public static boolean isFighterOrDrone(ShipAPI ship)
{
return ship.isFighter() || ship.isDrone() || isFakeFighter(ship);
}
public static boolean isFakeFighter(ShipAPI ship)
{
return ship.getHullSpec().hasTag("fake_fighter");
}
void setHullSize(HullSize hullSize);
OK can give one really simple and low hanging fruit example off the top of my head that is even easy to test and observe.
Would be really cool if this evolves into a full Faction Mod.
Creating a rival to Diable Avionics with different objectives, or perhaps and ally for Diable Avionics (considering how many enemies they have on a Nexerelin run)
This looks amazing, keep it up!
Spoiler1.0.5
--------------------
-Any carrier with at least 1 Cataphract wing will now get the hullmod "cataphract complement" that grants small ground support bonus, applied when visiting markets
=== Einhänder ===
-can start active vent during phase instead of having to exit phase first, and then venting.
- Increased OP from 30 -> 35
- Added small SYNERGY hardpoint
- Decreased armor from 325 -> 310.
-Juno-
- Increased Juno's per shot damage from 83 -> 100
- Burst size decreased 16->9
- EMP Damage Increased 30->60
- Juno now has a 25% chance to create EMP arcs on impact that do 3x EMP damage(150) and 1/2 its per shot damage(50) in energy
- Chargedown decreased 3->2
-AS Javelin renamed -> AS Glaive ((II has weapon with very similar name))
- Damage decreased from 500 -> 400
- Ammo decreased from 10 -> 4
- chargedown decreased from 6->3
- EMP Damage increased 0 -> 200
- No longer fully reloads between engagements
-Homing Laser-
- Chargedown decreased from 12->10
- Limited Ammo weapons can be reloaded by returning to carrier, if the weapons max ammo count is at least 2 (no spamming reapers ): )
- Einhänder has been fully switched to fighter hullsize, outside of a few edge cases. Gameplay wise this means it **should** suffer or benefit from all the same effects that fighters do, including custom ones (so long as that effect checks if a ship is a **fighter** and not checking its **fighter_wing**), including custom ones, and AI will react and evaluate it as as a fighter also. Thanks to MesoTronIk for bringing this to my attention.
-Fighter Doctrine Lv2 bonus now applies to the Einhänder as well
=== Valken ===
-Fixed severed Valken arms showing up in markets.
-Replaced Valken's AAF system with new system: GU-14 Firebolt Feeder
+25% Damage, +25% ROF, -10% Flux Cost for ballistics[close]
public static boolean isFighterOrDrone(ShipAPI ship)
{
return ship.isFighter() || ship.isDrone() || isFakeFighter(ship);
}
public static boolean isFakeFighter(ShipAPI ship)
{
return ship.getHullSpec().hasTag("fake_fighter");
}
Is the Bihänder wing intentionally called "Bihänder New Variant", or is this a mistake? It doesn't seem to line up with the other cataphract's naming convention.Spoiler(https://i.imgur.com/EifpUI7.png)[close]
Thanks for the update! Also it's a little nitpicky but you can use OBS to record gameplay instead of Bandicam, it's free and open-source recording and streaming app ;D
Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.
Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.
Thanks for letting me know! I did a quick double check and don't see anything missing in the files, so just to double check do you happen to have MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.msg230881#msg230881) and installed?
EDIT: Nevermind, I see what the issue is. Fixed!
V1.1.1
---------
Einhänder:
-Increase turn rate 100->110
Offense Mode: Speed+Manuverability:40%->50%
Corrected system desc; stated 30% dmg increase, replaced with more accurate description
Juno DMG: 100->110;
DP: 7 -> 6
-Juno hit fx with system active reduced in intensity
-misc fx adjustments
- AI controlled Einhänder will autonomously return to carrier at low CR
---------
Bihänder:
-System: Damper-> Production P-Damper
-HP: 700
-Armor: 150->200
Replaced Micromissile -> Homing Laser
---
Awesome! Love the new updates to the mod. Keep up the great workThanks :)
Upon deploying the Einhänder (seemingly only when I'm not currently piloting it), I crash. Here's the relevant part of the log.Spoiler35511 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.tasks.CombatTask.o00000(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.createAssignment(Unknown Source)
at data.scripts.plugins.armaa_EinhanderHaxPlugin.advance(armaa_EinhanderHaxPlugin.java:75)
at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
This even happens in the mission accessible from the main menu.
Edit: Also occurs if switching from the Einhänder to another ship, but not when toggling autopilot.
V1.1.2 (https://mega.nz/file/aZ8XlIhQ#X2ZOWr7QicBh6YzhYIRwlZkWJWoeKgFyjKOwpDt2QBk)
---------
-Fixed crash when deploying AI-controlled Einhänder in certain order
-Fixed crash when deploying Einhänder without any weapons assigned to the Pila
V1.1.3
------------
DOWNLOAD V1.1.3 (https://mega.nz/file/KJ1ywTwA#ocx2juYu3bqYVVWbjEGHDvWPZmNJS-L8uS_zqZUbPZU)
-small fx adjustment on Einhänder + Bihänder
-Add system desc for P-Damper Field (Bihander ver)
-Fix bug where Pila would never equipped their assigned weapon due to bad logic
Alright I'm back again, I've noticed the kouto wing seems to be either missing a weapon, or the change wasn't reflected right in the patch notes.(note the first weapon lacks a name)Spoiler(https://i.imgur.com/M14felr.png)[close]
Looking at the files, "armaa_kouto_torso" appears to have been a weapon at some point, it's also unique in the fact that it's missing the SYSTEM tag. I've dug up my old version, seems that it used to be a "Micro Missile Pod" at some point.
While I'm at it, the homing laser is missing a primary role.
Finally, I'm curious as to why the vulcan built ins differ from the standard vulcan. Were they too strong as-is, or was it for a different reason?
Edit: While testing for the missing weapon, I saw that the Valken wing doesn't appear for use in missions. Not really a big deal, since it appears in the campaign, but odd nonetheless.
Wow. Very nice! It seems that auto pilot is not working if you set hullsize to fighter. I am working on something similar and I ran into the problem of losing auto pilot as well. For me the soft breaks mentioned by MesoTronik is more playable right now. Especially if you want to have multiple fake fighters in the fleet, they need auto pilot. Oh well.
ui = engine.getCombatUI();
if(ui.isShowingCommandUI())
{
fighter.setHullSize(HullSize.FRIGATE);
}
How did you get the Einhander bits to be selectable on the ship refit screen? That's really cool, I'll take a look. Thanks for the mod.
V1.1.4
------------
DOWNLOAD V1.1.4 (https://mega.nz/file/aM1G1JrK#tUmaz9EBq9gpsfN7l3-mEZsiV7OIHgq_3dmwJ7SJatA)
V1.1.4
---------
- Fixed damage bug with Starship Legends
- Added Nex Carrier(small) start
- Can now immediately issue orders to Einhänder instead of having to open Command UI and unpausing
- Fixed "bug" where Einhänder being the last living friendly remaining would result in an instant loss
Cataphract Complement:
-Each wing now grants a different ground support bonus:
Valken, Kouto: 4
Bihander: 16
Ilorin: 12
Einhänder:
-Phase Damper Field Time Dilation: 50%->60%
-Phase Damper Field Beam Resistance: 40%->50%
-Beam Coat Beam Resistance: 35%->40%
-Beam Coat tooltip stated total stacking beam resistance was 77% when it was in reality around 60%, corrected to reflect new values. Max resistance is 70%
-With these changes beam heavy enemies and burst PD beams shouldn't be as insurmountable, while remaining a threat
-AS Glaive size: Medium->Small, this will give it a more accurate (and reduced weapon health) HP for its physical size
-Increased texture scroll speed on AS Glaive's trail
-Added role for Homing Laser
-Vulcan Cannon: Chargedown: .1 -> 0.05, Damage: 35->25, Range: 350->250; Replaced projectile for vanilla vulcan_shot
Kouto:
-Added System: Overshield
-Shield Radius: 90->75
-Blank Torso Weapon-> Seeker Flares
Valken:
-Wing Size: 3->5
-IR Pulse Laser: Energy/Shot: 0->50
-Flux Dissipation: 25->60
-Adjusted sprite
-Vulcan Cannon: Chargedown: .1 -> 0.05, replaced projectile for vanilla vulcan_shot
-Refit Time: 10->9
-Changed Engine Style from lowtech to midline
Ilorin:
-Rocket Pod Ammo: 9->15
-Added System: Fast Missile Racks
-Minor description tweaks
-replaced midline tags with low tech
I'm really enjoying your mod, more mechs are always welcome as far as I'm concerned! The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should. As a heads up to anyone updating to 1.1.4 it might be incompatible with saves from 1.1.3, I got an error when I tried to load my save with the new version then it loaded right up when I reverted to 1.1.3. It might just be a problem I'm having though since I use a lot of mods. Wasn't a big deal in either case for me as I wasn't very far along in my current campaign so I'll just roll with 1.1.4. Thanks for all your work bringing these neat mechs into the game.
The Einhänder is a blast to pilot even if I get dusted in it more often than I probably should.
I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?
But overall, it works. I would be interested in seeing more content from this mod. A Tri-tachyon equivalent to the Einhander, some hacked together Luddic Cataphract... There's many possibilities for expanding the mod.
However.
The whole playable fighter shitck might make the whole ordeal trickier than for a standard mod. Yes, i would eventually love to fly a pilotable mech with a custom loadout. A chaingun in your right hand? Sure. A phase lance (phase blade?) in your left? Awesome. Hammers in the shoulder pods? Of course i'd like that (just throwing exemples here). The problem is : it wouldn't work really well for a playable fighter. Because hovering over a target with custom guns, or even powerful built-ins is bound to be a balance headache. The player could mercilessly exploit it, like i did, or worse, being on the receiving end of it. That issue can be countered by only allowing relatively weak weapons on a playable cataphract, similar to the Einhander, but then it would be also be cursed with the "toy syndrome", limiting its usefulness.
I don't know what's your roadmap for the future of the mod, so maybe all my rambling is irrelevant. Still, if you're planning to add new content, i'd be curious to see you attempt something more "normal" like a non fighter mech, a bit like the Tahlan Regalias. From there, you can see whether or not it works, and if it's worth expanding upon. So yeah, i'll keep an eye open on your future updates.
I'm guessing we can't use the Bit drones on anything but the 'armaa_einhander' hull? I've been tinkering with making skins for the Einhander and it looks like it breaks changing the drones' weapons. The fake Bit module doesn't appear in the refit screen.
hmm, there's nothing in the script that would stop the module from appearing.
I'm gonna assume you duplicated and renamed the hull; did you create a new variant for it as well? Modules are assigned by variant files, so If that's the case, it may not be showing up because the new hull doesn't have the fake module specified in a variant file.
I won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?
QuoteI won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?
dont listen him, i tired of hundred mods with BIIIIG SHIPS YAAAAAA. Its very satisfying to play with small fighter or ship and play own role in big fight. While big ships fighitin each other u do own job, like supportin big ships, defending it from bombers and stuff as tiny piece in ur fleet war machine. Very thnks for the mod, hope will be more playable as pilot mechs and weapons to refit them.
hi!, dont know why but causes a null exception when i try to fly the fighter in simulation (the sighter ship, not one of the wings) cheers!
QuoteI won't lie that the whole playable fighter thing left a bit perplexed. You went through many hoops to make it work, and it does, it's quite impressive. My main question is : Why? Why is it a fighter and not a normal ship? Am i missing something important?
dont listen him, i tired of hundred mods with BIIIIG SHIPS YAAAAAA. Its very satisfying to play with small fighter or ship and play own role in big fight. While big ships fighitin each other u do own job, like supportin big ships, defending it from bombers and stuff as tiny piece in ur fleet war machine. Very thnks for the mod, hope will be more playable as pilot mechs and weapons to refit them.
Hi there, I can't seem to access the posted download link; the redirection to tinyurl is giving me an error. Anyway, the Altagrave looks cool to fly around, this mod reminds me of a mobile game called Iron Saga. From what I see, Arma Armatura is slowly building up its roster, perhaps it will turn into a full blown faction soon.
Looking forward to more mechas in space!
Do you happen to have the name of a carrier it doesn't work on? I can probably look and pin down the issue with that to bounce off of
Something about the fighter wings added in your mods is not playing nice when using "allwings" command with console command. Everytime I try to access the storage it crashed my game.
Sorry for the delay on this, should be fixed now :'(
-removed phase field hullmod from fighter that would cause ctd
-temporarily removed fighter systems that would cause ctd from being phase based
Requres the latest MagicLib
(https://i.imgur.com/VSXHl3o.png)
Download v.1.4.3 for 0.95a - Probably Save Compatible (market changes need a new game tho)
(https://tinyurl.com/fn34x444)
I adore the Iloren. Trident, Broadsword, Iloren on a Heron and they're gonna have a bad day.
can i get a 0.9.1a download ?
So I picked up an Einhander Experimental from salvage and it's currently missing a description. Intended that I should have found one that way?
(Running it in a militarized Gemini for TV-ish authenticity, and turns out to be an excellent combo.)
I keep gettig a crash in the mission simulations when trying to fire the small mech's main gun when using the ship system....
thank you very muchcan i get a 0.9.1a download ?
This should be the latest version for 0.9.1a :)
https://mega.nz/file/CEkyxJAI#pXE6qMDsy7czUWCe1Zz8DOfAm7ue6FV8-0Jsq4o_YNg
False alarm seems you fixed it....
Say will you make mechs for every major stage of the game ?
like you can go through the whole game using nothing BUT mechs ?
It's better to think of the Einhänder as a super fighter than a frigate. Even then, losing to a Cerberus - especially instantly - would be pretty bizzare. The only way I can imagine that happening is if it attacked the ship directly from the front without using its defensive system..and even then, i've never seen AI do that terribly when using it.
As for the Garegga, if you added the mod to an existing save, the only way you'd be able to come across it would be by finding the blueprint. In new saves there's a new system that's added with an independent market that sells everything.
This can be kind of a pain, so the next update will have them and most of the mod roster show up in independent + black markets at a reduced rate, while they wil appear at the mod added planet at higher rates.
It's better to think of the Einhänder as a super fighter than a frigate. Even then, losing to a Cerberus - especially instantly - would be pretty bizzare. The only way I can imagine that happening is if it attacked the ship directly from the front without using its defensive system..and even then, i've never seen AI do that terribly when using it.
As for the Garegga, if you added the mod to an existing save, the only way you'd be able to come across it would be by finding the blueprint. In new saves there's a new system that's added with an independent market that sells everything.
This can be kind of a pain, so the next update will have them and most of the mod roster show up in independent + black markets at a reduced rate, while they wil appear at the mod added planet at higher rates.
I think I got the possible reason why the Einhander lost to a sim Cerberus. I set it to "auto pilot". During one of my encounters with a pirate fleet, I tried to use it but had to switch to auto pilot due to irl reasons. I did get the "Auto Pilot Engaged" message on the top left of the screen. Needless to say, I saw it just drifted straight on its own. No movements or what-so ever. Is this intended as if the unit is only designed to be used by players?
Double post, but I made a mistake in the latest release that would cause a crash with certain mods. It's been fixed now, so if you happened to download prior to this message, you should redownload the updated version in the previous post, or here: https://tinyurl.com/y59a8k3x
Double post, but I made a mistake in the latest release that would cause a crash with certain mods. It's been fixed now, so if you happened to download prior to this message, you should redownload the updated version in the previous post, or here: https://tinyurl.com/y59a8k3x
When I download and extract this, it says its version 1.4, not 1.4.2, and it crashes on startup. Do you still have this version? Thank you.
Hello, I really like this mod and am using it, sorry I am not an English user so I am trying to communicate with you using translation software.
I am still using version 1.4 and am not sure if this issue was fixed in 1.4.3C. However, I do not see a fix in the changelog.
When I try to use the "Bihänder" carrier, his purple beam weapon crashes my game.
When I try to use the 'Einhänder-Class Cataphract', his tactical system crashes my game.
I'm not sure if this is a personal problem for me. But I hope this problem is solved.
I have "GraphicsLib 1.5.0" "LazyLib 2.6" "MagicLib 2.6" installed.
The error message when it crashes is as followsSpoiler18158754 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
at data.scripts.weapons.armaa_einhanderEffectC.advance(armaa_einhanderEffectC.java:266)
at com.fs.starfarer.combat.entities.ship.super.J.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Thank you for providing such a wonderful mod.
And I apologize for any grammar, order of words, etc. errors.
Thanks again for your dedication!
Power wise, how do these compare to the Diable Avionics wanzers?
The ones you can pilot at least are VERY, VERY strong.
It would be cool if the cataphracts, wanzers and rosenritters were all compatible, and you could have diable avionics carriers shuttling cataphracts around, or rosenritter filled with wanzers and whatnot.
So mod author: would you consider talking to Tahlan and Tartiflette and making this happen?
I'm new to Starsector and I think this mod is cool.
Are there any other mods featuring mechs besides Arma Armatura, Tahlan Shipworks and Diable Avionics?
I'm new to Starsector and I think this mod is cool.
Are there any other mods featuring mechs besides Arma Armatura, Tahlan Shipworks and Diable Avionics?
I've seen everything in this mod except the Altagrave. Is it incredibly rare? I'm a few days in and I just cant seem to find it.
On discord some peopel told me that Altagrave "EX" at least requires Nexerelin, since Nexerelin isn't updated...
I gave myself an Altagrave with console command. Early game it is really, really good, can kill a ton of things.
Lategame not so much... it doesn't do enough damage to help in endgame fights... It can be helpful tanking a bit though, with shield mods. Theretically it could be a great frigate hunter but often enemy AIs have frigates faster than Altagrave :(
I'm new to Starsector and I think this mod is cool.
Are there any other mods featuring mechs besides Arma Armatura, Tahlan Shipworks and Diable Avionics?
There was a mod with Mobilesuits from Iron Blood Orphans but the original author has never updated it since 0.8.
Ahoy.
Great mod, I'm always a sucker for mechs. However two things I've come across don't exactly seem right.
Firstly, New Meshaan never seems to actually have any Arma things for sale. Always seem to have some Apogees though. I've never even seen an Altagrave. I've picked up Trihanders off Tritach, and have built Gareggas and Einhanders, and the Fighters are around the place everywhere, but neither hair nor hide of any of the three Altagraves.
Secondly, on the topic of Einhander, it seems entirely bugged the *** out in the Refit screen. Like the stats and capacitors/vents don't change to its from the previous ship's, I can't edit any of it, and they completely disappear when in the Hullmod screen. I guess it COULD be intentional, given their odd status as not-fighters, but yknow.
I went to check I had the latest version, and I've got b, but the download says the latest is c, but the changelog only goes to b, so I don't even know what.
Still, jammin' mod everywhere else.
Oh yes, and another issue I'd forgotten until now.
Manually firing the Trihander's pulse weapons doesn't seem to work when they're set to Alternating. Looking at the weapon charge bar, it looks like they don't actually have the time to reach full charge and fire before 'Alternating' switches to firing the other weapon, thus cancelling the first. Linked works fine, and Alternating works when they're set on autofire, it's just manual alternating fire that has a problem.
I honestly wasn't a huge fan of the Garrega in my hands, but as an officer frigate it's great. One issue, though - if I issue a retreat command they seem to no longer care about overloading the SILVERSWORD system.
I can't reproduce the issue you mentioned with Einhänder. Does it always happen? Did you click on the module or something?
I have three Einhanders, and it's consistent. Going into Refit them just gets me this.
Also what do you mean about clicking onto modules? Einhander doesn't have any modules, does it?
Just an appreciation post! This is amazing and I think mechs implementations in SS has just been getting better & better! I loved the mission on defense on Meshan. Still couldn’t get a win yet but the amount of work that went into it showed so much you’ve considered to write out the stories. I haven’t finished my play through yet, but I’m kind of half expecting seeing old Meshan as a volcanic world somewhere :3. This is amazing work and I appreciate every effort that went into this.Thanks :) it's not actually in game, but i probably will stick it in somewhere and do something special with it once i get a chance
Re: Garegga, they indeed do spam the system when retreating, since the huge speed bonus is pretty desireable in that scenario. The system is based off of DR's Overdrive in II, which does the same thing.
As for EX, hmm..maybe I increase pellet damage by 10%
I got some things to ask about the Einhander (player pilotable version).-get near carrier with no enemy in 2000 su and ship will launch drones to repair or rearm. There's a delay between them if one gets destroyed
- How exactly does the repair system work? I only got it to work in simulators but it sometimes doesn't work on actual battle. From what I've tried, I just need to land on a carrier (Seems to also work with converted hangars) right? But during battles it doesn't work or rather, I see the carrier glows red but none of the repair drones are being launched.
- Resupply is just as odd. I used up 6 shots with it's cannon and went back to reload. But after a minute or so, it didn't resupply my unit.
- I found a guy who built me an Einhander that doesn't have a bit system on it and has 0 OP. I think this is a bug or something?
A little request, there is the Industrial Evolution mod and one of the things in it is the engineering hub. Can you allow the disassembly of both the Garegga and the Trihander (seems like a whitelist issue)? I find it weird that I can disassemble the Einhander which is quite advance but not the Garegga and the Trihander.
How would I go about changing it so in Nex the Alt EX is an option to start with?
How does one get a hold of the trihander?
So about my Altagrave EX adventures.
1. About it being weak: With nocooldown + infiniteflux active, it still takes a quite long time to kill some larger, lategame or rarer ships (paragon, [redacteds] of various kinds, a bunch of capital ships from mods).
2. With infiniteflux and infinitecr active, enemies still somehow, shoot off parts of it, I dunno how but seemly they can poke through the shield and blast off the rear parts, had to stay on my stoes even with blatant cheating, some fights I had nocooldown, inifniteflux, infinitecr and inifniteammo all active at same time, and still had to actually pilot, because risking getting shot too much by fighters and or explosive weapons could still kill me through the shield somhow.
3. The special system it has is no match for phase ships and some other special systems frigates have, unless you abuse mods to make the ship faster, but then your CR is screwed. So some endgame fights (for example "Ordo" ones) were a pain: big ships just shrugged off my damage, and frigates kept hunting me, and if I tried to kill them they would just lure me away from my own ships and leave them undefended.
Still, had a blast playing with it :)
Must ask though... why you need Nexerelin to get the EX without cheating?
What determines which carrier the Einhander picks for refit? First time I tried it in battle it trucked past a number of other carriers to stop at one battlecarrier knee-deep in fighting.
Regardless, Einhander is good fun.
YES!!! Thanks for the update, your work is pure GOLD!It should be save compatible. Infinite overload is unfortunately a vanilla bug affecting all fighters atm, but if the ships is just floating off in a single direction, that's more than likely a problem with the AI. Do you happen to remember what condition the Einhander was in? Was it a low HP/CR / Did you take control of it at any point? If I had to guess, it got stuck in some kind of evaluation loop, but I thought I accounted for that... :(
Edit: The einhand piloted by a officer just flew to the far left of the map and is just kind of.. wiggling lol
It is not obeying orders or anything XD It is saying overloaded over and over.
The secret store is still selling random ships, but I did find some pristine Gareggas from time to time. Haven't found some in blackmarkets though.yeah, they still know midline + high tech BPs, the chance for arma stuff showing up was just increased
I played for another hour or two after that and it didnt happen again.Cool, good to hear!
Hmm, I'm running into that issue with the faux bit module not appearing again in my Einhander skin despite it being assigned in the variant too.Thanks! I can't think of anything that's changed that would affect it, though. As long as the module is in the .variant, it should be fine.
Not sure when that happened as I missed a few updates. Thoughts?
Really liking the new docking functionality btw! It's a great addition.
I have this strange issue where sometimes when my Einhander docks, it randomly explodes, is there somthing im doing wrong when i do this?
Also sometimes itll get stuck in an infinite loop and rearming and wont launch again.
Thanks! I can't think of anything that's changed that would affect it, though. As long as the module is in the .variant, it should be fine.
I did have an issue before with the Altagrave's where the alternate versions would appear in markets without modules when they initially skin files, though. Is there any difference when you spawn in the variant hull vs the full variant id? (I.e. trickyTidy_einhander vs trickyTidy_einhander_Standard)
I tried version 1.4.5 and I noticed something weird but pretty cool.
I noticed my AI controlled Einhander dock with an enemy carrier. I'm guessing this was a bug, but it would be pretty cool if the Einhander decided to infiltrate the enemy carrier and attack the crew from the inside!
246437 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.cancelDirectOrdersForMember(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.giveDirectOrder(Unknown Source)
at com.fs.starfarer.combat.OoOO.A.rightClickReleased(Unknown Source)
at com.fs.starfarer.combat.OoOO.floatsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Loving the new system with the Einhander but I got a serious error as shown in the attached file.
How it happened is that I was fighting a larger Pirate fleet and accidentally caused my Einhander to get overload. Needless to say it got stuck with the overload bug. Needing to retreat I opened the map but for some reason the unit automatically got set to Autopilot and went dead silent while drifting for a few seconds. Then the game crashed.I tried version 1.4.5 and I noticed something weird but pretty cool.
I noticed my AI controlled Einhander dock with an enemy carrier. I'm guessing this was a bug, but it would be pretty cool if the Einhander decided to infiltrate the enemy carrier and attack the crew from the inside!
Happened to me too. I was able to trick an enemy Venture and disabled it's PD then docked in it and got a fresh supply of ammo. Went to destroy it afterwards. Would love to see that implemented where you dock inside an enemy carrier and cause damage like blocking it's ability to relaunch fighters or sabotage it's hangars.
Hi! First of all I love the mod. I'm always in favor of anything that adds more pilotable mecha to Starsector. I've been using this mod, Diable, and Combat Docking to have an awesome mecha/fighter pilot campaign playthrough and the Einhander has been hilarious fun. I'm still early-game so I'm flying off a Condor that has a couple of other Cataphract squadrons to back me up along with a Mule with fighter clamps and a squadron of Valkens.
I think I may have run into a bug with the Einhander in 1.4.5 Once it goes into flux overload the 7 second timer never starts counting down, and so the overload continues until I dock with a carrier and get rearmed and repaired. Is this intentional behavior? I can still fly okay, the weapons and systems just don't work. I've also noticed that sometimes the Einhander just doesn't want to dock while in that state, and will just stay escorting the carrier even with degraded CR. My Einhander also exploded inside a living carrier that was under fire at the time. The carrier died maybe 20 seconds after I did, so I'm not sure if it was combat damage or if it was the same problem Roka ran into. I've also had the game CTD a couple of times when trying to return to the carrier, but that happened after hitting U for autopilot, then going into the map screen and right-clicking on the carrier. When I do that the game crashes and I get this error:
If you're taking suggestions for future units, a pilotable mass-produced cataphract along the lines of a Jegan would be awesome. To counter its weaker individual performance relative to the Einhander, perhaps it could have a couple of small hybrid "shoulder hardpoints" similar to the mounts on the Einhander's drones. That'd give the pilot some useful configurability and the ability to set it up like a "Jegan Cannon" or a variant with a couple of torps for extra punch while still leaving that Grunt Suit feel.
As far as extra Mobile Armor goes, I'd love to see something set up a bit like the Deep Striker from Gundam Sentinel or the GP-03 from 0083. It's fast and has impressive firepower, but its playstyle could be more based around maintaining momentum and making cavalry-style "slashing" attacks against a formation rather than getting stuck in.
I finally got a hold of a trihander and set it up. I must be missing something but it just feels overall much weaker than the bihander? What am I missing? Or was it designed to be worse?
Anyone know if it is possible to make a navy of cataphracts?
oh, I think im comparing trihander to gregga. nvm
How would you go about building a trihander?
Whatever you did, it seems to have fixed my instant death bug.
The Einhander is fun as hell to use, perfect for an overly aggressive person like me who tends to get themselves blown up by other ships exploding because im always too close and forget to use my shields.
Would love to try a Kouto or Valken at some point if that ever becomes possible, maybe as early game pilotable mechs.
Either way, i love this mod!
Picking the ArmaA start sets your relation to everyone to 0, this includes Pirates, Pathers, and even [REDACTED].
hello man i love the mod with my hearth it amazing what you have made but when i try to pilot the blue mecha the game crash what can i do ?
i add my log
In the meantime, i'm working on adding something more customizeable based off of some stuff Tricky mentioned.Nice! Yeah I've been struggling to get the weapon selector hullmods to change properly. I got it to work in .91 but in .95 it doesn't switch to the next hullmod in sequence when I remove it. If I strip the hull though it randomly assigns a weapon hullmod so I've just been doing that until it switches to the weapon I want lol
Here's an aleste with some extra weapons and a laser blade. I don't think it's possible to allow full customization for the arm weapons without breaking animations, but I was thinking of maybe a toggle that cycles between a few options..? (I.E. swap between laser blade, the notpilebunker, ...some other weapon i'll probably have to make..machinegun, etc)If you're thinking about more left arm weapon ideas, I made a flamethrower that used your old leftarm mkII sprite from previous versions and basically mashed in the plasma thrower stats from the Ship & Weapon Pack and the effect of the Cryoflamer. It looks great but ended up being super janky because the weapon rapid fires multiple projectiles so the animation of the left arm extension rapid triggers too lol.
Hey! I love your mod, and I was wondering if you'll add a cruiser sized mech, or if you'll focus mostly on destroyer and frigate sized ships. Also, thanks for this mod, I love the Altagrave.
So I had an idea
What if there was variants of the mechs based on vanilla factions ?
Like a Altagrave thats tri-tachyon themed that replaces the gun on the arm with a litteral jousting lance shaped tachyon lance ?
and a physical shield-shaped weapon in the other ?
A Hegemony themed Garegga with thumper-like minigun arms ?
and a Pirate themed Einhander with a shotgun and skull head motif ?
thoses are the only ones I can think of right now but I feel there could be potential there to expand the lineup...
I know its a pretty stupid thing to ask, half expect you already got that question...
BUT
Would there be a chance you ever make a full on faction mod where the player starts off with very rudimentary mechs (like ships with makeshift arms) and have him work his way up a sort of tech tree to some Gundam levels of [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 ?
yep, making another right now. I want to try avoid bloat so I probably won't make every single possible mech combination possible. The new Aleste should cover most bases, and then i'll look at what to go for after that. Speaking of the new Aleste, here's a teaser:
Right now it has six weapons that can be toggled between, three for the left arm and three for the right. Right arm weapons are basically the main weapons, while the left arm weapons are usually ammo-limited with some type of ancillary effect (the grenade launcher weapon above for example, is great for anti-fighter stuff, but it also does well against stuff large enough where the inaccuracy doesn't matter)
@Tricky: Great minds think alike, I guess, haha.
I don't know if there is a good way to do a physical shield, mostly because for it to work, I would probably have to make it a module, and if it's a module, once it's destroyed/detached I don't believe there's any way to ...reattach it
For making a shield, if you made it a module and are worried about it breaking.. why not make it invincible? Or have massive armor/hull?
The maker of Kingdom of Tera would also probably be a good one to ask for help as well.
Your new work is amazing, cant wait to try it out. Will we ever see a melee mech? Or a standalone faction?
I know its a pretty stupid thing to ask, half expect you already got that question...I probably won't make a faction. Just from personal taste, I don't really like faction bloat. Anyway, really low level mechs just aren't viable - trying to play with a regular valken for example would be next to impossible. That said, maybe there could be some sort of individual upgrade system for mechs. idk about that.
BUT
Would there be a chance you ever make a full on faction mod where the player starts off with very rudimentary mechs (like ships with makeshift arms) and have him work his way up a sort of tech tree to some Gundam levels of [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?
I can also confirm that the altagrave(c) temporal field also breaks the shotgun. Re-entering and exiting the field doesn't seem to fix it for me. Anyone know of a temporary fix?
Anyway, really low level mechs just aren't viable - trying to play with a regular valken for example would be next to impossible. That said, maybe there could be some sort of individual upgrade system for mechs. idk about that.Yeah that's something I've been toying with. I converted unpilotable mechs into pilotable versions but as you said some are really weak. What I've been exploring is just using a custom hullmod on them.
V1.4.7
---------
-Removed LPCs from vanilla factions since there's no easy way to control their usage in fleets
-Scavengers still have access
- Fixed missing description for Gallant LPC
- Cataphract(Hullmod)
-Reduced Ground Support Bonus: 30->25
-Ships with hullmod can no longer install Advanced Optics
- Aleste
- Equipped missiles with per shot damage > 200 will now increase refit time
(Multiplied by number of barrels for LINKED, by 2 for DUAL_LINKED, and by the number of missiles for MIRVs), up to 30%
- AIleste equipped with LS-99 will actively attempt to use the melee weapon with ...varying degrees of success (Thanks Sinosauropteryx!)
- Reduced flux cost of Dispersal Grenade
edit- having serious einhander issues. after a short time it goes overloaded stating tenseconds however does not count down-it turns out that this only occurs if you overload (like any phase ship can) however whether in mission campaign or sim if the einhander overloads it stays that way.
was this intentional to nerf it?.
i cannot (and havent) been able to dock the einhander with carriers in the simulator.you can only dock when HP < 50% or out of ammo
the grenade weapon on the aleste doesnt fire manually, on auto, or when piloted by ai. not sure if this is just me or what i may have done wrong (other than possibly using the console commands)The grenade launcher has a higher flux requirement than the aleste default capacity. (1100 vs 850) just add more caps
I’m a bit sad that the Einhander is getting removed as a fighter wing. Personally I love it as a super high end fighter wing as it feels like one of the few really high cost gunship wings that are actually worth their massive OP cost. Personally I’d prefer keeping them as a fighter wing but increasing their OP cost even more to balance it some?
Makes sense. Well, I thought of doing something similar, like making the laser sword shoot a beam(how? no one knows!) based off having a skill or something
i think there's a small typo in the "Cataphract LSM" hullmod's description, or at least a better way to word it.
"33% more resistant to EMP effect, and weapons and engines are 66% less likely to fail."
i think it could work well/better as "Emp effects, while weapons and engines."
btw, got two of these little buggers and they're damn good, but they do seem a little OP. they perform a lot like tempests but just better, which is nice, but i think their deployment cost could go up a little, and they probably dont need phasefield. just seems like they've got A LOT going for them with little downside except for doubled maintenance.
EDIT: Actually nvm, they're probably ballanced fine, i forgot they're still technically fightercraft, and as such, get NUKED... good thing i found a blueprint >:3
i think there's a small typo in the "Cataphract LSM" hullmod's description, or at least a better way to word it.
"33% more resistant to EMP effect, and weapons and engines are 66% less likely to fail."
i think it could work well/better as "Emp effects, while weapons and engines."
btw, got two of these little buggers and they're damn good, but they do seem a little OP. they perform a lot like tempests but just better, which is nice, but i think their deployment cost could go up a little, and they probably dont need phasefield. just seems like they've got A LOT going for them with little downside except for doubled maintenance.
EDIT: Actually nvm, they're probably ballanced fine, i forgot they're still technically fightercraft, and as such, get NUKED... good thing i found a blueprint >:3
Yeah, balancing the fighter craft has been...kinda weird. Right now, a tempest will reliably get dunked on about 75% of the time by an einhander, but an omen can effortlessy crush one. I'm pretty sure they suffer the +100% damage penalty vs captains with the point defense skill as well, so I think 8-10 DP range is probably a good spot to be. That said, it does feel a tad bit overtuned right now. I'll probably make some more adjustments, most likely some kind of nerf to its syste, like increasing the cooldown time and decreasing the damage bonus a smidgen. Thanks for the feedback!
i think there's a small typo in the "Cataphract LSM" hullmod's description, or at least a better way to word it.
"33% more resistant to EMP effect, and weapons and engines are 66% less likely to fail."
i think it could work well/better as "Emp effects, while weapons and engines."
btw, got two of these little buggers and they're damn good, but they do seem a little OP. they perform a lot like tempests but just better, which is nice, but i think their deployment cost could go up a little, and they probably dont need phasefield. just seems like they've got A LOT going for them with little downside except for doubled maintenance.
EDIT: Actually nvm, they're probably ballanced fine, i forgot they're still technically fightercraft, and as such, get NUKED... good thing i found a blueprint >:3
Yeah, balancing the fighter craft has been...kinda weird. Right now, a tempest will reliably get dunked on about 75% of the time by an einhander, but an omen can effortlessy crush one. I'm pretty sure they suffer the +100% damage penalty vs captains with the point defense skill as well, so I think 8-10 DP range is probably a good spot to be. That said, it does feel a tad bit overtuned right now. I'll probably make some more adjustments, most likely some kind of nerf to its syste, like increasing the cooldown time and decreasing the damage bonus a smidgen. Thanks for the feedback!
I personally think it's balanced perfectly well for the modiverse, if perhaps a bit OP in the vanilla sector.
Starting with an Aleste and a Condor is a challenge even if offset by the low costs to field. That's really the main saving grace.
I do think perhaps the Aleste should cost 8 to deploy, however, that's the way I pilot it.
Considering balance for the AI, 6 or 7? More playtesting before I would weigh in.
The Einhander however should Definitely be 8 or maybe even 10 or perhaps 12 for un upscale variant. Whatever upscale variant would definitely need to be offset by having the monthly cost of your average midline cruiser or maybe even capital ship. The normal Einhander could do with using what a high tech borderline-high-maintenance destroyer would use monthly.
Fuel costs should be nill (if supported by a carrier) with perhaps the exception of the Einhander (maybe it has some kind of crazy power core that constantly eats fuel perday or else loses cr rapdly)
I would say stay away from combat nerfs and mainly go for campaign nerfs, for the most part. Obviously these are my SUGGESTIONS and I'm happy with whatever you do!
I really would love to see other creator play around with the "pilotable fighter" idea, with respect to
It's kind of a strange mixture between fighter and frigate characteristics.
Oh yeah, after using them for a bit i've realized they actually are pretty ballanced. They can more or less replace frigates in my fleet, but they do have quite a hefty maintenance profile and without an officer with the right skill they can be quite quickly lost due to the fact they can be nuked by any officer with the right PD skills. As if i understand the fighter-frigate thing correctly, they're counted as fighters in combat, meaning that all skills, hullmods, and even unique weapon effects apply to them, meaning that you can nuke with them a decent PD setup. Although, do skills that give fighters bonuses in combat apply to them? This is probably something worth noting somewhere and making sure its consistent.
I think the biggest issue currently is that the ai doesnt recognize what is in your universal slots (or doesnt seem to)
you mentioned how they wont turn and face an aleste, a ship with forward shield and exposed engines, it is easy to fly up and hit it with two reapers because like you say it doesnt turn. if you were in a regular frigate it seems like it would turn.
im not sure what could be done but a lot of times it seems like they almost dont realize the threat, however, im not an ai pilot either lol
Aye, more balance notes. Just got my hands on a stock altgrave and i've gotta say, the altgrave's vajra is, unfortunately, nearly useless... The pseudo-missile attribute is neat, but i've just tested it against a load of ships and 50%+ of the shots are destroyed before they even get to the target. when they actually connect they do some decent damage, but just about any PD shuts its primary damage source down completely...
PS, there appears to be a shading bug in the arma armatura's system, gamlin, everything is completely green. I've tested it with just graphic/magic/lazy-lib, arma armatura and console commands.
Aye, more balance notes. Just got my hands on a stock altgrave and i've gotta say, the altgrave's vajra is, unfortunately, nearly useless... The pseudo-missile attribute is neat, but i've just tested it against a load of ships and 50%+ of the shots are destroyed before they even get to the target. when they actually connect they do some decent damage, but just about any PD shuts its primary damage source down completely...
PS, there appears to be a shading bug in the arma armatura's system, gamlin, everything is completely green. I've tested it with just graphic/magic/lazy-lib, arma armatura and console commands.
I havent messed with any shader-related stuff so im pretty sure that's not an arma bug. have you tried without glib?
the feets are fitted with wheels on the inside that poke from under
It's kind of a strange mixture between fighter and frigate characteristics.
Oh yeah, after using them for a bit i've realized they actually are pretty ballanced. They can more or less replace frigates in my fleet, but they do have quite a hefty maintenance profile and without an officer with the right skill they can be quite quickly lost due to the fact they can be nuked by any officer with the right PD skills. As if i understand the fighter-frigate thing correctly, they're counted as fighters in combat, meaning that all skills, hullmods, and even unique weapon effects apply to them, meaning that you can nuke with them a decent PD setup. Although, do skills that give fighters bonuses in combat apply to them? This is probably something worth noting somewhere and making sure its consistent.
Anything that relies on fighter wing to give bonuses/malus doesn't apply, but they benefit from frigate skills. I'm guessing these bonuses are applied on ship "creation" and since the ship is a frigate at this point, it's treated as such. So they get the wolfpack bonus, but not fighter uplink.
A lot of other bonuses that aren't granted at ship creation that affect fighters won't affect them, because they don't have a mothership to get the bonuses from (For example, Strike Commander works by being applied to fighter wings of the piloted carrier, but since they're unattached fighters, there is no way for them to receive the bonus. A mod example of this is the kadur fighter iff thing, which weakens every fighter from a carrier that doesn't have the hullmod - it does nothing to these ships, because they have no carrier to check against). Hmm, yeah, probably a good idea to note this all down somewhere..
However, any mechanics that are determined DURING combat that SPECIFICALLY checks if the affected ship is a fighter will affect them accordingly. PD skill for example seems to be calculated when damage is dealt, so from my tests they fully are affected by that. One of the Tiandong weapons have special behavior when fired near a fighter, and these ships are fully affected by that as well. Additionally, AI sees them as fighters, which has them treat them a bit differently than they would a normal frigate, preventing a few things like them sending torpedo strikes against them, or larger ships trying to turn in order to face them.
Yo!
I was thinking about using drones as mobile weapon platforms and with the Einhander got a real good example in your mod.
Now I just want to know if I got it correct or if i missed something while looking at your code:
you're using a hullmod that looks for the weapon slot WS0001 and compares it to the fighter variant, changes it's weapon if it's been changed by the player and as soon as battle starts you replace that module with a fighter that uses that variant.
I found the hullmod, the fighter and all variants, the Einhander ship file and I can make sense of it. The only thing I don't get is how you get rid of the module ...
please enlighten me
Yo!
I was thinking about using drones as mobile weapon platforms and with the Einhander got a real good example in your mod.
Now I just want to know if I got it correct or if i missed something while looking at your code:
you're using a hullmod that looks for the weapon slot WS0001 and compares it to the fighter variant, changes it's weapon if it's been changed by the player and as soon as battle starts you replace that module with a fighter that uses that variant.
I found the hullmod, the fighter and all variants, the Einhander ship file and I can make sense of it. The only thing I don't get is how you get rid of the module ...
please enlighten me
ship.setHitpoints(0);
Global.getCombatEngine().removeEntity(ship);
Really wish I understood any of that LOL
me fly starship make things go boom
Oh btw, my capture card is in and I have everything working: mic and camera. However, the tree company clearing under the powerlines where I live completely destroyed the little green box that relays my internet connection to me.
So yea that's a bit of an issue as far as uploading is concerned lol
Hello! I was wondering if the mod can be stapled into an already ongoing campaign or if I need a new campaign for it! I'm definetly playing with this bad boy!
Addendum: I was also wondering if you were planning to design/reskin some new mobile suits for the Luddic Church or even the Path.
Main concept would revolve around brutish firepower/ballistic&missile weapons/low mobility for Luddic Church, very aggressive playstile with missiles for path!
Oh, and all sorts of purity seals and the like stapled over them, Ordo Hereticus, Black Templars & Grey Knights from WH40K style.Spoiler(https://www.belloflostsouls.net/wp-content/uploads/2019/07/BTFallOfCadia.jpg)(http://www.frontlinegaming.org/wp-content/uploads/2020/03/Grey-Knights-Storm-Bolter.jpg)(https://i.imgur.com/rkFn3ro.png)[close]
Hello! I was wondering if the mod can be stapled into an already ongoing campaign or if I need a new campaign for it! I'm definetly playing with this bad boy!
Addendum: I was also wondering if you were planning to design/reskin some new mobile suits for the Luddic Church or even the Path.
Main concept would revolve around brutish firepower/ballistic&missile weapons/low mobility for Luddic Church, very aggressive playstile with missiles for path!
Oh, and all sorts of purity seals and the like stapled over them, Ordo Hereticus, Black Templars & Grey Knights from WH40K style.Spoiler(https://www.belloflostsouls.net/wp-content/uploads/2019/07/BTFallOfCadia.jpg)(http://www.frontlinegaming.org/wp-content/uploads/2020/03/Grey-Knights-Storm-Bolter.jpg)(https://i.imgur.com/rkFn3ro.png)[close]
It's save compatible, though it'll be a bit harder to get the gear. Normally, a planet on new game start is generated that exclusively sells the mod content. With an existing save, your options would be stealing/procuring them from indie/persean worlds with nex, very rarely come across them in their markets/fleets, or finding them through exploration as rare blueprints.
As for luddic mechs, i've been toying around with a few concepts but it'll probably be a bit before a make anything like that. It's definitely in the books as something I plan to do, though.
Hello! I was wondering if the mod can be stapled into an already ongoing campaign or if I need a new campaign for it! I'm definetly playing with this bad boy!
Addendum: I was also wondering if you were planning to design/reskin some new mobile suits for the Luddic Church or even the Path.
Main concept would revolve around brutish firepower/ballistic&missile weapons/low mobility for Luddic Church, very aggressive playstile with missiles for path!
Oh, and all sorts of purity seals and the like stapled over them, Ordo Hereticus, Black Templars & Grey Knights from WH40K style.Spoiler(https://www.belloflostsouls.net/wp-content/uploads/2019/07/BTFallOfCadia.jpg)(http://www.frontlinegaming.org/wp-content/uploads/2020/03/Grey-Knights-Storm-Bolter.jpg)(https://i.imgur.com/rkFn3ro.png)[close]
It's save compatible, though it'll be a bit harder to get the gear. Normally, a planet on new game start is generated that exclusively sells the mod content. With an existing save, your options would be stealing/procuring them from indie/persean worlds with nex, very rarely come across them in their markets/fleets, or finding them through exploration as rare blueprints.
As for luddic mechs, i've been toying around with a few concepts but it'll probably be a bit before a make anything like that. It's definitely in the books as something I plan to do, though.
Hello! I was wondering if the mod can be stapled into an already ongoing campaign or if I need a new campaign for it! I'm definetly playing with this bad boy!
Addendum: I was also wondering if you were planning to design/reskin some new mobile suits for the Luddic Church or even the Path.
Main concept would revolve around brutish firepower/ballistic&missile weapons/low mobility for Luddic Church, very aggressive playstile with missiles for path!
Oh, and all sorts of purity seals and the like stapled over them, Ordo Hereticus, Black Templars & Grey Knights from WH40K style.Spoiler(https://www.belloflostsouls.net/wp-content/uploads/2019/07/BTFallOfCadia.jpg)(http://www.frontlinegaming.org/wp-content/uploads/2020/03/Grey-Knights-Storm-Bolter.jpg)(https://i.imgur.com/rkFn3ro.png)[close]
It's save compatible, though it'll be a bit harder to get the gear. Normally, a planet on new game start is generated that exclusively sells the mod content. With an existing save, your options would be stealing/procuring them from indie/persean worlds with nex, very rarely come across them in their markets/fleets, or finding them through exploration as rare blueprints.
As for luddic mechs, i've been toying around with a few concepts but it'll probably be a bit before a make anything like that. It's definitely in the books as something I plan to do, though.
That's legit, looking forward to that. Still, can you take some time first and mod in some added animations for the mech? Mine never flips over when changing directions (ie, does an Immelmann), I have to literally turn around every time (although I'll admit that might be a limitation of the game engine). Also, maybe I'm doing it wrong, but I can't seem to get your plasma cutter to auto-fire and wreck stuff when I fly/boost over a ship. Trying to aim/fire it without auto-fire is... ridiculous with its weapon arc.
Also some different hull mod weapons for Ludd would be cool (although I guess that would mean different weapons for low vs medium vs high tech)!
216344 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:225)
A balance idea about the laser blade.That might be a good idea. Blading stuff to death seems to be a lot harder to pull off at lower levels, but pretty easy to perform once the pilot has a few combat skills. will look into this to hopefully not make it as braindead late game
Since you can do monstrous damage just camping on top of a ship with the blade on autofire, maybe the blade damage can be tweaked to be much lower over time but on first contact do more damage? The Ethniu beam from Tahlan has a proc effect where it causes an explosion on first contact with hull/armor once per beam activation.
I think that would make it more viable to hit and run with the blade as dashing in to stab could still do considerable damage. Players that are good enough can still camp on top of a ship but at least they would have to manually stab with the blade to maximize damage instead of just having it autofire.
I am trying to create my own versions of the mobile suits, specifically creating skins of the Altagrave with different arm weapons. I can get the submodules/new weapons to spawn on the model itself when I look at the fleet screen, but opening the refit screen causes this error:line 225 is:CodeIs there something big that I am missing? Thanks for any assistance216344 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:225)
Edit cause I realize I didn't provide much info: I'm primarily just copying the skin / variant files and just changing id's + changing weapons on the skin file
shoulderR.getSprite().setCenterY(armR.getBarrelSpriteAPI().getCenterY());
Unless you removed the shoulder for some reason, it's crashing because your gun doesn't have a barrelsprite, which altagrave script uses to simulate shoulder recoil (for alta's weapons the barrelsprite is the entire arm, with the actual weaponsprite being blank)
That's legit, looking forward to that. Still, can you take some time first and mod in some added animations for the mech? Mine never flips over when changing directions (ie, does an Immelmann), I have to literally turn around every time (although I'll admit that might be a limitation of the game engine). Also, maybe I'm doing it wrong, but I can't seem to get your plasma cutter to auto-fire and wreck stuff when I fly/boost over a ship. Trying to aim/fire it without auto-fire is... ridiculous with its weapon arc.
Also some different hull mod weapons for Ludd would be cool (although I guess that would mean different weapons for low vs medium vs high tech)!
I'm not 100% sure what you mean when you talk about animations..it sounds like you are saying the turn speed is too slow, but not positive.
About the laser blade. if anything it's too easy to use. I've seen AI carve destroyers to bits with it when conditions are right and a few people have shown they can easily achieve a 3000%+ starship legends damage rating when using it. I'd suggest trying to "joust" with it by using the blade in combination with microburn for an easier time. I believe ITU increases the blade length as well, which should give a wider margin of error
A balance idea about the laser blade.That might be a good idea. Blading stuff to death seems to be a lot harder to pull off at lower levels, but pretty easy to perform once the pilot has a few combat skills. will look into this to hopefully not make it as braindead late game
Since you can do monstrous damage just camping on top of a ship with the blade on autofire, maybe the blade damage can be tweaked to be much lower over time but on first contact do more damage? The Ethniu beam from Tahlan has a proc effect where it causes an explosion on first contact with hull/armor once per beam activation.
I think that would make it more viable to hit and run with the blade as dashing in to stab could still do considerable damage. Players that are good enough can still camp on top of a ship but at least they would have to manually stab with the blade to maximize damage instead of just having it autofire.
Dunno, just Google Immelmann turn and you'll figure out what I'm referring to. Normal ships shouldn't be able to do this, but since your mechs are frigates that turn into fighters... would be cool. So like Z key or something flips your ship around (animation would be cool, though not technically necessary). So I can zip across and cut a ship (EMP blade would be legit), instead of just trying keep sitting on top of a ship. But I accept this might exceed the capabilities of the game engine.Having modded SS myself with a huge amount of animations I have to say that you are asking a lot here. It is a considerable amount of spriting and coding work to animate a maneuver like that, I'm talking tens of hours here, for a minor graphical feature that migbt be unnoticably better (or even worse) then just high turn speed. The Battlesuits as they are in this superb mod are heavily coded already to do all that fancy animation stuff. TLDR not worth the effort
Unless you removed the shoulder for some reason, it's crashing because your gun doesn't have a barrelsprite, which altagrave script uses to simulate shoulder recoil (for alta's weapons the barrelsprite is the entire arm, with the actual weaponsprite being blank)
Ah so it is crashing because the weapon I am using doesnt have a "turretGunSprite" field and instead uses "turretSprite"? I'm guessing there isn't that much I can do to work around this other than creating duplicates of the weapons I want to add but changing moving their turret sprite to turretGun?
Dunno, just Google Immelmann turn and you'll figure out what I'm referring to. Normal ships shouldn't be able to do this, but since your mechs are frigates that turn into fighters... would be cool. So like Z key or something flips your ship around (animation would be cool, though not technically necessary). So I can zip across and cut a ship (EMP blade would be legit), instead of just trying keep sitting on top of a ship. But I accept this might exceed the capabilities of the game engine.
This is more or less what I'm referring to with the laser blade, just also want it to auto fire when I boost over ships. So I can concentrate on aiming long range, not wildly swinging short range weapon with weird arc. Though maybe I just haven't been clicking the auto fire option and need to fix it. Merely a suggestion, though.
Here's thought
what if we had a mech who had a punching weapon ?
Was thinking something like EDF's Jackhammer series of weapons, litterally a giant metal fist set to get propelled forward by detonating propellant charges rapidly behind the fist
Come to think of it I'd LOVE a mech that can be customised such as changing out the arms....
-Added landing beacon to Einhander
-Fixed alternating weapon bug with Garegga's Pulse laser
- Aleste:
-Laser Blade:
-Laser Blade attacks are now swings instead of stabs; should generally be easier to connect with
-First strike with Laser Blade now slightly knocks back the user
-Added Hit and swing fx
- Burst Damage is dealt on first strike
V1.4.8RC2
--------------
- Stopped recordbreaker from always being in the title screen battles
- Added more details on what fighter-related skills apply to Strikecraft to Strikecraft hmod desc
- Strikecraft will no longer kill themselves if the carrier they are on retreats
- will retreat as well
- Fixed crash caused by Strikecraft retreating while on carrier
- Refit rate should be properly clamped and no longer go below 30%
- Max Refit Time Penalty (w/ missiles equipped) 30%->35%
- Refitting at carrier now reduces that carriers replacement rate
- Reversed LPC removal from indies/persean/pirates
- Adjusted CR bar color to match native UI
- Added combat UI notification on CR loss for strikecraft when CR <= 40%
- adjusted starship legends hull damage impact on rating for aleste & einhander to account for repairs to hull
-added minor turret angle offsets to all weapons - should improve accuracy esp. against smaller objects like fighters and missiles
-Einhänder:
-DP: 8->11
-Phase Cost & Upkeep: 0.08->0.1
-Phase Damper Cooldown: 2->3
-Cr/Deployment ->40%
-Fixed bug where permanent time dilation would be applied when player-piloted einhander was destroyed in certain scenarios
-Garegga:
-DP: 8->9
-Garegga(TT):
-Added glow sprite to pulse lasers
-System: Plasma Jets -> Silversword
-Fixed incorrect turret arcs
-Aleste:
-Added glow sprite to Rynex Pulse Rifle
-DP: 5->6
-Ground Support Bonus: 25->15
-Stake Driver:
-Burst Size: 2->6
-Ammo: I forgot->18
-Stake Driver proj is now bit more visually prominent
-Minor fx/sfx tweaks to Laser Blade
snipThis update should fix your issue..or well I think it should , sinc I couldn't replicat, but I recall running into it beforehand. Limited ammo Aleste's should return to carrier as soon as they run out of all ammo, tho, but otherwise they should not. I think there was an issue with the landing override still being used by AI
This update should fix your issue..or well I think it should , sinc I couldn't replicat, but I recall running into it beforehand. Limited ammo Aleste's should return to carrier as soon as they run out of all ammo, tho, but otherwise they should not. I think there was an issue with the landing override still being used by AI
Just started using this mod, pretty great so far and I haven't run into any significant problems yet.
I did notice an insignificant problem, however, which is that the ship systems don't utilize ship system range modifications (such as from the Systems Expertise skill).
yeah, wip weapon that I forgot to remove from release.48.000 EMP damage every 10s? Whoa!
yeah, wip weapon that I forgot to remove from release.
Loving the new Aleste! It almost got everything I ever wanted for a pilotable mech! Various armaments, beam sabers, and new and improved Docking AI. Very nice. Do you mind if I steal some of the improvements you made for the Docking AI?
.......not saying I dont absolutely love the balancing and new animations, but I think in the future you should use the old version of the sword for a *veryspecial pilotable something because ALTHOUGH SUPER OVERPOWERED it was really a ton of fun to use.
Aside from that, I REALLY like the changes and the valken x is magnificent! ......now to go buy a new microphone
IF you want some inpiration for mech design, might I suggest Hardcore Mecha on Steam ?
sidescrolling mech game that plays kinda like metal slug
Comes with a tech tree for its mechs in the simulation mode
yeah, its pretty nuts at the moment, though the EMP isnt even the worst thing about ityeah, wip weapon that I forgot to remove from release.48.000 EMP damage every 10s? Whoa!
Hm there's a thought
What if some mechs had versions with extra armor add on that gets shed upon losing all HP ?
and the ship "transforms" into the "basic" version of that mech without the armor ?
Would that even be possible ?
You can look at fighter's weapons stats now by hitting F1 while you have the fighter's tooltip up.
I see a mecha's remotely-controlled/-guided fist and immediately think ROCKETOPUNCH!! Alternatively, BOOSTEDKNUCKLE.
EDIT: All it needs is an optional drill bit for maximum armor penetration, and we're set for a (non-Super) Grungust Type-3.
Thanks for the detailed feedback/review, HELMUT! I'll definitely comb over this prior to the next update
in the meantime, here's a little teaser of what i'm working on next.
(https://i.imgur.com/91ptxrZ.gif)
Wait
If THAT is possible, what of stuff like the Zeong's detachable arms and finger guns ?
Huh there's a thought
what about physical shields ?
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSfWxto3BVGbjeBrjdYfW7j9yt-iRjfCenmOA&usqp=CAU)
The trick here would be to make it so if a EMP weapon is used and hits the shield, the EMP arc doesn't go and hit systems on the mech, so you'd have to first destroy/damage the shield before EMP weapons would be effective
As a trade off the weapons would be somewhat less effective, either due to a lack of accuracy OR a slower firerate because the mech has to absorb the recoil with a single arm ?
Huh there's a thought
what about physical shields ?
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSfWxto3BVGbjeBrjdYfW7j9yt-iRjfCenmOA&usqp=CAU)
The trick here would be to make it so if a EMP weapon is used and hits the shield, the EMP arc doesn't go and hit systems on the mech, so you'd have to first destroy/damage the shield before EMP weapons would be effective
As a trade off the weapons would be somewhat less effective, either due to a lack of accuracy OR a slower firerate because the mech has to absorb the recoil with a single arm ?
it'd be easy enough to do, but the only way I see it working in broad terms (I.E. AI knows what to do with it) would be making it a custom right click. but at that point, isn't it just a worse damper field?
I guess we shouldn't be able to get curvy lasers, otherwise, it yields some interesting results... https://www.youtube.com/watch?v=BAke0lVnzEU&ab_channel=kikta%E2%80%9CSirKikta%E2%80%9DYeah, haha.. they're very pretty , but certainly not balanced for regular play :'(
(got one from research station and then bought 8 at prism port)
Wow, this mod is something else! Playable fighters are super fun!! Do you plan to add more regular ones that are more vanilla adjacent? Like a playable xyphos?? (Btw, i think you did great trying to keep them close to the lore, but imo the small mechs while vanilla friendly are not vanilla adjacent, hope this make sense)!!
Aleste is soooo much fun, i think the einhander might need a nerf though, it scales to absurd levels especially with lhase skills. Anyway excitrd to see what thr new mech is like!!
thanks..re: other fighters, everyone seems to love mod bloat...so why not
As a side note, you could probably make it its own side-mod
complete with A.I. wingmen following close to your own ship
Heck having a squad of mechs instead of just the one could be fun...
Thanks! It'll probably be a few weeks, plus or minus some if I decide to succumb to feature creep. Some more melee stuff (and the oft requested physical shield(s)) is probably on the docket at some point in the future if I can find a good way for it to work with AI.
SpoilerThanks! It'll probably be a few weeks, plus or minus some if I decide to succumb to feature creep. Some more melee stuff (and the oft requested physical shield(s)) is probably on the docket at some point in the future if I can find a good way for it to work with AI.[close]
Real excited for the update.
I'm about to start editing my first starsector video (I changed my username on here to match my youtube personality name)
The intro video actually showcases the aleste!
It has: built in hardened armor/shields
Aux thrusters
Reinforced bulkheads
7 capacitors
10 vents
1 reaper
1 small arc emitter
Currently using the plasma flamer and the laser sword
I'll send a message with the link when I'm done, ifnyou want me to
sure :)
re the curvy laser, i rushed last release out and forgot to stop it from dropping. it's been rebalanced and probably going to be something you get from...well, I still have to figure that part out.
2280165 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract.getDescriptionParam(cataphract.java:108)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o?0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Yo!
I was thinking about using drones as mobile weapon platforms and with the Einhander got a real good example in your mod.
Now I just want to know if I got it correct or if i missed something while looking at your code:
you're using a hullmod that looks for the weapon slot WS0001 and compares it to the fighter variant, changes it's weapon if it's been changed by the player and as soon as battle starts you replace that module with a fighter that uses that variant.
I found the hullmod, the fighter and all variants, the Einhander ship file and I can make sense of it. The only thing I don't get is how you get rid of the module ...
please enlighten me
Line 125 of the Script where ship = moduleCodeship.setHitpoints(0);
Global.getCombatEngine().removeEntity(ship);
Mouse-overing the "Cataphract LSM" hullmod on an Einhander with 5 or so D-mods caused a NPE crash.SpoilerCode2280165 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract.getDescriptionParam(cataphract.java:108)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o?0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
So wait you're telling I physically can't use that mod if I don't have Nexerelyn ?He didn't say that. You asked "Is there a way to start a campaign with this mod's stuff" which is a much more specific question. your key words were "start Campaign - with Stuff". If you just want the stuff in your campaign but don't want to start with it immediately then the mod is all you need.
So wait you're telling I physically can't use that mod if I don't have Nexerelyn ?
You can always hop over to New Meshan to get ArmaA gear when you start a new game. You can also just console the stuff you want in.
You can always hop over to New Meshan to get ArmaA gear when you start a new game. You can also just console the stuff you want in.
What's this "New Meshan" you speak of ? a custom system/location ?
Yeah, it only spawns if you start your game with the mod active. You can still find the blueprints through exploration even if you add the mod later, provided there's anything left to explore.You can always hop over to New Meshan to get ArmaA gear when you start a new game. You can also just console the stuff you want in.
What's this "New Meshan" you speak of ? a custom system/location ?
i think a small frigate not capable of cruising on its own without a tender to keep it going would be referred to as a corvette
Kinda wondering why the Altagrave G's grenade don't detonate on impact ?
One od the new skills is called "cybernetic augmentation"
I saaw you talking about granting some kind of NEXT-esque bonus to characters but didnt know the best way to make it work, and i think a buff for officers with that skill would be a great way to increase their viability as a flagship late game
There are vanilla carriers that do that just fine. I don't see a need to add one for no reason
so this is gonna sound silly, but how do you actually pilot the strikecraft?
ive looked through the forum posts but none of them actively mention how to pilot the strikecraft.
for instance i have the einhander on an astral and no matter what i do i cant seem to pilot it.
1753967 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract.advanceInCampaign(cataphract.java:99)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.pruneShips(BaseSubmarketPlugin.java:561)
at data.scripts.campaign.submarkets.armaa_subMarketPlugin.updateCargoPrePlayerInte raction(armaa_subMarketPlugin.java:86)
at com.fs.starfarer.coreui.V.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.K$3.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Well, a not very good reason is just to clarify flavor of "faction," although this doesn't matter so much since the market added counts as independent. However, it could present an good opportunity to play around with carrier ai as it relates to custom modded special abilities. The lazy carrier special ability that could be added is something like a launch catapult (like launches one at a time, but very quickly and ships get huge temp speed/maneuverability boost coming out. Or just the reverse of the Astral carrier and teleport mechs halfway to target, although I guess this version would require basically some sort of resupply mechanism to make it worthwhile, which might end up taking up an LRM slot and too much mucking around with fighter AI). Or just that a better version of legion carrier that launches mechs/fighters with extra temporary shields or maybe a version the new damper fields UNDER shields for a legit combat carrier (although damper fields would have to be permanent until blocked X number of shots, then discarded, I guess). Perhaps this would be the end result of the damaged mech sprite experiment, if that ever gets off the ground.
However, since all of this would essentially cut into the time necessary for just regular development and carriers are already available... maybe after 1.0 drops! Not anytime soon...
One od the new skills is called "cybernetic augmentation"
I saaw you talking about granting some kind of NEXT-esque bonus to characters but didnt know the best way to make it work, and i think a buff for officers with that skill would be a great way to increase their viability as a flagship late game
One way I could see this being happen would be some sort of built in hullmod whose effects increase with the levels the pilot puts into the various skill trees
To exemplify this
+1 level in Combat (red) tree gives more Range
+1 level in Command (green) tree gives more Top Speed
+1 level in Technology (blue) reduces Flux per damage on shields
+1 level in Industry (yellow) improves armor/hull
and each level further boosts that assuming its even possible
maybe call it "Human Plus"
Hmmmsomeone has been agonizing over a story mission for a few months now and I don't intend to put myself through that kind of suffering anytime soon, but i might add like some ruins or something referencing the missions in the main menu to discover
If the game dev adds in the ability to make one's own questline, will you be interrested in giving this mod its own storyline or not ?
but i might add like some ruins or something referencing the missions in the main menu to discover
yea carrier vs mechs id rather have more mechs too
WOAH VERY COOL
WOAH VERY COOL
Need more VERYs. And some exclamation points. Like VERY VERY VERY2 COOL!!!
That's more or less what's happening.shoi, what happened to that preview vid with a pilotable
*snip image embed*
shoi, what happened to that preview vid with a pilotablecopyright-baitMacross-inspired variable fighter?
It's no longer on your Youtube channel, either.
So we're getting aces like in Ace combat/gundam/armored core, ETC, ETC.... ?
EDIT: can we edit their portraits and names or is that just not in our hands ?
I think you have me confused with someone elseYou're correct; it was actually the dev behind YRXP... my bad.
can you do something about the A.I. repeatedly depleting the overclock on the garegga ?
Seen one repeatedly hit the 0% when trying to retreat...
Kind of hesitating to put that here but have you heard of this ?I've never seen this, nope! Saved to my handy dandy reference folder tho
https://www.youtube.com/watch?v=ElTfcOwHw9U
I have reawaken from my thousand year slumber, specifically to say how good this damn mod is.
I cannot find any words in the long, long list of human languages to even fathom an inkling of my joy for this mod. There's nothing quite like it out there, where Diable Avionics gives you the feeling of being a commander of a fleet of mech pilots, nothing compares to BEING the pilot with your rag-tag team, fighting pirates as a coordinated unit.
Playing Starsector without this mod feels hollow, boring, and uninteresting. But with the mod, by God does it elevate the experience to the heavens above and beyond!
I would 100 percent help with making sprites for this mod, my lack of experience in making sprites might make it daunting but I still want to help every way I can. This is something that is so up my alley that it'd be absurd not to pitch in somehow.
In summary, mod is amazing, if you're on the fence about it, download it. Now!
Arma Armatura V1.5.1 RC6
(https://i.imgur.com/jRmY3g3.png)
(https://github.com/gomarz/SS-armaa/archive/refs/tags/v1.5.1RC6.zip)
Special Thanks:
Avanitia - Playtesting / Description revisions
Karleen - Playtesting / Feedback & Suggestions
Finn - Playtesting / Feedback & Suggestions
New Ship: Leynos - 6DP / Leynos(RS) - 10DP
(https://i.imgur.com/0wlMdvv.gif)
-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield
New Ship: Xyphos(AA) - 4DP
(https://i.imgur.com/JhhI86n.gif)
- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing
New Ship: Gunhazard - 3DP
(https://i.imgur.com/YfyHEyb.gif)
- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP
- Supported by a wing of Valkens
New Ship: Watchdog - 10DP
(https://i.imgur.com/UJ3CJWI.gif)
- Fire Support
- enhanced range and firepower for its class
- poor mobility / lacks flux to utilize weaponry indefinitely, esp. when pressured
New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted into elite officers (akin to vanilla officer promotion event)
- The Wing name is randomly generated from a list in data/config/modSettings, which you can add/remove from if you wish. At some point i'll try and find some way to allow user to input their own name.
-Added Nex Mercenary company, the rocket stars
- Curvy Laser should no longer spawn everywhere, and is now obtainable through normal exploration or loot from remnants, who will employ it sporadically. Has been rebalanced to not be as nuts before and has modified behavior when fired.
-Strikecraft will more intelligently attempt to return to a carrier when CR is low/ ammo depleted
Known Bugs:
-Leynos(RS) arms are not colored correctly for some weapons
-Waypoints that Strikecraft create when returning to a carrier are not removed, and when many enemies are around they will waste time and CR out instead of heading to the carrier. The former has no effect on gameplay but can lead to a cluttered command ui due to the latter. Both of these issues should be fixed in 0.95.1 with additions to the API and some AI stuffFull ChangelogV1.5
------------------------------------
New Ship: Leynos - 6DP / Leynos(RS) - 10DP
-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield
New Ship: Xyphos(AA) - 4DP
- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing
New Ship: Gunhazard - 3DP
- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP
New Ship: Watchdog - 10DP
- Fire Support; poor mobility and flux stats but enhanced range and firepower for its class
New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted into elite officers (akin to vanilla officer promotion event)
-Added Nex Mercenary company, the rocket stars
- Curvy Laser should no longer spawn everywhere, and is now obtainable through normal exploration or loot from remnants, who will employ it sporadically. Has been rebalanced to not be as nuts before and has modified behavior when fired.
-Only Einhander,Garegga, and altagrave were known to indies + PL, added remaining hulls
-Slightly bumped up frequency so they show up ocassionaly instead of once every few cycles
-Fixed issue that caused custom Aleste/Einhander .skins to crash due to invalid ground support bonus by checking base hull instead
Strikecraft:
- Damage dealt popup/numbers should now properly display when taking damage
- Fixed bug where game would crash if player took control of enemy strikecraft and then retreated with it (.....somehow)
- Strikecraft will now always be disabled/destroyed after combat if hull is fully depleted, instead of a 50% chance of not needing to be recovered
- Fixed bug where landing ship would only choose bay 0 to land at
- Replacement Time reduction when refitting now occurs during refit time instead of after
- Fixed bug where combat would not end if an allied / enemy strikecraft were on the field after full retreat on the player's side
- Trimmed description to be more concise and less fluffy
- Strikecraft will (should?) no longer attempt to fly directly through enemy fleet to reach a carrier
-Altagrave's will purge all modules once the core ship's HP decreases below 55%
- This is a (AI) buff and should improve survivability somewhat
- AMWS for all head variants DMG: 350->400, IGNORES_FLARES, adjusted offset for better accuracy
- Karma ship system now benefits from Systems Expertise
- Karma Seekers:
- Reduced number of projectiles generated
-Launch Speed: 1500-> 800
-Proj Speed: 1000->700
- Fixed Ear killing shotgun sound used by altagrave ex
- Default Altagrave's main weapon can no longer be intercepted by PD
- Chargedown: 0.12 -> 0.2
- Adjusted firing FX
Ilorin:
-Removed ECCM from Ilorin
-Ilorin Rocket Speed: 150->50
-Burst Size: 4->8 (now fires entire clip at once)
Valken X:
- Removed Vulcan Cannon
- Laser Blade DMG: 125->200
-Valken:
- swapped light mortar for light assault gun
- System now affects all weapons
- armor: whatever it was before -> 25
- adjusted sprite yet again
-Kouto
- Revised weapon loadout
- Wing Size: 2->1
Aleste:
- Changed name of playable version to Aleste(S) to better distinguish playable and LPC version
- increased flux capacity
-Heavy Rynex Laser will no longer target fighters
-Dispersal Mortar will immediately detonate in close proximity to enemies
-Added Laser Blade as an option for right arm
-Added SCTR-40 Minigun as an option for right arm
-Laser Blade trails reduced to a more reasonable width/length
-Fixed Laser Blade not doing additional emp damage on hit
-Fixed Laser Blade damage not scaling with energy weapon mastery bonus
-Fixed bug where laser blade trails from different ships would merge into eldritch map spanning megatrails[close]Kind of hesitating to put that here but have you heard of this ?I've never seen this, nope! Saved to my handy dandy reference folder tho
https://www.youtube.com/watch?v=ElTfcOwHw9UI have reawaken from my thousand year slumber, specifically to say how good this damn mod is.
I cannot find any words in the long, long list of human languages to even fathom an inkling of my joy for this mod. There's nothing quite like it out there, where Diable Avionics gives you the feeling of being a commander of a fleet of mech pilots, nothing compares to BEING the pilot with your rag-tag team, fighting pirates as a coordinated unit.
Playing Starsector without this mod feels hollow, boring, and uninteresting. But with the mod, by God does it elevate the experience to the heavens above and beyond!
I would 100 percent help with making sprites for this mod, my lack of experience in making sprites might make it daunting but I still want to help every way I can. This is something that is so up my alley that it'd be absurd not to pitch in somehow.
In summary, mod is amazing, if you're on the fence about it, download it. Now!
Thanks!
i was wondering where all the dang waypoints were coming from!!!!! lol
also not to sound ungrateful (love this mod and the progress) but i REALLY wish i could alter the portraits of fighter squadsedit: it would also be AMAZING to have a hullmod similar to strikecom except it just does it for regular carriers. im thinking something that doesnt quite provide as much bonuses or nerf to replacement out the gate, but still lets you advance the pilots overtime, and also obviously just has them spawn from the carrier itself. just an idea!
Very cool!
Also, I really think landing gear should be added to all strike craft
New stuff look dope!! However, I do have a completely unrelated question... does using the ground support hull mod option for carriers when invading/attacking a colony reduce CR at all? I wouldn't expect much, but for balance reasons I would assume that there is automatically some minimal CR reduction, and even more CR reduction if there is some check that considers whether some of the mechs are lost in ground operations and further reduces CR accordingly (since can't calculate actual losses, like for marines). Food for thought (although I guess this might also require an option to NOT use mechs for ground support in invasion options screen)!
EDIT: okay so a curvy laser fails to even hurt a Sheperd drone tender....
May it be themed fleetcarrier in the future? For all these amazing thicc boiz? >_<
Wo-w-w-w-wow! shoi u r is a masterpiece artist and coder! Your work is so impeccable, majestic masterpiece rolls right off the tongue! very vanilla friendly! i wish u had a patreon or something that I can just forward a few cash to!
Yea look back through the pages to see the hotfix which adds it
Btw idk if you saw the post but leynos definitely doesnt have landing gear
oh also i hate to be that guy, but would you be interested in making/letting morrokain make a version of your mod that would work well with archean order?that seems like a lot of extra work on his part, but if he wants to, then ..sure?
i mean.....it would be really really cool, if youre ok with it (obviously mo would give you credit on the main page, seeing as there is already a laundry list of people that are on there currently) Cheers either way! really enjoying the comet
V1.5.2c
-------------------
-Added additional Nex starts
-add landing beacon to leynos(rs)
WINGCOM SUITE:
- Minor adjustments to text colors used w/ WINGCOM Suite
- Squadron details for wing size > 4 will now automatically be hidden but can be expanded
- Squad members elected for promotion can no longer receive another event while one already exists
- Squad member will no longer immediately lose rep with the player when promotion event occurs
-Maximum Offense/Defense bonus applied to fighters increased
-Defensive: 50%->75%
-Offensive: 25%->37.5%
- Armaa submarket hulls stock should be less top-heavy and feature more ships
- Minor adjustment to powerfist FX
- Minor adjustment to Leynos sprite
- fixed case sensitivity issue with some gfx filenames (again)
- Aleste(S)
- Increased LS-99 Damage, removed Avanced Optics hullmod restriction
- Equipping AO will replace it with a version that has 50% of the bonus (+100 range instead of +200)
- Increased recharge rate of Microburn
- AIleste with melee weapons will refrain from rushing enemies when at high flux/low hp
- LS-99 will now properly deal hard flux if High Scatter Amp is equipped
The "battle of mesha" mission is broken
thought you might want to know
The new mechs are fn AWESOME! And I love this new pseudo-progression system that came from the wingcom suite hullmod. It gives you a new way of acquiring officers in a way that feels so organic. Like you can win battles and build up rep with other pilots in your wing until they gain enough experience to lead their own squad of mechs. Super cool!
A critique I have right now is that the powerfist for the leynos feels pretty underpowered. I may just be bad at piloting it, but more often than not, the fist projectile gets destroyed after a few uses, and doesn't have enough mobility to return in time to achieve optimal DPS. Considering it's a shield popper, this kinda ruins the weapon. The railgun is a much more reliable if weaker option, but at least that one isn't liable to miss you on the return flight and meander off into space. Even with ECCM, sometimes the powerfist AI just bugs out and turns in a huge circle until it dies.
The zyphos and hazard are really cool. They are weak all thing s considered, but still are able to fulfill the role of cheap support, and a mobile wing of xyphos is powerful in and of itself. The best thing imo is the new wingcom hullmod. The dialogue is a really cool touch and i wish more mods added atmospheric stuff like that!!
This specific post reminds me we have no Wing Commander themed mods with the franchise's fighters and all that...
Guys I’m told the update is save compatible? I just overwrite the current mod folder or do i delete it and do a clean “install”?
Guys I’m told the update is save compatible? I just overwrite the current mod folder or do i delete it and do a clean “install”?you should delete the old folder instead of overwriting to be safe, but it should be save compatible.
.......am I the only one flying a comet with a broomstick? (Medium shotgun from KoT
.......am I the only one flying a comet with a broomstick? (Medium shotgun from KoT
yup, already got some new stuff in the works. probably wont take as long as the last update
Hello Shoi, first of all Thank you so much for your work and sorry for the bad English. So when I saw the LS-90 moonlight it feels like i remember something so I search it up and then it hit me, the weapons and the ability to changes both arms is inspired by Armored Core!. thus i got the feel of reminiscence playing AC nexus and last raven, making me so hype to play the game again so from the bottom my heart. Thank you so much!.Thanks, im glad you like it :)
270454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.armaa_valkenBlade.advance(armaa_valkenBlade.java:138)
at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I think there's a little problemIs this from a main menu mission? If it doesn't crash (just displays the error and fails to load the mission), hit the reset button. If it crashes, go to Starsector/saves/missions and delete the folder for that mission.
51909 [Thread-3] WARN com.fs.starfarer.title.Object.O0OO - Error loading mission preview
java.lang.RuntimeException: [armaa_leynos_wing] is not a valid fighter wing id
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.prototype.Utils.?00000(Unknown Source)
at com.fs.starfarer.title.Object.F.update(Unknown Source)
at com.fs.starfarer.title.Object.ooOO.o00000(Unknown Source)
at com.fs.starfarer.title.Object.ooOO.update(Unknown Source)
at com.fs.starfarer.title.Object.O0OO.setMission(Unknown Source)
at com.fs.starfarer.title.Object.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.notifyHotspotClicked(Unknown Source)
at com.fs.starfarer.ui.Object.B.o00000(Unknown Source)
at com.fs.starfarer.ui.Object.oOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.title.Object.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
CTD error here, something to do with the valken, I believe.Update your MagicLib.Code270454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.armaa_valkenBlade.advance(armaa_valkenBlade.java:138)
at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit: I'm getting the error when fighting a fleet with the Valken-X, and no other Valkens.
yup, already got some new stuff in the works. probably wont take as long as the last update
why there aren't a few [REDACTED] mechs is a better question?
why there aren't a few [REDACTED] mechs is a better question?
Why would you want that ?
You wouldn't get to play them at all since they can only fit A.I. cores for pilots/captain
shoi, is there any functional difference between 1.5.2d (from your Github) and the linked 1.5.2c in this thread, that would require updating?
There's a short changelog on said Github, but still sparse on overall details.
Just making sure but:The only restriction with docking is no frigates or ships below a certain CR threshold. You probably shouldn't be able to land on ships whose only wing are built-in drones as well though.
Is it intended that LPCs can rearm/respawn at a Venture when it doesn't work with the Sheperd ?
yup, already got some new stuff in the works. probably wont take as long as the last update
Can you add/update (at least the destroyer mech) to include a co-pilot version of the wingcom system? IE, it requires that you waste OP, but you can get a possible officer, as well as maybe an added ability that might not overlap with what you are already using (or not, not clear if wing com sub-officers get a single bonus from a small pool). Destroyer just seems like it needs this as a trade-off for using it, but maybe it isn't as necessary for most other mechs.
Also, where is the rare TT mech wave motion gun blueprint? Only to be outdone by the [REDACTED] gravity rift mine generating system... although why there aren't a few [REDACTED] mechs is a better question?
Whether Nex integration will eventually now be required is another question, I guess...?
Edit: spelling.
Guys I’m told the update is save compatible? I just overwrite the current mod folder or do i delete it and do a clean “install”?
Bruh I just start the installer and usually it picks up where the game's installed and automatically updates the game to its new version
yup, already got some new stuff in the works. probably wont take as long as the last update
Can you add/update (at least the destroyer mech) to include a co-pilot version of the wingcom system? IE, it requires that you waste OP, but you can get a possible officer, as well as maybe an added ability that might not overlap with what you are already using (or not, not clear if wing com sub-officers get a single bonus from a small pool). Destroyer just seems like it needs this as a trade-off for using it, but maybe it isn't as necessary for most other mechs.
Also, where is the rare TT mech wave motion gun blueprint? Only to be outdone by the [REDACTED] gravity rift mine generating system... although why there aren't a few [REDACTED] mechs is a better question?
Whether Nex integration will eventually now be required is another question, I guess...?
Edit: spelling.
The hullmod is wing command suite, so it doesnt make much sense for the destroyers to have it, unfortunately. I wouldn't say its needed either but there may be some type of skill-based bonus they will get down the line.
Sorry, to clarify, I mean that the destroyer mech should require a literal "co-pilot" to run (a la Pacific Rim), adapted from the code for the wing command suite; basically as an additional tax for running the destroyer mech and getting it's special ability to block/fire back ammo, but the tradeoff would be that you get the possibility of the co-pilot promoting (plus maybe an extra skill if wingcom/copilots ever get a single officer bonus). But up to you, it's your ball game. This is definitely one of the best available mods!
Sorry, to clarify, I mean that the destroyer mech should require a literal "co-pilot" to run (a la Pacific Rim), adapted from the code for the wing command suite; basically as an additional tax for running the destroyer mech and getting it's special ability to block/fire back ammo, but the tradeoff would be that you get the possibility of the co-pilot promoting (plus maybe an extra skill if wingcom/copilots ever get a single officer bonus). But up to you, it's your ball game. This is definitely one of the best available mods!
i think the single pilot works fine for the destroyer sized mechs... but oh boy would i love to see a light cruiser sized mech, that seems like a good place to put a gimmick/mechanic like that
9-16-2021https://tinyurl.com/ke7v2nnk
V1.5.2e
-------------------
-Fixed bug that could lead to saves being unable to load
- Orders given to strikecraft to capture or assault objectives will now be immediately cancelled with a warning.
- fixed built-ins sometimes appearing in cargo after destroying ships that had swappable weapons
- Cataphract LPC Ground Bonus now applies to ships immediately instead of when docking at market(s)
-fixed hullmod mouse over crash for Cataphract LSM
-Fixe some formatting issues
-Fixed Curvy Laser projectiles striking friendly ships, removed debug messages generated
- WINGCOM SUITE:
- fixed fighters performing worse as squad cohesion increased. oops
- Adjusted Gallant
- Removed shields
- Reduced Ammo to 1
- Reduced Attack Run Range to 800
- Increased HP to 450, Armor to 20
- Increased turn speed
- fixed bug that would cause piloted strikecraft to lock up if switched command to another ship just as it landed
- fixed laser blade trails merging in certain cases, for real this time
Hmmm here's a thought
there was once upon a time a freeware game called "Liberation Army" its basically a REALLY barebones version of gundam...
while not pretty, the game did have ONE thing going for itself
the SHEER QUANTITIES of mobs on screen
like I said its VERY barebones, but the whole "respawning from carriers" thing reminded me of that...
unfortunately nothing I can do about that without a crash log of some sort :'( especially since I cant reproduce on my end
EDIT: Actually do you have Quality Captains?
unfortunately nothing I can do about that without a crash log of some sort :'( especially since I cant reproduce on my end
EDIT: Actually do you have Quality Captains?
Yeah sorry I didn't have a crash log cause I had already moved past it. Yes, I do have quality captains. I didn't have the time last night to troubleshoot :(
Does anyone know how to do a total replacer for all factions' ships and wings? Trying to make everyone rock these mechs into battle 100% of the time.
altagrave spawns in with them. but they aren't swappable..for now
altagrave spawns in with them. but they aren't swappable..for now
altagrave spawns in with them. but they aren't swappable..for now
Oh....
Does that mean we might get a wingcom pack that lets us have an escort of our own and rearm them ?
frankly the absolute best part of this mod is how customisable everything is, the only somewhat dissappointing mech in the bunch is the Watchdog
that thing just can't handle its Hellbores whatsoever, adding 2 medium ballistics on top is just asking for problems....
I can probably look at watchdog again. I purposely made it so it can't keep firing under any pressure since I thought it having two larges at that size would be kinda OP otherwise..
EX is an HVB, so the only way to get it currently is using Vayra's Sector until the bounties mod(Bounties expanded?) adds HVBs
Does anyone know how to do a total replacer for all factions' ships and wings? Trying to make everyone rock these mechs into battle 100% of the time.
you'd probably have to create a mini mod for every faction you wanted to affect and give them the blueprints/hulls added by this mod.
what are you peoples saying ?
There's already pirate fleets running around with Cataphracts
I've seen Leynos, Gunhazard, and Garrega used by them, thing is they ain't very smart when using them and tend to get deleted instantly the second they try to go on the offensive...
Also pilotable strike crafts seem pretty stubborn when it comes to going back to the carrier when they are damaged or running low on CR, they just refuse to do it ...
I use the altagrave as a pressure machine, slap on some EMP weapons and suddenly ships have to pick who they die to...
I use the altagrave as a pressure machine, slap on some EMP weapons and suddenly ships have to pick who they die to...
Still gotta live long enough or be maneuverable enough to drop the enemy's shields in order to do any significant EMP damage. How do you go about doing this?
Simple flanking maneuver, not a single ship in this game is built to fight by itself, bigger numbers win any encounters if the A.I. is faced with 2 ships with EMP weapons and is taken in a pincer attack no amount of shield blinking is gonna bail it out of it
thats the hard-counter to ANY ship except maybe the paragon and even then its DP cost allows you to easily have it fight your entire fleet while its more or less by itself comparatively
Further this mod STRONGLY emphasizes what I describe as "hive doctrine", the bulk of your fleet is strike crafts with a single carrier in the field to tend to them anything beyond that is a flanking ship or a bodyguard for the Hive
The Altagrave fills out theses roles with its system and weapons loadout, it either keeps a ship's attention while a faster ship just runs up the side and if said ship shifts focus EMPs will teach him thats a mistake
Further variants of the Altagrave shifts that role ever so slightly, grenades prove a massive threat since they can detonate once they slip past the side of a ship and damage them with the blast, the missile variant is more of a flanker built to take a swing at a ship busy with someone else
Anyways thats how I use it, no doubt someone's gonna mouth off anytime soon and say I'm doing it but I don't care....
12983773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
2550808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I really love Arma's creative fighter concepts, and really appreciate the effort that has clearly gone into making them balanced to vanilla standards.
One small problem we had in the recent Tournament was a crash that happened when an arma ship tried to retreat, logs to follow:SpoilerQuote12983773 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Another user also sent this (see below) to player_tech_support in the unofficial discord, and says there was an arma ship in the fleet that had tried to retreat during a fight in their campaign:SpoilerQuote2550808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.super(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Sorry to dump extra work on you ^^*.
so how are things going ?
Another thing i'm working on is making a simple guide for other modders who want to make pilotable ships that can land on carriers like the stuff in arma since there seems to be enough interest to warrant it, and the code is more or less in a decent enough spot for me to be comfortable with doing so. Maybe i'll have something by months end, maybe not. we shall see :)
So i spent some more time playing this mod, and wow i have to reiterate how much i love it! The strikecrafts are like are just a great concept; glass cannons that are pretty weak at first but scale HARD(in part thanks to the huge officer buffs in this version), instead of hellbores and other high dmg weapons you can easily evade being the major threats, its flak cannons and getting caught out alone by interceptors. I tried most of them and jsut wanna share my feedback.
Gunhazard: the first encountet with these is probably going to be a pirate rushing you in one and immediately getting pasted, lol. Putting aggrrseive and reckless officers in one is pretty much a death sentence and maybe one of the few mod ships where a cautious or steady pilot is better. Even though they are weak, they become pretty dangerous whennmultiple are fielded. Sadly they drop off late game cuz lolbeams
Xyphos(AA): I didnt use this one much, but AI use is suprisingly good. It's basically a mobile xyphos wing which is powerful thing itself.
Leynos(i begin to notice the naming convention): imo while it hits harder than aleste on paper, its ironically less durable due to relying on armor and a damper field, and its basically helpless if its wing goes down when used by AI. The rocket Punch is really cool. I guess its good as a cheap psuedo carrier that isnt entirely a sitting duck.
Aleste: imo the poster child of the mod. Aleste gives you just enough tools to excel or die horribly. Its extremely versatile and absolutely monsterous with the dual blade build. In fact, i would say its too good. While its much riskier, the reward is huge. I think reducing the range bonusnit can get would make it less of a no brainer choice.
Einhander: while its stronger than aleste, its not as fun because you have pretty much no modularity or customization choices. Its system should probably have a longer cooldown since its basically recharging at 3x its actual rate because of phase.
Thats all of them i think, looking foreard to thennew updaye!
Aleste now is perfect, please don't nerf . :'(So i spent some more time playing this mod, and wow i have to reiterate how much i love it! The strikecrafts are like are just a great concept; glass cannons that are pretty weak at first but scale HARD(in part thanks to the huge officer buffs in this version), instead of hellbores and other high dmg weapons you can easily evade being the major threats, its flak cannons and getting caught out alone by interceptors. I tried most of them and jsut wanna share my feedback.
Gunhazard: the first encountet with these is probably going to be a pirate rushing you in one and immediately getting pasted, lol. Putting aggrrseive and reckless officers in one is pretty much a death sentence and maybe one of the few mod ships where a cautious or steady pilot is better. Even though they are weak, they become pretty dangerous whennmultiple are fielded. Sadly they drop off late game cuz lolbeams
Xyphos(AA): I didnt use this one much, but AI use is suprisingly good. It's basically a mobile xyphos wing which is powerful thing itself.
Leynos(i begin to notice the naming convention): imo while it hits harder than aleste on paper, its ironically less durable due to relying on armor and a damper field, and its basically helpless if its wing goes down when used by AI. The rocket Punch is really cool. I guess its good as a cheap psuedo carrier that isnt entirely a sitting duck.
Aleste: imo the poster child of the mod. Aleste gives you just enough tools to excel or die horribly. Its extremely versatile and absolutely monsterous with the dual blade build. In fact, i would say its too good. While its much riskier, the reward is huge. I think reducing the range bonusnit can get would make it less of a no brainer choice.
Einhander: while its stronger than aleste, its not as fun because you have pretty much no modularity or customization choices. Its system should probably have a longer cooldown since its basically recharging at 3x its actual rate because of phase.
Thats all of them i think, looking foreard to thennew updaye!
I agree with everything said here, except that Gunhazards lose viability in late-game. They're role and tactics become less expansive, but still very viable, just gotta use them as a buddy for other ships, and they basically protect it from frigate flanks. Matter a fact they're great at doing that, and I actually love the GunHazards!
GunHazards aside, every point was correct.
- Einhander NEEDS slots for a modular loadout, as the most fun part of the game is making new viable ship loadouts that you've never thought of before.
- Aleste is overpowered in comparison to the others, especially the Leynos. The modularity is great, it feels great, looks great, needs a slight nerf to some of the weapons it has available, but otherwise it's pretty much near-perfect, realistically speaking. Additional note, the AI for the dispersal grenades is derp often, it'll just shoot a circle of grenades around it in the opposite direction of the enemy. Not only wasting flux, and time, but needlessly exposing their back to the enemy.
- Leynos needs something to keep it alive longer. I got an idea I'd like to put out there, how about a shield, as in the physical kind held in the hand. It can be destructible(Like how the capital ships in the Scy Nation mod have destructible armor. Also, it could be replaceable when refitting at a carrier). I think a physical shield would go well with the intended theme/flavor of this strikecraft, being a bit unconventional. To add onto that, I think it'd be cool to have a variant(or modular weapon loadout like Aleste) to go for a shield and laser sword/axe combo, with a boost to speed(maybe a big booster on it's back or booster wings like with gundams in space). Perhaps the sword/shield variant should also have advanced phase cloak, so it can move around faster, or no phase at all, and just a really strong shield and high speed and maneuverability. You can just go ham with the idea if you decide to use it.
- No comment on Xyphos(AA), cuz I don't use it, cuz if it ain't a mech, and it's destroyer size or smaller, I probably won't use it.
- I would like to see the Watchdog be able to have a WingCom Suite hullmod be able to be added to it, for better survivability against frigates. I think it should have some limits on it, so it can only have some small bodyguard type fighters.
- The Garegga is pretty great for PD/anti-fighter, but it also does a *** ton of DPS to regular ships, too much imo. Perhaps lower the DPS on the weapons, and add a couple options, like a AoE and a wide shotgun type. I have had only a single instance where the AI yeeted themselves with the ship system exploding. I have used them in a LOT of fights, and it's only happened once, which I think is a reasonable probability to expect from the AI. Some may disagree, but I think it's fine to have like a 1% chance the AI(for Steady, Aggressive, Reckless, and No Officer) will over-do it on the ship system and blow up. Reckless should have a 2% chance though, maybe 3% for the lulz.
- 1 last suggestion... Okay, I noticed how the stake driver embeds itself into the hull of the enemy ship, then has a timer and explodes. Since you have already developed the framework for this sort of behavior, this suggestion should be fairly easy for you. Using the same logic/code for the stake driver, I think it'd be cool to have a shaped charge (C4 explosive) that the Aleste could have as an arm weapon. Placed on the enemy hull, then run away, and boom! This would pair really well with the laser sword, since both require you to be directly(nearly) touching the enemy ship's hull.
- I'm looking forward to the new strikecraft you said you have been working on for the next release! Love the mod, it's now on my essential mods list, and thank you for bringing mecha to StarSector in such an interesting, thorough and polished way.
EDIT: Okay 1 more suggestion, I can't believe I forgot to mention, as it's something I keep meaning to come here and talk about. I would love to see some unique, one-of-a-kind, variants that can only be obtained via IBB missions, or perhaps derelict ships, or however you want to implement it. Unique name, perhaps unique modifiers for the wings with the WingCom Suite like a Valken-X with 3 units in it, instead of 2 with the actual ship having a unique laser sword, so you got 3 fighters and a strike crafter that are balls-to-the-wall with melee combat. I've done something similair in the past, making custom Hybrid Wanzers, for personal use, and I had a lot of fun with it. Also it would justifiy putting an officer in a strikecraft.
I think the wadtchdog being made a bit more flux efficient would help. But besides that and getting alternative weapons like a kinetic option instead of hellbore, i think its fine. It can basically outrange everything in its class (not to mention it has two larges, which im pretty sure no other destroyer has, so it should be easily overwhelmed in cqc imo
@Shoi
Okay, after spending way more time than I'd like to admit, I've figured out a good fix for the issues of spinning around and not aiming properly with the grenade launcher from this mod and Diable Avionics' Wunder Wanzer's grenade launcher.
I posted about it on Tartiflette's Diable Avionics mod page. Here's a link to the post, so you can go take a look. That should link to the exact message, but let me know if I screwed up the link.
https://fractalsoftworks.com/forum/index.php?topic=10046.msg343257#msg343257
I've done a lot of testing, and it looks good, grenades still have the slow down effect, and the aiming is good, and the ship no longer spins around, and the grenades tend too reach their target, still with a wide spread. Feel free to use my discoveries in the next update of your mod.
....It occurs to me I never bothered with missiles in this mod because i HATE VIOLENTLY the idea of having limited ammo....
There is a mod somewhere that makes all vanilla missiles reload (albeit slowly)Missiles and Sundry (https://fractalsoftworks.com/forum/index.php?topic=14921.0)
A single reaper takes 120 seconds
Atropos is 80 (I think)
Sabot/Harpoon is 60 or so
....It occurs to me I never bothered with missiles in this mod because i HATE VIOLENTLY the idea of having limited ammo....
There is a mod somewhere that makes all vanilla missiles reload (albeit slowly)
A single reaper takes 120 seconds
Atropos is 80 (I think)
Sabot/Harpoon is 60 or so
Also, have you never enjoyed putting a reaper in the blind spot of a big bad capital? Or even TWO!? Aleste is wonderful for that, and when you dock at carrier they get reloaded.
Another thing i'm working on is making a simple guide for other modders who want to make pilotable ships that can land on carriers like the stuff in arma since there seems to be enough interest to warrant it, and the code is more or less in a decent enough spot for me to be comfortable with doing so. Maybe i'll have something by months end, maybe not. we shall see :)
Weird question but, is Meshan actually in the map? The history of the AASV makes a big deal about the Battle of Meshan and the mission heavily implies the place was glassed, but if you try to find it in the sector, there's no planet called Meshan. Of course this has no bearing on gameplay, but I'm the kind of dude who nerds way too much over lore so it kind of bothers me that its not there.
That's NEW Meshan, the mission where you fight over the original Meshan seems to imply Tri-Tach glassed the planet (it's literally a Volcanic wasteland).
- New Ship, Caymon - carrier based on the heron and optimized for cataphract usage
- New Ship, Valkazard
- 'what if the gunhazard wasn't pure fodder?'
- one-off/unique cataphract
- New Ship, Broadsword Isiliva
- Custom Broadsword with WINGCOM and Silversword system(<--may be changed)
- Altagrave can now swap between Vajra and Grenade Launcher
- Watchdog can now swap between Hellbore and Gauss Cannon
- Increased Flux Capacity/Diss
- Siege Mode: Shield Damage Reduction: 50%->10%
- New fighter, Valken(P)
- Carries Anti-Ship Sword, HE weapon with limited uses
Any word on this yet? I have an idea about what to make/design with the code, curious about how soon this will be available. Not a big deal, since not even remotely close to needing it yet, but I figure looking at it may save some time in the long run... or at least save more time than reading #comments in code; sometimes without practically a hyperlink connecting to additional #comments, they are worse than useless.
Weird question but, is Meshan actually in the map? The history of the AASV makes a big deal about the Battle of Meshan and the mission heavily implies the place was glassed, but if you try to find it in the sector, there's no planet called Meshan. Of course this has no bearing on gameplay, but I'm the kind of dude who nerds way too much over lore so it kind of bothers me that its not there.
You could put the valkhazard there
Hey, chief!
Glad you made it out of that Meshan mess. I wish more could've been done, but...well, you know how life is sometimes.
Don't worry about the cataphracts. You've done your magic — now they're our responsibility. My Foxes'll take good care of them.
See you soon, right?
K.
(https://i.imgur.com/GDPvC9P.png)
Hull - Gunhazard
Hullmods - FlusxNetwork + FluxGenerator(morehullmods mod) if i use Blitz Railgun = game crush T_T
Hull - Gunhazard
Hullmods - FlusxNetwork + FluxGenerator(morehullmods mod) if i use Blitz Railgun = game crush T_T
Generally speaking, there are two approaches to making a pilotable fighter. The easiest method is to simply give a frigate fighter collision. This method has a ton of issues associated with it, however. AI will still evaluate the ship as a frigate, leading to a multitude of odd behaviors:
do you mean to say crash ?Yep
MHM didn't have fighter hullsize accounted for on some of the hullmods, but pretty sure that was fixed. Try updating it ?MHM updated to the latest version (1.10.0)
FYI, since Shoi didn't/hasn't yet linked their guide for making your own mod using his/her method, here is link:Generally speaking, there are two approaches to making a pilotable fighter. The easiest method is to simply give a frigate fighter collision. This method has a ton of issues associated with it, however. AI will still evaluate the ship as a frigate, leading to a multitude of odd behaviors:
Thanks Shoi! Now I just have to actually do something with it, but at least I have what I believe is a cool idea that I can procrastinate over...
Attention! Receiving long-range hypercomm transmission!
Basic encryption detected.
Malicious software not found.
Origin: PFS Star Eye [owned by: Purple Foxes; est. distance: unknown].
This transmission contains a message with 1 attachment.Open the message.Hey, chief!
Glad you made it out of that Meshan mess. I wish more could've been done, but...well, you know how life is sometimes.
Don't worry about the cataphracts. You've done your magic — now they're our responsibility. My Foxes'll take good care of them.
See you soon, right?
K.
(https://i.imgur.com/GDPvC9P.png)[close]MetaAuthor of the artpiece: Mal/Malkshake. Check out their awesome works on this site right here: https://malachimakes.art/ .
Thanks for your hard work, gettag! I can't imagine playing Starsector without ArmaA now, that's how good this whole thing is! :D[close]
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class[1] : org.apache.log4j.ConsoleAppender
class[2] : java.util.Vector
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3] : org.apache.log4j.helpers.AppenderAttachableImpl
class[4] : org.apache.log4j.spi.RootLogger
class[5] : org.apache.log4j.Logger
class[6] : data.hullmods.armaa_strikeCraft
class[7] : com.fs.starfarer.loading.specs.P
class[8] : stelnet.filter.ShipHullHasBuiltIn
class[9] : stelnet.board.query.view.add.FilteringButton
class[10] : [Lstelnet.board.query.view.add.FilteringButton;
converter-type[2] : com.thoughtworks.xstream.converters.collections.ArrayConverter
class[11] : stelnet.board.query.view.add.ShipQueryFactory
class[12] : stelnet.board.query.provider.ShipProvider
class[13] : stelnet.board.query.Query
class[14] : stelnet.board.query.QueryManager
class[15] : stelnet.board.query.QueryState
class[16] : stelnet.board.query.QueryBoard
class[17] : java.util.ArrayList
class[18] : com.fs.util.container.repo.ObjectRepository
class[19] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[20] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
Game crashes when mousing over one of the Hullmods with this in the Logs
272471 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Any tips on how to resolve this?
This is also really cool, is that an aleste?
Game crashes when mousing over one of the Hullmods with this in the LogsSpoiler272471 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Any tips on how to resolve this?
Is it normal that no matter what small weapon I put on a Bihander's Pila I still see weapon effects (green laser) from tactical lasers?It's a bug, will be fixed in the new version. I had to change the way the drone weapon being equipped was handled due to some unexpected behavior.
These are on AI driven ships. I have tried a couple times in simulation with success, but when I play the game and play in fleet battles I see way more green lines flying about than should be.
Game crashes when mousing over one of the Hullmods with this in the LogsThis happens to some people, but not everyone. I wasn't able to figure out why but was told it happens if you overwrite the mod folder instead of deleting and dragging in the newer version. Either way, it's fixed in dev. Sorry about that.Spoiler272471 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Any tips on how to resolve this?
I hate to be that guy but uh....update?
You said that weekend you had one.
Did something break in code?
Sorry for the delay and lack of responses, but I have been working on this still! among other things iI've been working on something that my OCD just would not slide, and that is the lack of legs.
Nice job on the legs! I wouldn't call that an OCd(hehe) thing. I think we all wanted to see legs.
Can you tell us a bit more about the second gif? Is that the new sword attack animation? How would it affect DPS of laser blades?
Very cool!
Stoked about the legs!
I just upgraded my pc so it's perfect timing.
Very, very cool.
YES! Not being able to see the mechs legs always made me feel like they were just regular ships with arms, so it was a bit annoying for me too. The legs in the gifs you posted look slight low resolution compared to the rest of the body though, but that could very well be just me. Either way, it looks promising!
Also, take your time. I think we can wait for a bit longer to get our hands on the update, the mod's definitely worth it!
Nice job on the legs! I wouldn't call that an OCd(hehe) thing. I think we all wanted to see legs.
Can you tell us a bit more about the second gif? Is that the new sword attack animation? How would it affect DPS of laser blades?
now consider the fact every single mech in the mod needs to be overhauled individualy for this to take effect and now yeah its a lot more work...unless you'd settle for a single type of legs fitting all mechs that is
Is there a way to use "invisible hues" sonthat technically it's the same sprite but the silhouette changes?
That could kill two birds with one stone if possible.
How the hell did you afford to upgrade your PC in this global economy, and with graphics cards costing 5x as much as they did 5 years ago, cuz of *** BITCOIN! I hate the mfer who figured out how to mine crypto on graphics cards. They have stagnated graphics card development for nearly half a decade, and stunted the growth of the PC community.
What I liked most about this mod is that it is not a "faction mod" where everything is pre-designed (too well) to work together (and usually break apart when they don't). This mod is pretty "stand-alone" which encourages me to experiment with each type of unit and a degree of customizability in the (piloted) mechs greatly satisfy the mech fan in me.
here's a thought
what if we had a mech whose main weapon cannot change but you CAN switch its ammunition and firing type in the refit screen, how versatile could that be ?
@sphr
Yes but so far theses options don't really change how you play thoses mechs
its always more or less a variation of "flank and spank"
Heck if we got all the strike craft mechs as playable I'm sure peoples could come up with some mischief, I know I'd love me a pilotable Valken X if only for the EMP emitter or maybe one of thoses dual gatling mechs....Kouto was it ?
ArmaA is prob one of the best mods in the area already, from what I've experienced firsthand. esp now with the most previous "legs" showcase.
no they're definitely getting in. there's only a set for each tech type which is hightech and midline and the # of frames is equivalent to a really fancy rotary weapon, so it shouldnt be an issue except for possibly einhander :'(
no they're definitely getting in. there's only a set for each tech type which is hightech and midline and the # of frames is equivalent to a really fancy rotary weapon, so it shouldnt be an issue except for possibly einhander :'(
Sweeee3et! But, um, not to question the mod author or anything, but what is max number of legged sprites you have tested per battle? Normally it won't be a huge deal since most battles don't involve too many mechs from this mod, but have you tested 25 mechs/mech wings vs 25 mech wings (plus a few carriers per side)? Just curious if there are any compounding issues from running too many legged mechs...
no they're definitely getting in. there's only a set for each tech type which is hightech and midline and the # of frames is equivalent to a really fancy rotary weapon, so it shouldnt be an issue except for possibly einhander :'(
Sweeee3et! But, um, not to question the mod author or anything, but what is max number of legged sprites you have tested per battle? Normally it won't be a huge deal since most battles don't involve too many mechs from this mod, but have you tested 25 mechs/mech wings vs 25 mech wings (plus a few carriers per side)? Just curious if there are any compounding issues from running too many legged mechs...
Just had a thought...
What if the drone bits (like that for einhandler) carries a strong enough MELEE-range weapon (like the laser blade for aleste) with point defence capability, and give it insane speed and maneuverability while being restricted to a short engagement distance....
Then put it on a melee mech (which doesn't shoot down missiles etc).
will the dancing beam blades chop down incoming stuff like missiles/bullets/fighters?
Just had a thought...
What if the drone bits (like that for einhandler) carries a strong enough MELEE-range weapon (like the laser blade for aleste) with point defence capability, and give it insane speed and maneuverability while being restricted to a short engagement distance....
Then put it on a melee mech (which doesn't shoot down missiles etc).
will the dancing beam blades chop down incoming stuff like missiles/bullets/fighters?
While we're on topic of the einhandler, I've been wanting to say thig for a while, but I keep forgetting to come here and say it.
I think a shield type drone, much like the mobile dolls in Gundam Wing had, would be a cool alternative as well. 2(+1 as a replacement) floating drones that have a shield in front of them, with it's own flux. It can float around the einhandler, and blocks shots, but has a weakness of EMP damage disabling it or passing right through it.
Mobile Doll Gundam Reference: https://gundam.fandom.com/wiki/OZ-02MD_Virgo
Who says we can only have 1 type of drone? Perhaps make it a swappable component?
re:shield drones
I don't know enough about modding yet, but how are the shield sizes determined? Can they be set explicitly regardless of the actual size of the ship hull?
If so it could be interesting to give shield drones omni, large shield radius, small arcs, which will result in a more shield like segment arc, and give it fast shield speed, so that it can raise the shield and turn it fast. then as long as it is just floating around (or just made to orbit the main ship like some other mech ships), it should activate shield automatically wrt incoming fire?
but one problem is default shield AI in SS seems to be too efficient and sometimes they won't raise shield unless the incoming fire actually hits it, and with a small hull drone, it might just do nothing (as the fire won't hit it) while the projectile continues on and hit the main ship.... lol..
drones on strike...
re:shield drones
I don't know enough about modding yet, but how are the shield sizes determined? Can they be set explicitly regardless of the actual size of the ship hull?
If so it could be interesting to give shield drones omni, large shield radius, small arcs, which will result in a more shield like segment arc, and give it fast shield speed, so that it can raise the shield and turn it fast. then as long as it is just floating around (or just made to orbit the main ship like some other mech ships), it should activate shield automatically wrt incoming fire?
but one problem is default shield AI in SS seems to be too efficient and sometimes they won't raise shield unless the incoming fire actually hits it, and with a small hull drone, it might just do nothing (as the fire won't hit it) while the projectile continues on and hit the main ship.... lol..
drones on strike...
I had actually more figured drones would be used more like a stretchy lasso, and then drag a shielded mech towards target at high speed (so you get waaaay more A than normal for mech, with shield up should slap). But if you just want the drones to act more like weapons, could just adapt new code for Tempest drones into a mech... but with shields instead of EMP explosion, I guess. Just think that with shields instead of explosion, drones will just bounce off like flying cockroaches against a screen door.
The Jun Mk.III weapon is a work of art!
@sphr
I see your customisation post and raise you a "strike pack" suggestion
Think of it as such
A mech gains access to strike packs
Strike packs are sets of equipements built to pertain to certain roles
Lets say we have 3 Strike packs:
Fighter, Interceptor, Bomber
Each pack comes with different weapons built into the mech itself, further each pack enables the use of different hand-held weapons
Next make it so each Pack sees itself given three options for handheld weapons, each themed around a weapon type/damage type
For Bombers in our example
the Body itself has built in micro missiles for self defense while the arms can pack either,
A magnet bomb bay (think magnetized mines that pull themselves to the target)
A anti-matter blaster
A long range Hellbore-esque cannon
see where I'm going with this ?
Yes, the personal design aspect of ships in StarSector are what makes the game a brilliant gem, near infinitely replayable(while still feeling fresh), and so fun.
Removing this aspect would only detract from the fun, in my opinion.
Yes, the personal design aspect of ships in StarSector are what makes the game a brilliant gem, near infinitely replayable(while still feeling fresh), and so fun.
Removing this aspect would only detract from the fun, in my opinion.
I mean, it is still limited by hard point type to limit which types of weapons go where. But yeah, I agree, please don't drop this!
Meanwhile a more "reasonable" alternative I propose here is a third built in hullmod to change the backpack on the mech
each backpack applying multipliers on both mobility stats and flux related stats
Heavy pack improves Flux stats but lowers mobility
Light pack ups mobility at the cost of Flux...
Edit:
Another point in favor of that is that it can be a purely statistical change and not have to add in sprites.
This in turn allows that to be retrofitted onto the older mechs with some amount of ease....
You lose a great deal of customizability with this method. That's why I, and I'd imagine many others, would not be in favor of it.
So what do y'all think low tech mechs should look like ?
I'm thinking something along the lines of a Zaku from gundam myself
in the right hand we'd have the main weapons so
a machinegun thats a bit on the weak side but full auto and at 700 range
a howitzer rifle, slow firing but long range and hefty HE punch on a fast projectile
a bazooka, short range at 500 but packs a hefty burst of HE damage with a 5 second or so seconds cooldown
In the left you'd have sub-weapons,
a Heat hawk kinda thing, behaves like a energy sword but HE
a hand grenade, think devastator shell but short range, for PD or for Torpedo duties
a knuckle shield, another melee option, this time kinetic damage instead of HE or energy
would that be a low tech unit or not ?
For cheap(emphasis on cheap both in cost and OP/DP depending on if it's a fighter or a frigate-mech) low-tech mechs:
- 2 handed machine gun(or similar). Low damage, high rate of fire. Good versus shields, worthless versus even light armor.
- 1-2 limited use shoulder mounted missiles for hitting armor.
For cheap(emphasis on cheap both in cost and OP/DP depending on if it's a fighter or a frigate-mech) low-tech mechs:
- 2 handed machine gun(or similar). Low damage, high rate of fire. Good versus shields, worthless versus even light armor.
- 1-2 limited use shoulder mounted missiles for hitting armor.
That sounds a awful lot like the Garegga ?
The Jun Mk.III weapon is a work of art!
This is the coolest mod.
I bought an Aleste (S) on a whim and tried putting two laser swords on it. Huge respect for the amount of polish you've put in. The animations, the well-polished descriptions, the fact that it's a clever movement mechanic that dances with the ship system movement mechanic, the KSBD reference as a cherry on top... Amazing. And that's just one weapon on one cataphract, everything is so high effort.
78167 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Quote78167 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Game crashes to desktop when mousing over the "Cataphract LSM" hull mod icon in the refit menu on the Aleste (S) Class Cataphract. Looks like it's trying to pull the tooltip but can't and just dumps. Pretty funny one, honestly. Not often you get a reproducible CTD just from moving your mouse cursor somewhere. I laughed when I checked the error log.
Looks good!
Don't worry/stress about adding in any of the stuff we've been brainstorming about. We're just "talking shop".
That being said, I recall you discussing making a guide on using your framework for adding in mechs. Maybe some folks can make some add-ons for the Arma mod, and take some work load off your shoulders.
so any idea when the next patch might be coming ?
cuz I can't help but feel like someone's gonna bring up the "Soon™" memes
Ya, sorry 'bout that. Fixed long ago in dev. This jar (https://mega.nz/file/CZlHQSQR#LJPRjb0vdPIw11m1WWmGYIfmJFF4g6pTna64vLlFknE) might fix it among a few other bugs, but I would back up your current one in case you want to try it out.
It's weirdly fun to have your officers in them. For some reason it feels more...interesting? Personal? than just having them command a starship.
The 69 OP cost on the Altagrave's Grenade Launcher has interesting synergy with Ordinance Expertise. Very interesting.
Ya, sorry 'bout that. Fixed long ago in dev. This jar (https://mega.nz/file/CZlHQSQR#LJPRjb0vdPIw11m1WWmGYIfmJFF4g6pTna64vLlFknE) might fix it among a few other bugs, but I would back up your current one in case you want to try it out.
Hey, no problem. Coding is its own magical beast. Like playing Telephone with a very stubborn robot, where the end goal is to paint a nice picture. And sometimes gravity inverts if you don't put a lightbulb in the corner. The light doesn't have to be on, or even visible or plugged into anything. But if you don't have the lightbulb, gravity inverts. You hate it, I hate it, but if life is kind someone before you left documentation about why a random lightbulb is there and what it does.
With regards to modular weapons/shoulders, is it possible to have the body be the "ship" and both the arms/shoulders and the guns be combined, modular "turrets" that are then swapped around? I ask because if matching recoil patterns is a problem, a solution might be to simply build the arms and weapons as one piece that gets plugged into the body (though the end user would likely never notice that the arms are being swapped; visually only the guns would change), so you'd only have to match the recoil animation to the arm the gun model belongs to, instead of trying to set the arms to work with every recoil pattern.
I might be misunderstanding, but that's how it works now. Shoulders are seperated but they mirror the recoil of the arm weapon, which graphically is arm + gun. the actual ship isn't visible, as the "torso" you see is in game terms a decorative turret (sometimes an actual weapon)
It'd be pretty easy to dump every single weapon that can be swapped onto a single mech and let people go wild wth that, but changing visual components might be a bit harder (while they're just weapons too after all, so the only real thing you need to be concerned about is telling the game how to make them available via the swapping hullmod, some of them aren't just simply the weapon - as part of the shoulder recoil effect, they also have the mechs arm as a part of the script, which obviously would cause problems if that arm doesn't match with the rest of things)
313859 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:252)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Ya, sorry 'bout that. Fixed long ago in dev. This jar (https://mega.nz/file/CZlHQSQR#LJPRjb0vdPIw11m1WWmGYIfmJFF4g6pTna64vLlFknE) might fix it among a few other bugs, but I would back up your current one in case you want to try it out.
Hey, no problem. Coding is its own magical beast. Like playing Telephone with a very stubborn robot, where the end goal is to paint a nice picture. And sometimes gravity inverts if you don't put a lightbulb in the corner. The light doesn't have to be on, or even visible or plugged into anything. But if you don't have the lightbulb, gravity inverts. You hate it, I hate it, but if life is kind someone before you left documentation about why a random lightbulb is there and what it does.
With regards to modular weapons/shoulders, is it possible to have the body be the "ship" and both the arms/shoulders and the guns be combined, modular "turrets" that are then swapped around? I ask because if matching recoil patterns is a problem, a solution might be to simply build the arms and weapons as one piece that gets plugged into the body (though the end user would likely never notice that the arms are being swapped; visually only the guns would change), so you'd only have to match the recoil animation to the arm the gun model belongs to, instead of trying to set the arms to work with every recoil pattern.
I might be misunderstanding, but that's how it works now. Shoulders are seperated but they mirror the recoil of the arm weapon, which graphically is arm + gun. the actual ship isn't visible, as the "torso" you see is in game terms a decorative turret (sometimes an actual weapon)
In other news, you can now rename your squadrons and pilots (to a degree)! WOW!
(https://i.imgur.com/Ri1NRWa.jpg)
Whoa, how'd you get that squadron thing to show up?
Whoa, how'd you get that squadron thing to show up?
You're replying to the mod developer - that seems to be a screenshot of work in progress that hasn't been released yet.
Tried out the .jar you linked, wanted to give a short update on it. All of this is done on an in-progress save.
2) Not sure if this was something left over from before I installed the .jar or not since I never used one, but trying to put the Altgrave and its variants into combat/simulator causes a CTD. Error log below:Quote313859 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:252)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If it doesn't work you're better off sticking with the original jar until the update. Just don't mouse over the cataphract hullmod :)
edit: nevermind, I just used a fresh zip from the OP and it works fine. Maybe try that, guy before me.
How do yall build your Gareggas?
My Garegga build feels pretty vanilla but logic to me
A Ion Cannon head for A: looks and B: EMP damage to make the A.I. freak out and keep its shields up, exposing them to continuous machine gun fire and hard flux build up
followed with double Atropos launchers for when/if the target overloads
for mods I go reinforced builkheads and Flux mods after maxing Vents...
I'm surprised this works so well. I would like to suggest scaling down the suits a little more. While I get the sizing is a way to distinguish their reflective strengths visually in the field of the fight frigate/cruiser sized hard vacuum mech suits doesn't fit. I suppose I could just rescale the .png files to suit my personal tastes. Just figured I'd mention it.
I would like to suggest scaling down the suits a little more. While I get the sizing is a way to distinguish their reflective strengths visually in the field of the fight frigate/cruiser sized hard vacuum mech suits doesn't fit. I suppose I could just rescale the .png files to suit my personal tastes. Just figured I'd mention it.
Carrier refit rate * hull level * missile refit penalty, with lower limit being 30% refit rate like standard fighters
So basically, I should make a capital carrier with no wings that could tank its refit rate and take off all my missiles? Is it just for missile weapons or reloadable guns like anit-matter blaster?
Carrier refit rate * hull level * missile refit penalty, with lower limit being 30% refit rate like standard fighters
So basically, I should make a capital carrier with no wings that could tank its refit rate and take off all my missiles? Is it just for missile weapons or reloadable guns like anit-matter blaster?
- Added ship system status/charges/etc display for non-phase right click systems
V2.0
--------------------
- New Ship, Valkazard
- Added new start for starting w/ (ArmaA(Pirates)) (w/ super cool special snowflake nex start text by timid! wowee)
- Can be found via exploration otherwise
- New Ship, Broadsword(AA)
- New Ship, Warthog(AA)
- New Ship, Kouto(Pilotable)
- Ship System: AFCS
- Increases damage to a random number of ships within radius by 25% based on the fleets ECM rating versus enemy ECCM rating
- Revised wings so each LPC has more clearly defined role
- Valken-X: HE Fighter
- Kouto: KE Fighter
- Aleste: Obligatory "Superfighter"
- Bihander: Obligatory "Superbomber"
- Valken: Fodder
- Prodromos: Interceptor
- Gallant: KE Bomber
- Ilorin: HE Bomber
- added leg decos to Aleste, Kouto, Valken-X, Leynos,Valken
- Fixed torso tracking problem with valkazard
- fixed missing description for valkazard system
- Revised Sprite for Kouto, Valken X
- Reduced value of Cataphract & Advanced Cataphract BP package
- Removed submarket rep/transponder requirement for gamlin
- fixed bug where player was not properly referred to using gender appropriate title(based on portrait) when landing
- fixed crashed caused by destroying altagrave module with no weapons assigned
- fixed squadron members not being generated unless wingcom hullmod was moused over
-Altagrave
-Corrected negative modifyPercent for Weapon Flux Cost Mod
- Replaced ear killing shotgun sound for Altagrave Ex
- Altagrave Ex: Plasma Jets -> Havoc Drive
- Altagrave can now swap between Vajra and Grenade Launcher
- Added two small missile mounts
- Mounts will be destroyed/rendered unusable if backpack module is lost
- Valken-eX
- Replacement Time: 10->13
- OP: 10->11
- Removed Ion Cannon (High Delay)
- Chaingun: chargedown:1->0.5
-Damage: 50->25
-Flux/Shot: 0->10
-Burst Size: 5->6
- Laser Blade:
-Damage: 350->400
- Range: 45->60
- Energy->HE
- Increased knockback on successive hits
System (Special): Overboost -> Havoc Drive
- Occasionally will attempt to actively dodge incoming fire (to varying degrees of success)
- Kouto
- Revised loadout for anti-shield role
- Minigun (Right Arm) now does KE damage with a clip to limit DPS
- Left Arm - Replaced Minigun with Kinetic Bazooka
- Aleste
- Replaced Stake Driver with Rynex Pulse Rifle
- CLAW Drone:
- Increased turret arc to 360 degrees
- Ship System: Temporal Shell
- Removed Phase Damper special system
-Pila Drone(Built-in)
- Removed Phase Damper special system
- New System: Temporal Shell
- Watchdog can now swap between Hellbore and Gauss Cannon
- Siege Mode: Shield Damage Reduction: 50%->10%
- New fighter, Valken(P)
- Carries Anti-Ship Sword, HE weapon with limited uses
- New interceptor, Prodromos Battle Armor
- Fragile, very effective anti-fighter/PD unit
- Advanced Optics(AA)
- Can no longer be built in
- Reduced Range: 100->50
- OP: 5-> 3
- Removed debug text that appeared when using Curvy Laser
-Laser Blade(s)
- Aleste
- Reduced damage by 17%
- No longer deals EMP damage
- Increase Flux Cost: 350 f/s
- Aleste(S)
- Shield Efficiency: 0.8->1
- DP: 6->7
- Xyphos(AA)
- DP: 5->7
- Leynos
- DP: 6->7
- Added Rugged Construction Hullmod
- Now uses the better(?) Vanilla Damper AI implementation
- Gunhazard
- DP: 3->4
- Added Rugged Construction Hullmod
- WINGCOM SUITE:
- Externalized strings to modSettings
- added dialog lines for remaining vanilla fighters
- added dialog lines for a few mod fighters
- Additional lines can be added with magiclibs modsettings by using "special_wing_lines" map (look at armaa's mod settings for an example)
- Removed glow/jitter effect
- wingmen will now use different dialog based on the character's 'voice'
- wingmen will appear in battle as a pilot of their respective fighter
- Adjusted font colors for more uniformity with normal hullmods
- In smaller battles where ships deploy closer to the center of the map, wingmen will now spawn a few thousand SU away instead of from deployment zone if no carrier is present
- Max stat bonus conferred by relationship reduced to 35% (was 75% for defensive and 37% for offensive)
- Added support for multiple wings
- Implemented GUI for changing squad name/callsigns. Heavily based off of a butchered carcass of Nexerelin's Insurance GUI. Thanks, Histi!
- Added random little blurbs that squadrons will blather on deployment
- Fixed ships with WINGCOM being considered for relationship modifiers even if they did not participate in combat
- Fixed retreated ships with WINGCOM not being considered for relationship modifiers
- Added fluff text for characters with 'villain' voice
- Added fluff text for characters with 'soldier' voice
- Wingcom will now check for hullId first before resorting to baseHullId (for fighter skins)
- Strikecraft:
- Added small UI indicator for strikecraft attempting to return to a carrier for repairs
- Added UI indicator for enemy ships with the Point Defense skill
- AI navigating back to carrier has been improved
- Carriers can only supply as many Strikecraft as the number of fighter bays they possess (I.E. a Condor can resupply only two strikecraft at once, as opposed to an unlimited number)
- Doubled carrier replacement rate decrease while rearming.
- Fixed Strikecraft changing to Frigate HullSize if they took damage that frame
- Should fix inconsistency with some onhit effects that used hullsize, fighter damage bonuses from skills, etc
- Fixed shield damage not being displayed
- Slightly increased retreat area 2000->2050 in attempt to fix retreat CTD caused by AI attempting to retreat while fighter hullsize
-
- Carrier Refit can now be cancelled at any time
- HP and Armor replenish over time in carrier, so not an all or nothing decision
- PPT and Ammo are only restored if full refit time is spent
- added modSettings for custom configuration of refit penalties for (ideally) mod weapons and hullmods, and squadron chatter
- Einhander:
- Drone weapon is now equipped directly on the main ship
- Increased OP: 30->39
- Max damage bonus from ship system: 70%->25%
Hype!!
Also I probably don't know how to read but which hulls have the WINGCOM hull mod? I see it on the Xyphos
SuggestionThanks for the suggestion! I'll see about maybe getting something like this in before the update
Hullmods for pilotable strike craft to influence rearm on carriers, either something to lower the time it takes or the supplies needed for example
For shortening time I suggest:
OmniMech Structure: the structure of the vehicle has been modified for rapid dismantlement and reassembly, enabling swift replacement of parts and ammunition in combat situations
-50% rearm time
+50% rearm cost (example values)
For lowering cost on carriers I suggest :
FerroFoam Structure: replaces the structural components with hollow ones that can be filled with a FerroFoam solution that hardens rapidly in response to heat, reduces the amount of metals needed in the production of parts, directly reduces the rearm cost
-50% rearm cost
+50% rearm time (example value)
For some reason when I try to add a hullmod sometimes to an arma unit it gives me a crash to desktop and says "conversion = m"
For some reason when I try to add a hullmod sometimes to an arma unit it gives me a crash to desktop and says "conversion = m"
Do you happen to have the crash log?
Dubious Dealer (https://www.youtube.com/watch?v=AMBsaUik6ME)
If you like that type of music, i'd recommend looking up Yousuke Yasui
V2.0
--------------------
- Curvy Laser
- Reduced number of projectiles generated by 50% to improve performance
- Proj Speed: 525->650
- New Ship, Valkazard
- Added new start for starting w/ (ArmaA(Pirates)) (w/ super cool special snowflake nex start text by timid! wowee)
- Can be found via exploration otherwise
- New Ship, Broadsword(AA)
- New Ship, Warthog(AA)
- New Ship, Kouto E-Type
- 8 DP
- fleet support, grants damage buff to random number of enemy ships based on ECM rating
- Gun is modular hybrid slot, but since I can't alter weapon muzzle effects done """incorrectly""" it only use weapons on a whitelist by default
- if you want to slap anything you want on it, can edit this in modsettings by adding "ALL" to the whitelist
- New fighter, Valken(P)
- Carries Anti-Ship Sword, HE weapon with limited uses
- New Fighter, Prodromos Battle Armor
- Fragile but effective anti-fighter/PD unit
- Advanced Optics(AA)
- Can no longer be built in
- Reduced Range: 100->50
- OP: 5-> 3
- Removed debug text that appeared when using Curvy Laser
-Laser Blade(s)
- Increased on-hit knockback. Knockback effect is produced so long as blades are in contact with objects (so spamming blades on top of things should push you further back than just hitting a ship with the end of the blade. Hitting small objects such as fighters and missiles should produce no knockback, usually)
- WINGCOM SUITE:
- Can now be used on standard carriers
- Ships that shouldn't be able to equip, but somehow have it anyway, will have their fighters launched from offscreen/other carriers as other wingcom units do
- This is determined based on weither the ship inherently has fighter bays or not
- optimized code a bit
- Externalized strings to modSettings
- added dialog lines for remaining vanilla fighters
- added dialog lines for a few mod fighters
- Additional lines can be added with magiclibs modsettings by using "special_wing_lines" map (look at armaa's mod settings for an example)
- Removed glow/jitter effect
- wingmen will now use different dialog based on the character's 'voice'
- wingmen will appear in battle as a pilot of their respective fighter
- can also gain new skills over time and level up
- Adjusted font colors for more uniformity with normal hullmods
- In smaller battles where ships deploy closer to the center of the map, wingmen will now spawn a few thousand SU away instead of from deployment zone if no carrier is present
- Max stat bonus conferred by relationship reduced to 30% (was 75% for defensive and 37% for offensive)
- Added support for multiple wings
- Implemented GUI for changing squad name/callsigns. Heavily based off of a butchered carcass of Nexerelin's Insurance GUI. Thanks, Histi!
- Added random little blurbs that squadrons will blather on deployment
- Fixed ships with WINGCOM being considered for relationship modifiers even if they did not participate in combat
- Fixed retreated ships with WINGCOM not being considered for relationship modifiers
- Added fluff text for characters with 'villain' voice
- Added fluff text for characters with 'soldier' voice
- Wingcom will now check for hullId first before resorting to baseHullId (for fighter skins)
- Strikecraft:
- AI navigating back to carrier has been improved
- Will now launch from valid carriers (if any) on deployment
- Carriers can only supply as many Strikecraft as the number of fighter bays they possess (I.E. a Condor can resupply only two strikecraft at once, as opposed to an unlimited number)
- Doubled carrier replacement rate decrease while rearming.
- Fixed Strikecraft changing to Frigate HullSize if they took damage that frame
- Should fix inconsistency with some onhit effects that used hullsize, fighter damage bonuses from skills, etc
- Fixed shield damage not being displayed
- Slightly increased retreat area 2000->2050 in attempt to fix retreat CTD caused by AI attempting to retreat while fighter hullsize
- Hull and armor now gradually restore over time on carrier
- Carrier Refit can now be cancelled at any time
- HP and Armor replenish over time in carrier, so not an all or nothing decision
- PPT and Ammo are only restored if full refit time is spent
- added modSettings for custom configuration of refit penalties for (ideally) mod weapons and hullmods, and squadron chatter
- Aleste
- Reduced damage by 17%
- No longer deals EMP damage
- Increase Flux Cost: 350 f/s
- Aleste(S)
- Shield Efficiency: 0.8->1
- DP: 6->7
- Xyphos(AA)
- DP: 5->7
- Leynos
- DP: 6->7
- Added Rugged Construction Hullmod
- Now uses the better(?) Vanilla Damper AI implementation
- Gunhazard
- DP: 3->4
- Added Rugged Construction Hullmod
- Revised wings so each LPC has more clearly defined role
- Valken-X: HE Fighter
- Kouto: KE Fighter
- Aleste: Obligatory Superfighter
- Bihander: Obligatory Superfighter^2
- Valken: Fodder
- Prodromos: Interceptor
- Gallant: KE Bomber
- Ilorin: HE Bomber
- added legs decos to Aleste, Kouto, Valken-X, Leynos,Valken
- Fixed torso tracking problem with valkazard
- fixed missing description for valkazard system
- Revised Sprite for Kouto, Valken X
- Reduced value of Cataphract & Advanced Cataphract BP package
- Removed submarket rep/transponder requirement for gamlin
- fixed bug where player was not properly referred to using gender appropriate title(based on portrait) when landing
- fixed crashed caused by destroying altagrave module with no weapons assigned
- fixed squadron members not being generated unless wingcom hullmod was moused over
juno. mk iii
- dmg/s: 900->800
- chargedown: 0.5s -> 1s
-Altagrave
-Corrected negative modifyPercent for Weapon Flux Cost Mod
- Replaced ear killing shotgun sound for Altagrave Ex
- Altagrave Ex: Plasma Jets -> Havoc Drive
- Deco Left Arm: -> Laser Blade XL
- Added two small missile mounts
- Mounts will be destroyed/rendered unusable if backpack module is lost
- Valken-eX
- Replacement Time: 10->13
- OP: 10->11
- Removed Ion Cannon (High Delay)
- Chaingun: chargedown:1->0.5
-Damage: 50->25
-Flux/Shot: 0->10
-Burst Size: 5->6
- Laser Blade:
-Damage: 350->400
- Range: 45->60
System (Right Click): Overboost -> Havoc Drive
- Kouto
- Revised loadout for anti-shield role
- Aleste
- Replaced Stake Driver with Rynex Pulse Rifle
- CLAW Drone: Increased arc to 360 deg, Ship System: Temporal Shell
-Pila Drone(Built-in)
- Removed Phase Damper special system
- New System: Temporal Shell
- fixed outdated description for kouto
- Altagrave can now swap between Vajra and Grenade Launcher
- Also overcompensates with a large laser blade, may remove before actual release tho
- Watchdog can now swap between Hellbore and Gauss Cannon
- Siege Mode: Shield Damage Reduction: 50%->10%
- Einhander:
- Drone weapon is now equipped directly on the main ship
- Increased OP: 30->39
- Max damage bonus from ship system: 70%->25%
updated.The final infinity stone for my playthrough. Thanks for the update, I'm very excited!
SO uh
Not sure if a bug or feature, gonna report anyway to be on safe side
There's a Watchdog that showed up in the missions bundled with the mod with both a Gauss and a Hellbore, and no matter what I tried I couldn't get it to have 2 Gausses or 2 Hellbores
Reporting because after I used the Mod Showcase mission it showed a Watchdog with sets of either double Gauss or Hellbores
Further that "1 and 1" watchdog had a weird behavior in that by clicking the "-" sign next to each arm's weapon the first click would make a weapon option dissappear and do nothing, clicking the second "-" would cause the weapons to switch places
is that supposed to be a thing ?
I don't have any problem with adding faction-specific stuff. A playable talon might not be very enjoyable, though ;DThat could be some really custom modded Talon. With SO and twin railguns or something. Though making a flyable bomber instead might be great too. I want to send the hammer or reaper down the Onslaught rear.
Not making a squadron?
I have a leynos ship that I got by buying it from the pirate ship maker, I assigned my class 1 officer to the Leynos but whenever I go into the squadron manager there's nothing showing on the info tab
Does my officer have to be a certain level to make a squadron?
Removing the body hullmod from the valkhazard in the new update doesn't replace the hullmod, any idea why?I know this can happen if you use "strip" in space and not docked, since cores can only be swapped at markets. Otherwise removing the hullmod individually should work. Was this the case for you?
I gotta say, I really like the wing pilot system a lot!
I like how they got stats, and level up, and you can even promote them into officers, which is an awesome way for the player to get officers.
Promote from within, rather than hire outsiders.
GJ Shoi!
Hmm... I'm guessing that a lot of Modded fighter craft aren't going to be compatible with the new WINGCOM system.That's compatibility for the pilotable fighters, not LPCs. The only LPCs that shouldn't work are ones that don't take on any crew. You can post a screen of the LPC in question and I can see about figuring out why its not working if that's not the case.
I'm pretty sure my 'Hiigaran Descendants' ships aren't showing up. There are mod compatibility instructions, but.... :-\
I gotta say, I really like the wing pilot system a lot!
I like how they got stats, and level up, and you can even promote them into officers, which is an awesome way for the player to get officers.
Promote from within, rather than hire outsiders.
GJ Shoi!
Sorry, I missed your first post. When you say reset, do you mean that turns off all autofire weapons?
...That's compatibility for the pilotable fighters, not LPCs. The only LPCs that shouldn't work are ones that don't take on any crew. You can post a screen of the LPC in question and I can see about figuring out why its not working if that's not the case.Hmm... could you please walk me through how we assign Officers, heck, how Wingcom is supposed to work in general?
No worries, it wasn't very in depth anyhow :pHmm, yeah, I think that's a bug. IIRC, calling .beginLanding() in the API turns off all autofire weapons, and I added some code to get around that, but it might not be in the script that does the takeoff hax at the start of battles. I'll look into it!
Yeah basically. All but whatever weapons groups you have selected when taking off initially. So if it defaults to group 1, but you have autofire for group 1 on, then it will keep autofire on for group 1, while disabling that setting for all other groups. This can be worked around by using Ctrl + whatever weapon group number, but I'm not sure if it's intended or not so I figured I should report it as a bug
Hmm... could you please walk me through how we assign Officers, heck, how Wingcom is supposed to work in general?(https://i.imgur.com/zxj81OB.png)
I'd like to first make sure that the problem isn't just me being dumb. :P
I know this can happen if you use "strip" in space and not docked, since cores can only be swapped at markets. Otherwise removing the hullmod individually should work. Was this the case for you?no, i was docked to a station, when the energy blaster is removed, no new option appears. i worked around this by using the default autofit option you have to go back to the start of the list, as that would allow me to cycle through it once again.
no, i was docked to a station, when the energy blaster is removed, no new option appears. i worked around this by using the default autofit option you have to go back to the start of the list, as that would allow me to cycle through it once again.weird. I can't reproduce it at the moment, but i'll keep messing around with it to see if I can recreate the issue. Thanks for the report!
Valkazard is broken, I love it
Valkazard is broken, I love it
im having a pretty serious error with the (PLEASE DONT CHANGE IT, IT TAKES SO MUCH SKILL TO USE IT IS NOT OVERPOWERED AT ALL) new valkazard. not sure if the other suits/fighters have this issue
anyway, after reloading to attempt a battle for the second time, or perhaps something else triggers it?- anyway, the valkazard doesnt spawn, i spawn in the little shuttle that shows up when you switch ships and it docks with nothing (straight into the void) and i cant control the invisible entity it just rockets across the map
anyway, im about to reload the game and see if that fixes the issue
V2.01
--------------------
- Fixed crash form mousing over wingcom
- Fixed crash from mousing over Silversword
- Fixed crash caused by enemy fleet having a null faction(fleet commander?) or something
- Fixed crash for nonexistent portrait for hvb
- Fixed case sensitivity issue with a sprite
reloading the game fixed it, however, i have another bugIt's probably a vanilla thing? Well I should say its probably not an armaa thing. I haven't done anything as far as controls go.
the dang strafe function keeps switching to default, and it is almost impossible for me to pilot small ships that way
not a big deal, may have nothing to do with armaa
im having a pretty serious error with the (PLEASE DONT CHANGE IT, IT TAKES SO MUCH SKILL TO USE IT IS NOT OVERPOWERED AT ALL) new valkazard. not sure if the other suits/fighters have this issuea few people have mentioned this to me. It's a bug with the travel drive cancelling too soon, I think. I'll look into it
anyway, after reloading to attempt a battle for the second time, or perhaps something else triggers it?- anyway, the valkazard doesnt spawn, i spawn in the little shuttle that shows up when you switch ships and it docks with nothing (straight into the void) and i cant control the invisible entity it just rockets across the map
anyway, im about to reload the game and see if that fixes the issue
Actually, speaking of nerfs, I think the broadsword AA is a tad bit too fast. I was actually surprised how strong it is, I was in a huge battle and it went around popping frigates with relative impunity for a good portion of the time I had it deployed. I think swapping the arm to the fighter version used by talons would be good too.
Reading this reminded me of another little bug I found: the battle I was going through wasn't going how I wanted it to, so I called in some reenforcements. The ship I called in was a Remnant cruiser with one hangar in it, at the time my valkhazard was landed on my carrier to rearm and resupply. As soon as the new cruiser came in my ship was teleported info it's hangar. Rearm resupply continued as normal, but I don't think you should be able to teleport from ship to ship
....So it's for small craft that have the hullmod and not carriers in general... seems to work fine for the Arma ships when I start with them.Hmm... could you please walk me through how we assign Officers, heck, how Wingcom is supposed to work in general?(https://i.imgur.com/zxj81OB.png)
I'd like to first make sure that the problem isn't just me being dumb. :P
So when you assign an officer to a ship with wingcom and an empty slot, you should just see this. Details, no squad info.
(https://i.imgur.com/4OGemfj.png)
(I had to switch characters here since the previous officer already had a wing, so I just wanted to sanity check and make sure things were being generated properly)
Once you assign a wing, pilots are generated for the fighters. If you mouse over the hullmod again, you will see them listed.
Other way to verify they've been created is opening the intel menu, and looking for the 'Squadron Manager' tab, which will list every officer with a squadron. That tab also has an 'info' tab that details a bit more about the mechanics behind wingcom.
(https://i.imgur.com/ckgDQvW.png)
aaand this is what you get with the same setup, but if the wing is automated (0 crew). I am usually pretty light on mods so I havent used the hiigarian mod, but if you're not getting anything, im guessing the wing you assigned was maybe automated? Let me know if this helps :)
So it's for small craft that have the hullmod and not carriers in general... seems to work fine for the Arma ships when I start with them.
Is the Wingcom Suite buildable or is it added automatically to any qualified hull?Besides the ships that start with it built in, it can be found through exploration like other rare hullmods :)
Just stumbled across the Valken (p) in my new playthrough with the pirate faction. One of its weapons, I'm guessing its melee weapon, is super loud. Not like painful loud, but it's way louder than any other sound in the game or my desktop lol
Just stumbled across the Valken (p) in my new playthrough with the pirate faction. One of its weapons, I'm guessing its melee weapon, is super loud. Not like painful loud, but it's way louder than any other sound in the game or my desktop lol
latest patch fixes that, though I added it in a little afte the link initially went up. Sorry!
How do I land some of the strikecraft/cataphracts? I assume you're supposed to fire the "landing override" weapon, but only some of the things have them (like the Xyphos), whereas a bunch don't like the Valkazard. When I hit "U' on the ones without the landing override weapon, the mech just flies off to combat.
So might be a little early but what do you have planned next?
How do I land some of the strikecraft/cataphracts? I assume you're supposed to fire the "landing override" weapon, but only some of the things have them (like the Xyphos), whereas a bunch don't like the Valkazard. When I hit "U' on the ones without the landing override weapon, the mech just flies off to combat.
Hey, I've had a problem a few times now on v2.0(1) and while I can't tell for sure how to reproduce it I think I've mostly figured it out. Sometimes when I deploy Strikecraft style Arma ships (any of them that try to deploy from a carrier) they sort of launch out from the carrier but have no hitbox/model and can't be controlled. You can still try to pilot them and the AI shoots at them to no effect, but they just drift out of the map with no recourse.I got the same problem but it seems random to me, happen to both player controlled mech and AI mech
I THINK this happens when you try to pilot (SWITCH to piloting it) a Strikecraft before it fully exists a carrier but I swear its happened on its own a few times, and a few times I've managed to switch with no issue. It crashed once (I don't have a log, sorry :() but its happened like 10 other times with no real consequence. Sorry I can't tell you anything more useful, I'll update if I figure anything else out. Thanks for the amazing mod once again, and I appreciate any help.
How long does it take for WingCom pilots to level up? Been in battles non-stop and everyone's stuck at Level 1
Huh. I second the above idea from TrickyTidy.
Iterating through key/value pairs of [variantId] and [int] from a settings-like JSON or CSV file -- in theory -- should work. No idea how to estimate the computational cost of such code though (to know how big of an impact it would have on performance).
weird. I can't reproduce it at the moment, but i'll keep messing around with it to see if I can recreate the issue. Thanks for the report!
How long does it take for WingCom pilots to level up? Been in battles non-stop and everyone's stuck at Level 1
If you want to grind out WingCom levels really quickly, just take a large fleet (and your fighter) and fly to a Star System with an active sector bounty for Pirates, intercept a pirate fleet, select "pursue" (since your fleet is big), then only use the fighter to pursue with. Do this to a few pirate fleets and they'll be leveled up in no time.
Getting the WingCom modspec and building it into other massive carriers leads to some insane squadron sizes. ...... Might be a good idea for only the squadron Leader to get a portrait? ???
Getting the WingCom modspec and building it into other massive carriers leads to some insane squadron sizes. ...... Might be a good idea for only the squadron Leader to get a portrait? ???
Great work on the 2.01 update!
It's been running smoothly, but yesterday was the first time encountering this exception:
2480730 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.util.armaa_pilotTracker.processSpecialStrings(armaa_pilotTracker.java:243)
at data.scripts.util.armaa_pilotTracker.advance(armaa_pilotTracker.java:118)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Would a minimod that makes the wanzers from diable avionics playable using the arma system be possible??Like, is it possible, or can I make one? (If it's the former the answer is yes)
V2.02
--------------------
- Blocked Front Shield Emitter from being installed on Valkazard's Counter Shield Torso
- Fixed invisible launch bug
- strikecraft should properly mirror the angle of the bay launched from instead of always launching at 90 degrees
- Strikecraft distribution should be a bit less heavily weighted on a single carrier on deploy
- Fixed laser blade not properly accounting for bonus beam/energy weapon damage outside of EWM
- Can now dock at carriers by targetting them and activating autopilot
- Fixed NPE caused by WINGCOM chatter (hopefully)
- Increased break chance for all strikecraft (0.5->0.7)
- Fixed strikecraft sometimes not dying properly
=raiding=
- Added functionality for custom ground support values: ground_support_custom in modSettings
- Reduced Ground Support Bonus for all pilotable cataphracts
- Generic support(hullId unspecified): 15->5
- Einhänder: 25->11
- Aleste: 15->8
- Leynos: 15->8
- Valkazard: 25->15
- Pilot level(if any) is added to ground support value
- Cataphracts can be damaged during raid deployments
- Base chance to incur damage scales by ratio of attacker vs defender strength
- Higher attack strength and pilot level reduces actual damage received, while higher defender strength increases it
- Added functionality for custom ground support values: ground_support_custom in modSettings
I made a bunch of stealth updates, that jar should work as well as the main download links (hopefully..make sure its the second one :'()
I did have some carriers in my fleet. The workaround is I deployed the Valkazard 1st on its own, then the other ships then it's ok.
was fixed shortly after update, redownload should s olve :D
V2.03
--------------------
- fixed various NPEs that would lead to a crash
- fixed strikecraft instantly repairing hull and armor by docking and immediately undocking
- new ship: Einhänder Plus
- fixed Einhänder modular drone weapon remaining visible during combat
theres always one around even if you don't begin with it, but its the only one you can get. The only difference is it appears as a slighty beaten up derelict if you don't do the start.
I uh....I think I went too far with Wingcom.Spoiler(https://i.imgur.com/HGbtvwU.jpg)[close]
I uh....I think I went too far with Wingcom.Spoiler(https://i.imgur.com/HGbtvwU.jpg)[close]
Yo what mod are those ships from, they cool pretty awesome. I'm pretty sure the white one with two runways is from Dassault, but idk about the others
V2.03
--------------------
- fixed crash with carrier evaluating to null
- fixed einhander crash with dummy weapon
Einhander is too op, pls nerf.Spoiler(https://i.imgur.com/GV0TQQr.png)
(https://i.imgur.com/E5vdKqC.png)[close]
Einhander is too op, pls nerf.Spoiler(https://i.imgur.com/GV0TQQr.png)
(https://i.imgur.com/E5vdKqC.png)[close]
wowee, how'd you manage this?
Haven't tried to bring them to battle armless, but for the other mech that didn't ctd on the refit screen, the arms regenerate if you press strip or change the weapon hullmods.This should be working for you now (hopefully)
So a question with spoilers:SpoilerWhen you recover the Valkazard in a non-Arma start, it seems to imply that you can take it to New Meshan or somewhere to continue the story of how it came to be. Having it in my fleet doesn't seem to give Sera or anyone anything to say. Is the implied questline not yet in, or did I misunderstand?
also the val is fun on a bun and I named mine Valhawk, I really should consider a highly Arma-centric run next as sleeper looks fun[close]
EDIT: Also! A few bug reports: so having a friendly carrier alongside your strikecraft in 2.03 does indeed protect them from losing CR in the event of a hyperstorm strike, as advertised. However, it doesn't prevent hull damage from happening... which sadly kind of defeats the purpose of the idea, since you still end up spending a lot of resources to repair them. And given how comparatively frail they can be, you definitely want to avoid going into battle with hull and armor damage (hell, it'd cripple something like an Leynos outright).The drugs hullmod works but only when/after(?) a combat engine is loaded which is an oversight on my part, will fix. I think this was edited just as I started posting, so I didn't update this just yet.
Also: while the ship system does indeed work right when you have The Good Drugs™ in the hold, the Valkazard system tooltip always shows the system as "disabled", meaning it's impossible in the game itself to tell what the heck it does. (https://i.imgur.com/kcBTfAR.gif) I actually don't know quite how fixable that is (can Starsector really change tooltips depending on if something is in inventory?) but it's clearly not quite working as intended visually.
Yeah, so before I released v2 I meant to remove that extra line since I didn't want to delay the update any longer making the questline and I had already feature crept massively, but seems I missed it. Anyway, it is something that's intended for the future.
The drugs hullmod works but only when/after(?) a combat engine is loaded which is an oversight on my part, will fix. I think this was edited just as I started posting, so I didn't update this just yet.
RE: The Hyperstorm damage, I might have missed another stat to modify. Will check.
Einhander is too op, pls nerf.Spoiler(https://i.imgur.com/GV0TQQr.png)
(https://i.imgur.com/E5vdKqC.png)[close]
wowee, how'd you manage this?
Ahahah, I might've spent a whole bunch of hours yesterday trying to solo this thing. It's quite doable once you get the hang of the whole approach. I'll see if my pc is able to handle recording an actual fight in Starsector so I can grab a vid of this.
Alright, here it is!
https://youtu.be/kEqpYqEmHWU
Oh, also, since Valkazard Feedback™ is a bit of a topic:
Frankly, it's not even the most overpowered "super-ship frigate" I've played in a mod. (https://i.imgur.com/kcBTfAR.gif) If anything, it's very tightly balanced and handled well and with obvious care and consideration, and there's even an aspect I think might be a little too punishing.
To address that aspect first: the 40% CR loss per deployment is, well, pretty harsh. Which I get is the point, this thing is a high-performance prototype that really needs work after every deployment, but the Sleeper start is meant to be at least "pirate-friendly" without being outright pirate-y in lore and immediate game feel. But this means that for most freight interception operations - that is, fight the escort fleet first, and then a stern chase against the fleeing transports - the Valk can't actually operate at full capacity during the second half of the operation without help from skill-related CR cap boosts. For players who use Certain Approved Ways to get the Valk later in their playthrough, it's probably not as big a deal since they'll have one of the relevant skills or an officer with one, but for the Sleeper start at level one, it feels... a bit rough. Especially since in the early game, the demands on your captain's skillpoints are considerable, and you may not want to invest in one of the CR cap raisers right away. It makes more sense compared against a 100% CR cap, but I dunno; I feel like 30% loss per deployment might feel a little better overall while still pressuring you to not take too long out there, even with your potentially massive deployment time (Hardened + Wolfpack alone gives you 500 seconds of deployment time), and if anything would lean on you making sure to be economical with that first strike so you don't dip below 40% for the follow-up.
At the very least, it's probably worth having a look at; it's not the end of the world, but in terms of ~design space~ it does feel like it's bumping up a bit against how the early part of a Sleeper playthrough is "meant" to play.
Everything else is just pure magic, though. I love the different options for the chassis and how it changes up how the unit plays, I love the weapon variety on the arms (I'm still trying to figure out what weapon set-up I like the absolute best, and perhaps which for different missions), I love the options the missile hardpoints give you for loadouts, I love the fairly generous fitting allotment, I love how the various ship systems work, and I even love how its defenses are far from perfect. It's still quite vulnerable to getting popped from behind, and some ships that you didn't think of as being that dangerous in other contexts can be quite lethal now! (Diable Avionics Hazes are the ones currently terrifying and delighting me, because they just loooove to phase skip right behind you and beanbag you...) It's an incredibly different experience compared to other "super ship" starts and it's so, so engaging and fun. It really does get that "flying a special fighter/mecha in a battle of big ships" feeling across like nothing else I've played in the modiverse, and it's an utter delight. It even makes considerations and math for a lot of skills feel different; Wolfpack, as noted, gives the Valk a truly hilarious uptime where some other frigates or strikecraft might not benefit as much, while a lot of "mainstay" damage increasers are maybe not quite as relevant to it! But what about going into neural interface, and commanding both it and a mighty, proper battlecarrier-flagship and switching as needed, and perhaps trying to arrange skills for both? Hmmmmmm...
In short, really great job with this; it was worth what I'm sure was hours and hours of labor setting everything up just right. I'm practically on tip-toes waiting to see what kind of campaign content you have planned related to the Valk!
A lot of the other feedback has also been covered by others, and I don't have much to add or productively gush about there, so I'll wrap things up. (https://i.imgur.com/kcBTfAR.gif) In short, it's all great, I love it, it's quite an improvement over ArmaA 1.x, and I'm glad this mod exists. Please keep at it!
(And finally, a question: is there a way to order a strikecraft to go repair/re-arm at a friendly carrier? I'm having a little trouble getting my officer'd strikecraft to do so.)
Thanks! Yeah, I spent a lot of time working on valk specifically trying to make it interesting , so im glad you like it!
I remember increasing CR cost to 40% but not as to why, and tbh dropping it to 30% is definitely doable.
There's no way to manually make AI controlled ones rearm outside of taking damage / running out of ammo that doesn't screw with other things (at least that I can think of at the moment, anyway) but most of my attempts was with issuing orders, like defend as some kind of prerequisite when I was trying to make it work.