprite alterations

    OP: 35->30
    HP: 700->750
    -Reduced armor from 310->300.
    -Increased turn accel 115 -> 180
    -Top Speed: 160->165
    -CR to Deploy: 16%->20%
    -CR loss per second: .25%->.20%
    -Turn rate: 115 -> 120
    -Increased decel 120->170
    -Increased accel 170->190
    -Max Flux: 1200->1100
    -Mass:  75-> 60
    -AS Glaive Range: 500->550; Damage: 400->450; Ammo: 4->6
    -Juno DMG 90 -> 100
    -Juno EMP DMG 60->0
    -Juno Chargeup 1.05-> 0.525
    -Juno Chargedown 2->1.6
    -Juno Min Spread 0->3
    -Juno Max Spread 10->30
    -Burst size: 9->8

    -Homing Laser bonus damage chance: 50%->25%
    -Burst size: 4->2


    === Valken ===
    -Increased speed to 230
    -Hull: 550>300
    -Armor: 40->15
    -Wing Size: 3->4
    - Pulse Laser DMG: 50->30
    - Light Mortar Ammo: 0-> 15
    - Replacement Time: 8-> 12


    === Kouto ===
    Shield Efficiency 75%->100%
    Blazer Rifle -> DR-79 Gatling Plasma
    === Bihänder ===
    - New Sprite
    - OP: 12->14
    - Wing Size: 2->1
    - AP Javelin -> Juno Mk. II: Burst Charge Beam
    = Light Machine Gun -> Micro Rail Rifle
    - added new sfx + fx

    -Added new wing: Ilorin
    - High HP and Armor
    - Slow speed & manuverability
    - Armed with annihilator Rocket Pod & Autocannon

    -Added new wing: Pila UWS
    Short-range drone wing used by the Einhänder

    [close]
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Arcagnello on November 07, 2020, 05:21:04 AM
    Looking great so far, can't wait for this to be released/expanded so that I can do a Iron Blooded Orphans themed campaign and cry manly tears of sorrow once again.
    Edit: I'd write something more constructive but I'm in a hurry doing IRL stuff right now so I'll save it for later  ;)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Mr_8000 on November 07, 2020, 07:12:31 AM
    Is the Bihänder wing intentionally called "Bihänder New Variant", or is this a mistake? It doesn't seem to line up with the other cataphract's naming convention.

    Spoiler
    (https://i.imgur.com/EifpUI7.png)
    [close]
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Chairman Suryasari on November 07, 2020, 08:32:33 AM
    Thanks for the update! Also it's a little nitpicky but you can use OBS to record gameplay instead of Bandicam, it's free and open-source recording and streaming app  ;D
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 07, 2020, 10:01:28 AM
    Is the Bihänder wing intentionally called "Bihänder New Variant", or is this a mistake? It doesn't seem to line up with the other cataphract's naming convention.

    Spoiler
    (https://i.imgur.com/EifpUI7.png)
    [close]

    Oversight on my part. Thanks for the catch! Corrected

    Thanks for the update! Also it's a little nitpicky but you can use OBS to record gameplay instead of Bandicam, it's free and open-source recording and streaming app  ;D

    Thanks, I used bandicam mostly because I had a license at one point (doesn't seem to work now though). I'll check out OBS!  :)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: TrickyTidy on November 07, 2020, 12:53:22 PM
    Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 07, 2020, 01:05:38 PM
    Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.

    Thanks for letting me know! I did a quick double check and don't see anything missing in the files, so just to double check do you happen to have MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.msg230881#msg230881) and installed?

    EDIT: Nevermind, I see what the issue is. Fixed!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: TrickyTidy on November 07, 2020, 03:48:21 PM
    Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.

    Thanks for letting me know! I did a quick double check and don't see anything missing in the files, so just to double check do you happen to have MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.msg230881#msg230881) and installed?

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

    Awesome! Love the new updates to the mod. Keep up the great work 
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 09, 2020, 12:55:48 PM
    Small Update. AI controlled Einhänder will now attempt to return to carriers instead of fighting to CR death.
    Save Compat.
    Quote
    V1.1.1
    ---------
    Einhänder:
    -Increase turn rate 100->110
    Offense Mode: Speed+Manuverability:40%->50%
    Corrected system desc; stated 30% dmg increase, replaced with more accurate description
    Juno DMG: 100->110;
    DP: 7 -> 6
    -Juno hit fx with system active reduced in intensity
    -misc fx adjustments
    - AI controlled Einhänder will autonomously return to carrier at low CR
    ---------
    Bihänder:
    -System: Damper-> Production P-Damper
    -HP: 700
    -Armor: 150->200
    Replaced Micromissile -> Homing Laser
    ---

    Download v.1.1.1 for 0.9.1a
     (https://mega.nz/file/DJczFSJI#onohsV-1WpDt5efO_EX20uFe4tAWpvsiMC_yXBrKWE0)

    Quote
    Awesome! Love the new updates to the mod. Keep up the great work
    Thanks :)
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Mr_8000 on November 09, 2020, 06:40:16 PM
    Upon deploying the Einhänder (seemingly only when I'm not currently piloting it), I crash. Here's the relevant part of the log.

    Spoiler
    35511 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
    java.lang.NullPointerException
       at com.fs.starfarer.combat.tasks.CombatTask.o00000(Unknown Source)
       at com.fs.starfarer.combat.tasks.CombatTaskManager.createAssignment(Unknown Source)
       at data.scripts.plugins.armaa_EinhanderHaxPlugin.advance(armaa_EinhanderHaxPlugin.java:75)
       at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
       at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
       at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
       at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
       at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
       at com.fs.state.AppDriver.begin(Unknown Source)
       at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
       at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)
    [close]

    This even happens in the mission accessible from the main menu.

    Edit: Also occurs if switching from the Einhänder to another ship, but not when toggling autopilot.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 09, 2020, 09:33:45 PM
    Upon deploying the Einhänder (seemingly only when I'm not currently piloting it), I crash. Here's the relevant part of the log.

    Spoiler
    35511 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
    java.lang.NullPointerException
       at com.fs.starfarer.combat.tasks.CombatTask.o00000(Unknown Source)
       at com.fs.starfarer.combat.tasks.CombatTaskManager.createAssignment(Unknown Source)
       at data.scripts.plugins.armaa_EinhanderHaxPlugin.advance(armaa_EinhanderHaxPlugin.java:75)
       at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
       at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
       at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
       at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
       at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
       at com.fs.state.AppDriver.begin(Unknown Source)
       at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
       at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
       at java.lang.Thread.run(Unknown Source)
    [close]

    This even happens in the mission accessible from the main menu.

    Edit: Also occurs if switching from the Einhänder to another ship, but not when toggling autopilot.

    Quick update, thanks for letting me know. Should fix things!
    Quote

    V1.1.2 (https://mega.nz/file/aZ8XlIhQ#X2ZOWr7QicBh6YzhYIRwlZkWJWoeKgFyjKOwpDt2QBk)
    ---------
    -Fixed crash when deploying AI-controlled Einhänder in certain order
    -Fixed crash when deploying Einhänder without any weapons assigned to the Pila
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Mr_8000 on November 10, 2020, 10:55:14 AM
    Thank you for the continued efforts on this mod. That said, I have more issues to report:

    -The Pila UWS refuses to fire anything I put on it, even the default tactical laser it receives from autofit
    Edit: on further inspection, it seems the wing itself doesn't actually receive the weapon
    Spoiler
    (https://i.imgur.com/aTN7SRU.png?1)
    [close]

    -The production phase-d field system lacks a description
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 10, 2020, 04:17:13 PM
    I ran into that issue before, but I thought I fixed. It's working in my current version, which is weird. Here's another fix with the missing desc. Sorry about that :( Let me know if this fixes it for you!

    There is still an issue where some weapons (biggest one that comes to mind is the Antimatter Blaster) can be equipped, but won't be fired because the drone just doesn't have enough flux to sustain it. It's intentional since I though dual AMB would be pretty cheese, but I'm not 100% sure on what I want to do about it. I could probably make it usable but impose another penalty of some sort for high flux weapons, but atm it just wont shoot, so for now it's a good idea to run any weapons you equip in the simulator beforehand to make sure the drones can sustain it.

    Quote
    V1.1.3
    ------------
    DOWNLOAD V1.1.3 (https://mega.nz/file/KJ1ywTwA#ocx2juYu3bqYVVWbjEGHDvWPZmNJS-L8uS_zqZUbPZU)
    -small fx adjustment on Einhänder + Bihänder
    -Add system desc for P-Damper Field (Bihander ver)
    -Fix bug where Pila would never equipped their assigned weapon due to bad logic
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Mr_8000 on November 10, 2020, 04:25:35 PM
    Seems to be working fine now, much appreciated!
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: Mr_8000 on November 11, 2020, 07:23:00 PM
    Alright I'm back again, I've noticed the kouto wing seems to be either missing a weapon, or the change wasn't reflected right in the patch notes.
    Spoiler
    (https://i.imgur.com/M14felr.png)
    [close]
    (note the first weapon lacks a name)
    Looking at the files, "armaa_kouto_torso" appears to have been a weapon at some point, it's also unique in the fact that it's missing the SYSTEM tag. I've dug up my old version, seems that it used to be a "Micro Missile Pod" at some point.

    While I'm at it, the homing laser is missing a primary role.

    Finally, I'm curious as to why the vulcan built ins differ from the standard vulcan. Were they too strong as-is, or was it for a different reason?

    Edit: While testing for the missing weapon, I saw that the Valken wing doesn't appear for use in missions. Not really a big deal, since it appears in the campaign, but odd nonetheless.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.3
    Post by: Harpuea on November 13, 2020, 03:03:50 AM
    Wow. Very nice! It seems that auto pilot is not working if you set hullsize to fighter. I am working on something similar and I ran into the problem of losing auto pilot as well. For me the soft breaks mentioned by MesoTronik is more playable right now. Especially if you want to have multiple fake fighters in the fleet, they need auto pilot. Oh well.

    How did you get the Einhander bits to be selectable on the ship refit screen? That's really cool, I'll take a look. Thanks for the mod.
    Title: Re: [0.9.1a] ArmaA Robotics
    Post by: shoi on November 13, 2020, 12:41:03 PM
    Alright I'm back again, I've noticed the kouto wing seems to be either missing a weapon, or the change wasn't reflected right in the patch notes.
    Spoiler
    (https://i.imgur.com/M14felr.png)
    [close]
    (note the first weapon lacks a name)
    Looking at the files, "armaa_kouto_torso" appears to have been a weapon at some point, it's also unique in the fact that it's missing the SYSTEM tag. I've dug up my old version, seems that it used to be a "Micro Missile Pod" at some point.

    While I'm at it, the homing laser is missing a primary role.

    Finally, I'm curious as to why the vulcan built ins differ from the standard vulcan. Were they too strong as-is, or was it for a different reason?

    Edit: While testing for the missing weapon, I saw that the Valken wing doesn't appear for use in missions. Not really a big deal, since it appears in the campaign, but odd nonetheless.

    Fixed all of these, thanks! I removed the missile weapon from Kouto, but didn't change the turret back to a Deco. I've added back the Kouto's system as well, so it should be a bit tankier now.

    For the vulcans, I know for sure that I fiddled with the Valken's because it felt too good at interception (even though it -is- an interceptor, technically)
    I did this pretty early on, so I might have to mess with it again to see if it was as bad as I thought.

    Wow. Very nice! It seems that auto pilot is not working if you set hullsize to fighter. I am working on something similar and I ran into the problem of losing auto pilot as well. For me the soft breaks mentioned by MesoTronik is more playable right now. Especially if you want to have multiple fake fighters in the fleet, they need auto pilot. Oh well.

    I don't really use autopilot, but I think the only way you can activate it is from the Command UI, right? If that's the case, you can still enable it for ships set to fighter hullsize with a BaseEveryFrameCombatPlugin.

    Code
    			
    ui = engine.getCombatUI();
    if(ui.isShowingCommandUI())
    {
    fighter.setHullSize(HullSize.FRIGATE);
    }

    right now  for the einhander this code is on a hullmod, so it works kind of jankily (you have to open the command UI, then unpause to be able to issue orders/activate autopilot) but the fix im cooking up should let you immediately do so as soon as the UI is up.

    Quote
    How did you get the Einhander bits to be selectable on the ship refit screen? That's really cool, I'll take a look. Thanks for the mod.

    Liberal application of hax. The bit that shows up on the refit screen is a module that gets disabled and hidden with 100% damage resistance (fun fact, AI will ignore targets they can't actually hurt) as soon as combat starts. Straight out deleting it for some reason results in the Einhander deploying in the next round of combat as a husk, which is why you can sometimes see it being disabled at the start of a battle.  I think this won't be an issue come 0.95 though.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.3
    Post by: Mr_8000 on November 13, 2020, 02:26:22 PM
    Is the valken supposed to be a wing of 3 or 4? Since the 1.1 patch notes claim it lost a fair bit of stats, but was supposed to be a wing of 4, while it's still currently only 3.

    In regard to the vulcans, I was more so referring to the vulcan on the einhander, since it's kinda bad at stopping any kind of missile at all (compared to a normal vulcan).
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.3
    Post by: shoi on November 13, 2020, 05:40:57 PM
    Oh..the fire rate on Einhander's vulcan is halved, so that's probably why. I never noticed that, but it's fixed! Just went ahead and reverted it to vanilla vulcan values

    Re: Valken, it looks like I lowered the wing size, buffed it, then nerfed it again without raising it back to a wing size of 4. Bumped back up to 4. There's one more thing i have to address and ill push another update.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: shoi on November 16, 2020, 05:58:27 AM
    More balance adjustments, bugfixes + a few minor additions

    Quote
    V1.1.4
    ------------
    DOWNLOAD V1.1.4 (https://mega.nz/file/aM1G1JrK#tUmaz9EBq9gpsfN7l3-mEZsiV7OIHgq_3dmwJ7SJatA)
    V1.1.4
    ---------
    - Fixed damage bug with Starship Legends
    - Added Nex Carrier(small) start
    - Can now immediately issue orders to Einhänder instead of having to open Command UI and unpausing
    - Fixed "bug" where Einhänder being the last living friendly remaining would result in an instant loss

    Cataphract Complement:
    -Each wing now grants a different ground support bonus:
    Valken, Kouto: 4
    Bihander: 16
    Ilorin: 12

    Einhänder:
    -Phase Damper Field Time Dilation: 50%->60%
    -Phase Damper Field Beam Resistance: 40%->50%
    -Beam Coat Beam Resistance: 35%->40%
    -Beam Coat tooltip stated total stacking beam resistance was 77% when it was in reality around 60%, corrected to reflect new values. Max resistance is 70%
    -With these changes beam heavy enemies and burst PD beams shouldn't be as insurmountable, while remaining a threat
    -AS Glaive size: Medium->Small, this will give it a more accurate (and reduced weapon health) HP for its physical size
    -Increased texture scroll speed on AS Glaive's trail
    -Added role for Homing Laser
    -Vulcan Cannon: Chargedown: .1 -> 0.05, Damage: 35->25, Range: 350->250; Replaced projectile for vanilla vulcan_shot

    Kouto:
    -Added System: Overshield
    -Shield Radius: 90->75
    -Blank Torso Weapon-> Seeker Flares

    Valken:
    -Wing Size: 3->5
    -IR Pulse Laser: Energy/Shot: 0->50
    -Flux Dissipation: 25->60
    -Adjusted sprite
    -Vulcan Cannon: Chargedown: .1 -> 0.05, replaced projectile for vanilla vulcan_shot
    -Refit Time: 10->9
    -Changed Engine Style from lowtech to midline

    Ilorin:
    -Rocket Pod Ammo: 9->15
    -Added System: Fast Missile Racks
    -Minor description tweaks
    -replaced midline tags with low tech

    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: HereticKannon on November 17, 2020, 01:22:44 PM
    I'm really enjoying your mod, more mechs are always welcome as far as I'm concerned! The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should.  As a heads up to anyone updating to 1.1.4 it might be incompatible with saves from 1.1.3, I got an error when I tried to load my save with the new version then it loaded right up when I reverted to 1.1.3. It might just be a problem I'm having though since I use a lot of mods. Wasn't a big deal in either case for me as I wasn't very far along in my current campaign so I'll just roll with 1.1.4. Thanks for all your work bringing these neat mechs into the game.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: shoi on November 18, 2020, 01:58:02 AM
    I'm really enjoying your mod, more mechs are always welcome as far as I'm concerned! The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should.  As a heads up to anyone updating to 1.1.4 it might be incompatible with saves from 1.1.3, I got an error when I tried to load my save with the new version then it loaded right up when I reverted to 1.1.3. It might just be a problem I'm having though since I use a lot of mods. Wasn't a big deal in either case for me as I wasn't very far along in my current campaign so I'll just roll with 1.1.4. Thanks for all your work bringing these neat mechs into the game.


    Oops, I did change the faction name in the last update for the nex start to fit the convention of other mods, that might have been the cause of the issue. Sorry about that!

    About
    Quote
    The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should.

    Is there anything specific issues you have with using the Einhänder? I've been testing it for a long time so it's great getting different perspectives on how it performs.
    Thanks for the feedback!
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: HELMUT on November 18, 2020, 06:04:48 AM
    I can't answer for Kannon, but from my experience it's extremely easy to get wrecked by an unexpected missile or hellbore round. Keeping tracks of everything during small skirmishes is easy enough, but in a bigger battle when there's more missiles than usual, the slightest mistake usually mean an instant death. It doesn't help that i can't get my carrier to reliably repair me when i need it, sometimes the repair drone doesn't want to appears, even if the carrier is relatively far away from an enemy.


    Anyway, i played a short campaign with the ArmaA Nexerelin start. The Einhander is pretty nice to fly, although i have to say it feels much more like a toy than an actual combat ship. While it's fairly mobile and not that fragile, it really lacks firepower. It works more like a heavy fighter than a frigate, very good against other fighters and other frigates, and occasional lightly armored destroyers. But that's it, it's relatively helpless against something with a modicum of armor. Yes, the Glaive is a thing specifically made for that, but the slow rate of fire and limited ammo merely makes it an "okay" weapon. An extremely good weapon for a fighter, but not really for a frigate, and in a campaign, i rapidly needed something that could deal some real damage.

    This is where my biggest "issue" lies, and why i consider the Einhander a toy. It's nice to fly, it can fight, but it'll become obsolete the moment you have access to a halfway decent frigate. Mind you, i'm not asking for a buff, the Einhander being just a playable fighter is fine. But given its is the poster boy and "main" content of the mod, it allows for only very little replayability. Of course, it's a fairly young mod, with limited content yet, but in it's current stat, i wouldn't keep it in my folder now that the novelty factor is fading.

    Of course, there's more to the Einhander. In my campaign, i got a few carriers loaded with Cataphracts to deal with the bigger targets. The Kouto, while tanky, wasn't very helpful when it came to do the actual killing. I much preferred the bomber equivalent for a cataphract, the Ilorin, which is also fairly tanky in its own right. As for the Valken, i suspect they would combo wonderfully with EMP fighters, alas i couldn't find any in my campaign, so they were pretty much cannon fodder. I couldn't get my hands on a Bihander, but i still tested it in the mission and, well, one or two of those would have made my early game much easier.

    As for the Einhander playstyle, i have personally been using it in melee combat. Yes, actual melee. Being a fighter, it can stand over a target, where there's usually no shield coverage, i used the Glaive at point blank range to disable engines, and finished my target with the overcharged Juno. Very good to deal with high-tech frigates like Remnants that usually lacks armor but compensate with a strong shield. Of course, hovering over a target also comes with risks, like a point blank AM blaster shot to the face. Which is why is outfitted the Pila drone with a ion cannon to declaw my targets before i can directly engage.


    I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important? I personally can't find an issue with the way things are currently working. Well, maybe the whole carrier reloading/repairing thing being a tad clunky. Also some potential conflict with other mods scripts, nobody enjoy playing with the spectre of a sudden crash hanging above them.

    But overall, it works. I would be interested in seeing more content from this mod. A Tri-tachyon equivalent to the Einhander, some hacked together Luddic Cataphract... There's many possibilities for expanding the mod.

    However.

    The whole playable fighter shitck might make the whole ordeal trickier than for a standard mod. Yes, i would eventually love to fly a pilotable mech with a custom loadout. A chaingun in your right hand? Sure. A phase lance (phase blade?) in your left? Awesome. Hammers in the shoulder pods? Of course i'd like that (just throwing exemples here). The problem is : it wouldn't work really well for a playable fighter. Because hovering over a target with custom guns, or even powerful built-ins is bound to be a balance headache. The player could mercilessly exploit it, like i did, or worse, being on the receiving end of it. That issue can be countered by only allowing relatively weak weapons on a playable cataphract, similar to the Einhander, but then it would be also be cursed with the "toy syndrome", limiting its usefulness.


    I don't know what's your roadmap for the future of the mod, so maybe all my rambling is irrelevant. Still, if you're planning to add new content, i'd be curious to see you attempt something more "normal" like a non fighter mech, a bit like the Tahlan Regalias. From there, you can see whether or not it works, and if it's worth expanding upon. So yeah, i'll keep an eye open on your future updates.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: shoi on November 18, 2020, 08:50:20 AM
    Wow! HELMUT, thanks for the feedback!!

    Quote
    I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?

    So originally, it was a frigate before I decided to go all in on the current approach.
    TL;DR version is that it was to alleviate a lot of problems the AI would have had otherwise; From what I had observed, making the ship a fighter was really the only way to avoid them. To name a few issues, beforehand Capital Ships (or pretty much any ship) would drop everything to focus and keep the ship in front of it, exposing themselves to heavier armed targets in the process, bomber wings would fire missiles like Atropos' at it (when there was virtually no chance it'd connect, outside of luck..the most egregious of these would be piranha's trying to carpet bomb it)

    I guess that isn't exactly gamebreaking, but the other problem was with weapons using custom AI: MesoTronIK pointed out the issues that implementation would have had with some weapons in THI on like the very first page I think. So sunken cost fallacy, etc etc -  I just went and reworked everything. It was a pain to do, but amazingly, yeah, it works pretty well.

    I had to take the Einhander behind the shed with a nerf bat several times afterwards to accomodate for that because of changes in AI behavior it caused, and like you mentioned, powerful weapons + being able to fly over stuff is troublesome. That may be the reason it's loadout is kind of anemic nowadays. It did have a modular slot at one point, but I removed it since it just didn't mesh aesthetically, and came up with the Pila instead.

    It's definately a tricky thing to balance. I've tried to do things in a way such that PD became the eminent threat to the ship, while most everything can be dodged (hence the super low HP and armor) but if you're getting hit by hellbores, I might need to increase the time dilation effect.

    The repair drone operates based off the "Enemy Presence" status that pops up and stops CR countdown, and if it's that inconsistent, its probably to wide to use for this. I think i'll try to use a smaller, set radius to check for enemies instead.

    This is super helpful, by the way. My experience has been a bit different, ranging from dying to hounds to killing things 4x its weight in DP. At the same time I invest heavily in combat skills and I think that may have been influencing my balance approach. It really helps to know how othe people are faring.

    Quote
    But overall, it works. I would be interested in seeing more content from this mod. A Tri-tachyon equivalent to the Einhander, some hacked together Luddic Cataphract... There's many possibilities for expanding the mod.

    However.

    The whole playable fighter shitck might make the whole ordeal trickier than for a standard mod. Yes, i would eventually love to fly a pilotable mech with a custom loadout. A chaingun in your right hand? Sure. A phase lance (phase blade?) in your left? Awesome. Hammers in the shoulder pods? Of course i'd like that (just throwing exemples here). The problem is : it wouldn't work really well for a playable fighter. Because hovering over a target with custom guns, or even powerful built-ins is bound to be a balance headache. The player could mercilessly exploit it, like i did, or worse, being on the receiving end of it. That issue can be countered by only allowing relatively weak weapons on a playable cataphract, similar to the Einhander, but then it would be also be cursed with the "toy syndrome", limiting its usefulness.



    I don't know what's your roadmap for the future of the mod, so maybe all my rambling is irrelevant. Still, if you're planning to add new content, i'd be curious to see you attempt something more "normal" like a non fighter mech, a bit like the Tahlan Regalias. From there, you can see whether or not it works, and if it's worth expanding upon. So yeah, i'll keep an eye open on your future updates.

    Yeah, I came to this conclusion too around the time I removed the modular slot. A huge part of SS is definately the ability to customize and alter loadouts, and that really isn't a thing you can do to a full degree with something with the characteristics/size of a fighter, or at least not without some difficulty, or using hidden weapons. The next one i'm working on is much larger and will operate like normal ships, and hopefully it will be a lot of fun to use. Right now it's still in the early stages, but hopefully I can get it and some other interesting things in soon. Thanks for trying my mod and the detailed insight!!  :)
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: TrickyTidy on November 19, 2020, 06:24:30 AM
    I'm guessing we can't use the Bit drones on anything but the 'armaa_einhander' hull? I've been tinkering with making skins for the Einhander and it looks like it breaks changing the drones' weapons. The fake Bit module doesn't appear in the refit screen.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: shoi on November 19, 2020, 07:18:13 AM
    I'm guessing we can't use the Bit drones on anything but the 'armaa_einhander' hull? I've been tinkering with making skins for the Einhander and it looks like it breaks changing the drones' weapons. The fake Bit module doesn't appear in the refit screen.

    hmm, there's nothing in the script that would stop the module from appearing.
    I'm gonna assume you duplicated and renamed the hull;  did you create a new variant for it as well? Modules are assigned by variant files, so If that's the case, it may not be showing up because the new hull doesn't have the fake module specified in a variant file.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: TrickyTidy on November 19, 2020, 10:13:15 AM
    hmm, there's nothing in the script that would stop the module from appearing.
    I'm gonna assume you duplicated and renamed the hull;  did you create a new variant for it as well? Modules are assigned by variant files, so If that's the case, it may not be showing up because the new hull doesn't have the fake module specified in a variant file.

    Cool, thanks! It was the .variant file after all.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: krech on November 20, 2020, 12:53:53 PM

    Quote
    I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?

    dont listen him, i tired of hundred mods with BIIIIG SHIPS YAAAAAA. Its very satisfying to play with small fighter or ship and play own role in big fight. While big ships fighitin each other u do own job, like supportin big ships, defending it from bombers and stuff as tiny piece in ur fleet war machine. Very thnks for the mod, hope will be more playable as pilot mechs and weapons to refit them.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: zurium on November 26, 2020, 04:49:02 AM
    hi!, dont know why but causes a null exception when i try to fly the fighter in simulation (the sighter ship, not one of the wings) cheers!
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: shoi on November 26, 2020, 09:37:00 PM

    Quote
    I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?

    dont listen him, i tired of hundred mods with BIIIIG SHIPS YAAAAAA. Its very satisfying to play with small fighter or ship and play own role in big fight. While big ships fighitin each other u do own job, like supportin big ships, defending it from bombers and stuff as tiny piece in ur fleet war machine. Very thnks for the mod, hope will be more playable as pilot mechs and weapons to refit them.

    Thanks! The next thing I have in store is large frigate/small destroyer-sized, so its not toooo big  :)

    hi!, dont know why but causes a null exception when i try to fly the fighter in simulation (the sighter ship, not one of the wings) cheers!

    Do you have a crashlog you could post here? :)
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: Caymon Joestar on November 27, 2020, 02:54:32 AM

    Quote
    I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?

    dont listen him, i tired of hundred mods with BIIIIG SHIPS YAAAAAA. Its very satisfying to play with small fighter or ship and play own role in big fight. While big ships fighitin each other u do own job, like supportin big ships, defending it from bombers and stuff as tiny piece in ur fleet war machine. Very thnks for the mod, hope will be more playable as pilot mechs and weapons to refit them.

    Ehhh, from what I have experienced using it so far, while it’s possible to use and not die with in small battles, in larger engagements, it quickly falls off to even normal frigates due to the fact that they can for most of them can at least take a hit, the einhander while yes, small and nimble, can not evade every missile, and the process of trying to repair can be quite the chore as

    A: You have to have a carrier that doesn’t have a enemy around it, which is quite honestly in my opinion, a *** to do as enemies frigate/destroyers will circle around and try to attack your fleet from behind

    B: from what I noticed so far, the repair drone repair rate seems pretty damn slow that it took the drone multi trips to even finish repairing the hull, I’m not sure it was even repaired the armor as the ui didnt seem to reflect it.

    C. Quick question, when resupplying with cr, does it also restore the ppt? I feel like if it also did that, it would make the player not need to go back to the carrier so often to restock on cr in long battles
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: TrickyTidy on November 27, 2020, 03:38:47 PM
    My experience is similar to what others have posted. Survivability definitely becomes an issue in larger battles. It either becomes so hectic that you're brought down by constant little hits or you just eat a missile and it's all over.

    Cranking the time-dilation can help facilitate better dodging, but a full phase that allows players to avoid damage completely would be the most effective. I understand it's kind of a cop out though as it changes the Einhander's playstyle drastically.

    On the topic of the repair/ammo drones, I did enjoy frantically dodging in combat to reach a drone to get ammo/repairs. The drones are like power-ups in that sense. I do also agree though that they're somewhat few and far between.
    Some suggestions I have are to either get them to appear more often so the Einhander has more power-ups to grab. Or create a 'combat support' drone that offers both additional ammo and a smaller instantaneous repair during combat. Then buff the out-of-combat repair and ammo drones to give a larger repair over time and more ammo respectively. While I think using the drones to extend the survivability of the Einhander is fun, I think the lull between retreating to resupply/repair and getting back into the fight is a little long.
    Title: Re: [0.9.1a] ArmaA Robotics 1.1.4
    Post by: Mr_8000 on November 30, 2020, 07:34:18 AM
    I don't know what this is, but I'm willing to bet I shouldn't have it

    Spoiler
    (https://i.imgur.com/91gUypw.png)
    [close]
    Title: Re: [0.9.1a] ArmaA Robotics 1.2.1RC2
    Post by: shoi on January 02, 2021, 05:20:24 PM
    (https://i.imgur.com/11R0oGg.png)
    [Download V1.2.1RC2]
    Save compatible, but new game is required for the new star systems
     (https://tinyurl.com/yd9pkfd5)

    Added two new fighter wings and a ship, a new star system(Gamlin) where all items from the mod are sold at high rep with indies, and nexerelin starts:
    -Valken-X: Mini ACG & Plasma Blade
    -Recordbreaker: Interceptor with built-in EMP emitter
    -Altagrave: Big mech

    Also, I made some tweaks to Einhander so repair drones always appear when near a carrier with no enemies within 2000 su

    Changelog
    V1.2RC2
    --------
    -Removed Omni-Shields from Altagrave's legs, increased armor by 200, HP by 200
    -Gave Altagrave[C] a Default Role so that it actually appears in markets
    -All projectiles weren't properly being tallied when absorbed, corrected issue
    -Karma increases much faster, increased threshold as a result: 1000->2000
    -Reduced amount of projectiles generated from Karma: 15->10
    -Altagrave System projectiles DMG: 250->200
    V1.2RC1
    ----------

    New Ship: Altagrave
    - 12DP with modules that increase speed while they are intact;
    - 1x Medium Synergy, 1x Small Universal
    - 2x built-ins
       -Vajra
          energy-based projectile weapon with some missile characteristics, has slight homing capability, can be intercepted
    - System: K.A.R.M.A
       -Absorbing projectiles increases "Enlightenment"
       -Enlightenment grants a scaling bonus to Weapon RoF and Flux Cost Reduction as damage absorbed increases, up to 30%
       -Exceeding/reaching max karma generates an explosion that damages anything within 300 su and flings homing projectiles
          -Projectiles will home in on selected target after a few second delay, otherwise random target is chosen
       -Bonus is lost once karma is maxed.

    New Mission: Battle of Meshan 1A9
    - Survive against waves of redacted

    Nexerelin:
    -Added start with Altagrave
    -Added basic BP to all starts

    New Wing: Valken-X - 10 OP
    System: Overboost
       - brief, but significant increase to speed + manuverability for 1 second
    - Assault Chaingun(F), 50% potency of original ACG fired in 5 shot bursts
    - LS-99 MOONLIGHT, short-range plasma blade
    - Wing Size: 2
    - Not very effective vs shields, but overboost + the LS-99 makes it lethal at close range and an effective dogfighter

    New Wing: Recordbreaker - 10 OP
    - Fast interceptor with weak EMP emitter suited for anti-fighter/missile and escort. Best paired with other fighter types
    - Wing Size: 2

    -New Star System: Gamlin
    -New Meshan, Size 5 Colony
    -Has special submarket accesible at high indie rep that sells all cataphracts, rarely Einhander or Altagrave will appear

    -Adjusted spawn rate of all wings, they should actually appear occassionally in various fleets

    Einhänder:
    - fixed fx bug caused during interaction with some approlight systems
    - fixed crash caused when running simulation during armaa mission with Einhänder
    - Phase Damper Field Time Dilation: 60%->55%
    - Phase Damper Field Beam Resistance: 50%->55%
    - Phase Damper Field Base Resistance: 40%->35%
    - Vulcan Cannon Turn Rate: 90 -> 75
    - AS Glaive Range was 650, when should have been 550->550
    - Einhander receives damage bonus as flux level increases when using ship system. Exceeding flux leads to overload
    - Repair Drones will now always deploy so long as there are no enemies within 2000 su

    --Fighters--
    -General all-around buffs. They should be more effective overall

    Valken:
    -Fixed bug that prevented valken from ever spawning in fleets, or appearing in simulator
    HP: 300->450
    Armor: 15->30
    Flux Dissipation:60->80

    Kouto:
    DR-79 Plasma Gatling: 10 -> 15 DMG
       -Bullet Size reduced by 50%

    Overshield granted 10x damage resistance instead of 5x, corrected to proper value
    Increased flux stats for overall improved shield efficiency
    Reduced Seeker flare count to 1
    HP-> 425-> 500
    Armor -> 50-> 35
    Max Flux -> 700
    Dissipation ->  150
    OP:12->13
    Refit Time: 25->15

    Ilorin:
    OP: 12->14
    Crew Size: 1->3

    -removed Juno. Mk III from drop table

    -added armaa_ prefix to all ship systems

    Known Bugs:
    - Einhänder damage weighting with Starship Legends gets weird in some scenarios, will be fixed in next version of legends
    [close]

    Title: Re: [0.9.1a] Arma Armatura 1.2.1RC2
    Post by: Mayu on January 12, 2021, 06:37:28 AM
    Hi there, I can't seem to access the posted download link; the redirection to tinyurl is giving me an error. Anyway, the Altagrave looks cool to fly around, this mod reminds me of a mobile game called Iron Saga. From what I see, Arma Armatura is slowly building up its roster, perhaps it will turn into a full blown faction soon.

    Looking forward to more mechas in space!
    Title: Re: [0.9.1a] Arma Armatura 1.2.1RC2
    Post by: shoi on January 12, 2021, 10:36:52 AM
    Update; added a medim energy, and a few buffs and nerfs
    DOWNOLAD (https://mega.nz/file/HM9HFQAZ#qg8nWt06HizSaj3J-bvmcY_MV4C9upeLZWzeEsP0oCo)
    Changelog 1.2.2RC2
    V1.2.2RC2
    --------
    Nex:

    -removed random folder in mission folder

    -Super Ship start: Replaced Altagrave and Condor with Altagrave[C] and Wayfarer
       -Differences between the two are mostly superficial, [C] has built-in Op Center and is more suitable as a flag

    -Added Ground Support bonus for new fighter wings. Non-cataphract fighters were conferring additional bonus if a single cataphract wing was added, this was fixed.

    -Added Juno Mk. III, a modular medium fire support beam cannon. Available on New Meshan, may need further tweaks

    Altagrave:
    -Standard Altagrave now has very low chance of appearing in scavenger fleets

    -Adjusted base variant auto groups

    -Karma Seekers: Damage type to Kinetic
       -reverted damage back to 250 from 200

    -Added additional small hybrid mount; increased OP by 5

    -Altagrave should be less inclined to suicidally charge at things 2x its size or into swarms of enemies, not 100% what caused this issue, may have some relation to weapon loadout

    -Added normal maps for gLib support and shadow effect to some turrets/decos

    -Limb animation now slightly affected by turning/strafing left or right

    -new head sprite for Altagrave[C]

    Vajra:
       -Drastically reduced tracking effect of Vajra, should be much easier to hit smaller ships, both under player and AI control
       -Increased projectile speed: 950->1000

    -increased armor on all modules to match parent hull armor: 400->450
       - Won't do much against heavy hits, but will help mitigate issue with getting papercut to death by fighters

    -swapped active flare launcher to Low-Grade EMP Emitter (Same system as Recordbreaker) on backpack module

    -Modules now mirror the hullmods applied to the parent ship

    -Increased OP of all modules to 1000 to prevent any unintended behavior caused by hullmods that readd themselves in certain scenarios

    -Added hullmod describing modules and their effects

    -Altagrave[C] would never spawn in markets with modules, is now a seperate hull instead of being skin-based [Used exact same ID for the hull that was used by the skin file, so save compatible; tested and confirmed myself]

    Recordbreaker:
    Armor: 45->30
    HP: 450->400

    Valken-X:
    -Fixed deco weapon being listed in Armaments
    -Plasma Blade was set at an ammo of 1, removed ammo limitation

    Bihänder:
    -Altered Juno Mk. II for better visual consistency with other Juno family weapons

    [close]
    Hi there, I can't seem to access the posted download link; the redirection to tinyurl is giving me an error. Anyway, the Altagrave looks cool to fly around, this mod reminds me of a mobile game called Iron Saga. From what I see, Arma Armatura is slowly building up its roster, perhaps it will turn into a full blown faction soon.

    Looking forward to more mechas in space!

    Thanks!

    being reminded of Iron Saga isn't a real suprise there, I used it as a reference for altagrave's arm. That game in general is a good source of ideas!

    I updated a main page with the link to the new update, but let me know if thie download in this post dont wokr either
    Title: Re: [0.9.1a] Arma Armatura 1.2.2RC2
    Post by: shoi on January 12, 2021, 07:05:28 PM
    sorry for double post, but another update..this one is aiming to improve AI performance with altagrave. Lot of buffs in short order, may end up reversing some or compensating in another way
    V1.2.3 (https://mega.nz/file/TREjTaIR#zT3Q66Sly0JlebrxG0fst-fchkrsiEgAyRPX5hr4zio)
    Changelog 1.2.3
    V1.2.3
    ---------
    -Altagrave's built in hullmod is now properly hidden and wont be found as loot

    -Attempted to improve AI performance with Altagrave:
       -Generally speaking, Alta is flux hungry, and wont fire main gun after a certain threshold
       -AI cannot perceive that modules are important to its survival, very often eats hits to the side of modules that easily could have been avoided by a player as a result

       -Converted Front Shield to Omni Shield
          -Omni Shield doesnt extend to some parts of the legs, for now this is intentional
       -Increased collision radius 67->100
       -increased shield radius-> 67->90
       -base flux: 5500->5700
       -base dissipation: 350->360
       -Shield Efficiency: 0.7->0.66
       -Vajra flux/shot: 120->110

    -cr recovery %/day: 8%->6%
    [close]
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: hydremajor on February 02, 2021, 01:21:29 PM
    If you want gundam styled mechs look up something called "hardcore mecha" on steam, features a limited quantity of spaceships...
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: TrickyTidy on February 07, 2021, 06:05:51 AM
    What determines if a carrier is viable for refitting the Einhander? I've noticed that it's a bit inconsistent when a carrier can refit and I'm struggling to pin down what the issue is.
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: shoi on February 07, 2021, 06:31:37 AM
    Do you happen to have the name of a carrier it doesn't work on? I can probably look and pin down the issue with that to bounce off of
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: TrickyTidy on February 07, 2021, 07:36:29 AM
    Do you happen to have the name of a carrier it doesn't work on? I can probably look and pin down the issue with that to bounce off of

    Doh, seems like carriers need to have a wing equipped in order to qualify. I just noticed it wasn't working with some carriers but others were fine. I initially thought it was a hullmod conflict.
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: shoi on February 07, 2021, 11:41:11 AM
    Ahhh, I see. Either way, it probably should work even if there are no LPCs equipped to the carrier for some reason. I'll fix that for the next update.
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: mora on February 23, 2021, 11:09:35 PM
    Putting the hullmod "PD Arc Emitter" from VIC on the Pila UWS causes a NullPointerException. There are probably many other hullmods that crash the game out there due to the uniqueness of this mod. Perhaps a whitelist or not allowing any hullmods on the Pila UWS and similar things could prevent crashes down the road.
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: shoi on February 27, 2021, 11:16:57 AM
    Thanks for the heads up, this won't be an issue in the coming release.
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: hydremajor on March 08, 2021, 12:28:01 PM
    so whats planned for that next release anyhow ?
    Title: Re: [0.9.1a] Arma Armatura 1.2.3
    Post by: shoi on March 10, 2021, 03:15:56 AM
    Three new fighter wings, an Ion Cannon sidegrade that's focused on front-loaded EMP damage instead of dealing it continously, two new altagrave variants + a revised one, and this guy. Shouldn't be much longer... i think

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

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

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

    THERE IT IS

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

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

    game name reads: Urban Uprising Dark New World

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

    V1.4 Update

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

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

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


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

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

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

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

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

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

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

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

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

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

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



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


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

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

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

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


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

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


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


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

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

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


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


    -fixed some strings
    -fixed crash with einhander experimental


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

    Haha, can't go wrong with annihilator spam!

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


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


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

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

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

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

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

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

    1. Do you have the log?

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

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

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

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

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

    'm not sure.

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

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

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

    R-Type
    Axelay
    Strikers 1945 2
    XII Stag

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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

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

    If I remember correctly the gantry only works if all slots are occupied by wanzers.
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: Jet Black on April 07, 2021, 06:53:57 PM
    I've seen everything in this mod except the Altagrave. Is it incredibly rare? I'm a few days in and I just cant seem to find it.
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: speeder on April 07, 2021, 10:44:53 PM
    On discord some peopel told me that Altagrave "EX" at least requires Nexerelin, since Nexerelin isn't updated...

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

    Lategame not so much... it doesn't do enough damage to help in endgame fights... It can be helpful tanking a bit though, with shield mods.  Theretically it could be a great frigate hunter but often enemy AIs have frigates faster than Altagrave :(
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: DeltaPangaea on April 08, 2021, 03:59:08 AM
    Ahoy.

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

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

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

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

    Still, jammin' mod everywhere else.

    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: cbxzcm on April 08, 2021, 08:29:37 AM
    I'm new to Starsector and I think this mod is cool.

    Are there any other mods featuring mechs besides Arma Armatura, Tahlan Shipworks and Diable Avionics?
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: Jet Black on April 08, 2021, 02:11:09 PM
    Is that not plenty? lol
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: Chronia on April 08, 2021, 05:14:19 PM
    I'm new to Starsector and I think this mod is cool.

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

    Not that I'm aware of!

    It would be pretty cool if there was some interpretably between them, I really like Arma's way of adding ground support modifiers, and Tahlan and Diable have similar ideas about needing a ship with support gantries, but they're not compatible with each other. (I get that there's design reasons the authors might not want to do this, but I think it would be neat).
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: dk1332 on April 08, 2021, 07:58:35 PM
    I'm new to Starsector and I think this mod is cool.

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

    There was a mod with Mobilesuits from Iron Blood Orphans but the original author has never updated it since 0.8.
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: DeltaPangaea on April 08, 2021, 10:09:21 PM
    Oh yes, and another issue I'd forgotten until now.

    Manually firing the Trihander's pulse weapons doesn't seem to work when they're set to Alternating. Looking at the weapon charge bar, it looks like they don't actually have the time to reach full charge and fire before 'Alternating' switches to firing the other weapon, thus cancelling the first. Linked works fine, and Alternating works when they're set on autofire, it's just manual alternating fire that has a problem.
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: shoi on April 09, 2021, 02:36:58 AM
    I've seen everything in this mod except the Altagrave. Is it incredibly rare? I'm a few days in and I just cant seem to find it.

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

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

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

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

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

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

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

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

    Ahoy.

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

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

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

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

    Still, jammin' mod everywhere else.

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

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

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

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

    Ideally i'll have an update for all of this by the weekend. I've been integrating a custom version of Harupea's Combat Docking Module (https://fractalsoftworks.com/forum/index.php?topic=20415.0) for the Einhänder which is mostly functional now alongside some other buffs to make it more viable outside of the early game, just need to iron out a few more kinks.
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: dk1332 on April 09, 2021, 03:17:51 AM
    I got some things to ask about the Einhander (player pilotable version).
    - How exactly does the repair system work? I only got it to work in simulators but it sometimes doesn't work on actual battle. From what I've tried, I just need to land on a carrier (Seems to also work with converted hangars) right? But during battles it doesn't work or rather, I see the carrier glows red but none of the repair drones are being launched.
    - Resupply is just as odd. I used up 6 shots with it's cannon and went back to reload. But after a minute or so, it didn't resupply my unit.
    - I found a guy who built me an Einhander that doesn't have a bit system on it and has 0 OP. I think this is a bug or something?


    A little request, there is the Industrial Evolution mod and one of the things in it is the engineering hub. Can you allow the disassembly of both the Garegga and the Trihander (seems like a whitelist issue)? I find it weird that I can disassemble the Einhander which is quite advance but not the Garegga and the Trihander.
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: Flunky on April 09, 2021, 08:12:34 AM
    I spawned a range of Altagraves to trial them as player ships in my campaign, and overall like them quite a lot. A few thoughts, though:


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

    I honestly wasn't a huge fan of the Garrega in my hands, but as an officer frigate it's great. One issue, though - if I issue a retreat command they seem to no longer care about overloading the SILVERSWORD system.
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: DeltaPangaea on April 10, 2021, 10:19:46 PM
    I honestly wasn't a huge fan of the Garrega in my hands, but as an officer frigate it's great. One issue, though - if I issue a retreat command they seem to no longer care about overloading the SILVERSWORD system.

    Y'know, if it was the 'at all speed' retreat, then I think that'd be because Overload doesn't slow you down at all. So technically, burning out Silversword as much as possible gets you the most 'go fast' possible. Just thinkin'.
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: DeltaPangaea on April 10, 2021, 10:48:26 PM
    I can't reproduce the issue you mentioned with Einhänder. Does it always happen? Did you click on the module or something?

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

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

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

    And clicking onto Hullmods gets me this

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

    Of course, the EX is already powerful enough that maybe a buff isn't needed.
    Title: Re: [0.95a] Arma Armatura 1.4.3c
    Post by: shoi on April 11, 2021, 09:58:47 AM
    I got some things to ask about the Einhander (player pilotable version).
    - How exactly does the repair system work? I only got it to work in simulators but it sometimes doesn't work on actual battle. From what I've tried, I just need to land on a carrier (Seems to also work with converted hangars) right? But during battles it doesn't work or rather, I see the carrier glows red but none of the repair drones are being launched.
    - Resupply is just as odd. I used up 6 shots with it's cannon and went back to reload. But after a minute or so, it didn't resupply my unit.
    - I found a guy who built me an Einhander that doesn't have a bit system on it and has 0 OP. I think this is a bug or something?


    A little request, there is the Industrial Evolution mod and one of the things in it is the engineering hub. Can you allow the disassembly of both the Garegga and the Trihander (seems like a whitelist issue)? I find it weird that I can disassemble the Einhander which is quite advance but not the Garegga and the Trihander.
    -get near carrier with no enemy in 2000 su and ship will launch drones to repair or rearm. There's a delay between them if one gets destroyed
    carrier will still glow red tho sometimes even when it can't do anything, not sure why this was since I completely replaced this system for something better
    -the one that was built was a fighter LPC that I gave a blueprint on accident
    Ill fix add garegga and trihander for indevo support

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

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

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

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

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

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

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

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

    Still, had a blast playing with it :)

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

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

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


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

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

    -Fixed up some descs, courtesy of Avanitia

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

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

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

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

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

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

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

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

    Still, had a blast playing with it :)

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

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

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

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

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

    Regardless, Einhander is good fun.

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

    oh, I think im comparing trihander to gregga. nvm

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

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

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

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

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

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

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

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

    Either way, i love this mod!

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

    2. Is there a blueprint for the TriTech Garegga?

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


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

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

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

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

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

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

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

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

    A Hegemony themed Garegga with thumper-like minigun arms ?

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

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


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

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


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

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

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

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

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

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

    Thanks for all the great feedbacks and suggestions folks!

    So I had an idea

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

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

    A Hegemony themed Garegga with thumper-like minigun arms ?

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

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

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

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

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

    BUT

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

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

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

    BUT

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

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

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

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


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

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

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

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

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

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

    And that flamethrower is a beauty lol

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

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

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

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

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

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


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

    BUT

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

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

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

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

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


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

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

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

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

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

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

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


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

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

    - Fixed missing description for Gallant LPC

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

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



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

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


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


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

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

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

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

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



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

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

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

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

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

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