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Messages - Space Cowboy

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1
Bug Reports & Support / Re: o.96a quest bugs
« on: May 07, 2023, 07:50:29 PM »
Thanks for your hard work the patch is so much fun!

2
I had the same issue, I landed at Jangala and had the option to visit the shrine but I went to the bar first. The scene played out with the protesters and after that the option to visit the shrine was gone.

Edit: Posted this before I saw Alex's reply about the hotfix just ignore me xD.

3
Bug Reports & Support / o.96a quest bugs
« on: May 07, 2023, 11:06:09 AM »
I've made two characters so far on this patch, one to explore the new dictat stuff and another for the church. The first character has not run into any issues but the luddic character's save file seems buggy.

1. Old man/ boy/ robot quest keeps re-appearing in bars after I already turned it in.

2.  Luddic pilgrims to gilead quest cannot complete, after selecting "visit the shrine with the pilgrims," the quest does not update and just stays in the log until it expires. After that it then re-appears in bars and has the same issue again.

The only difference between the two save files is that I activated the Interesting Portraits mod for the second file. Maybe that is causing the issue but it seems odd that portraits would mess with anything. Other than that there are no mods active.

This is the save file that is buggy: https://drive.google.com/drive/folders/1PCZ3-QuR46YYc_haEGB5j6XptcsXDp7A?usp=sharing

4
Mods / Re: [0.95.1a] Officer Extension (0.4.3)
« on: August 14, 2022, 09:03:30 AM »
This mod is amazing. Would you be able to add a feature to change officer portraits by any chance? I often turn down perfectly good officers because they have the same portrait as another officer in my fleet.

5
Mods / Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« on: August 02, 2022, 04:09:23 PM »
Is the high-tech capital ship from the picture on the front page in the mod yet? It's not in my codex and I have never seen one in game but I'd love to try it out. It looks like a bigger version of the Nightbreeze which is one of my favorite ships.

6
That gives me a fatal error saying shotgun_cock.ogg not found of failed to load  :( It was worth a shot though.

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

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

That did the trick, thank you!

7
Suggestions / Re: Fleet size limit, talents, and state of end game
« on: July 31, 2022, 03:39:14 PM »
Considering mods can change battle size and ship cap, while vanilla values are balanced well enough for vanilla fights, I can already imagine Alex's stance on the issue is "mods broke it, mods fix it".

That's fair, if ya'll think it's fine in vanilla I'll take your word for it. I'll try messing around with the ship and officer caps. That seems easy enough to do, thanks for all the replies.

8
Suggestions / Re: Fleet size limit, talents, and state of end game
« on: July 31, 2022, 11:53:23 AM »
I now realize my error, I should have opened with "how many mods do you have active?"

Vanilla isn't going to get re-balanced around crazy bounties that only show up in modded games. You should look for mods that increase the officer limit / fleet limit. I don't use them myself but I know they're out there.

I will look for those mods, I appreciate the suggestion. It's been a while since I played vanilla but I have done on the current build and I remember having similar issues, if not necessarily to the same extent. Regardless, the fact remains that fleets comprised of larger ships have far greater combat power due to the way FSL works. Perhaps it's not necessary to change vanilla due to the lower difficulty but that doesn't mean it's balanced.

9
Suggestions / Re: Fleet size limit, talents, and state of end game
« on: July 31, 2022, 11:11:46 AM »
Guess I'm a fool for using only 2 capitals in the end game. One important question to ask here is on what battle size do you play?

You can run 2 capitals and a bunch of cruisers but I'm talking about a fleet comprised of all smaller hulls. I play on max battle size.

I've never felt the need to spam capitals even against end game fleets so I can't say I understand. The only reason you would need to up the fleet size limit is if you were spamming frigates. The only time 10 officers isn't enough is if you're spamming frigates. Are you trying to spam frigates?

And how is it that we're forced to go over the 240 dp limit? You should be just fine with a total combat fleet of 240 dp unless you're trying to take on like 5 ordos at once.

What exactly are you fighting that you need 400 dp of nothing but capitals?

I'm fighting late game bounty fleets and large faction fleets like these (which are actually pretty average, there are much larger ones):
Spoiler


[close]

Even just the first line of ships from the first fleet is over 400 dp.

10
Suggestions / Re: Fleet size limit, talents, and state of end game
« on: July 31, 2022, 10:31:36 AM »
Why are players forced to spam capitals?

Well that's sort of what the whole post is about. Because npc fleets spam capitals, all hull sizes count the same towards fleet size limit, and the talents aimed at smaller hulls do not scale and are hurt by the cap on # of officers.

11
Suggestions / Fleet size limit, talents, and state of end game
« on: July 31, 2022, 10:27:22 AM »
I realize I'm casting a wide net with the title of this post, but I'm going to be focusing on things that specifically effect end game meta.

1) Fleet Size Limit(FSL):

The way it works presently, the player is forced to spam capitals which is expensive, slow, and gets old very quickly. I usually quit the game and start a new one once fleets are scaled up to this point bc it just isn't very fun. I know many people have already asked for an increase in FSL, and while I haven't scoured every post on the topic, I'm assuming there are reasons why that can't be implemented. My suggestion is instead to make frigates count as 1 ship, destroyers as 2, cruisers as 3, and capitals as 4 or maybe even 5. I think this would diversify fleets a great deal. If the cap could be bumped up to 40 or 50 that would help as well.

2) Talents:

Talents are another factor forcing players into capital spam. Many of the talents revolving around smaller ships are really cool in theory, but are not viable in the late game so I'm going to go through some specifics and what I think should be different about them.

 -Wolfpack: It works quite well until the late game when all the CR bonuses in the game won't be enough to make the limit of 10 officers hold out long enough in smaller ships to take on 10
  capitals. I think a. players need access to more officers (which I believe is something that is in the current dev build) and b. this talent needs a scaling modifier to make it viable at all stages. For
  example, it could scale off of the player's level or the same mechanic that scales enemy fleets. This talent would also be buffed by the FSL change above.

 -Coordinated Maneuvers: It's difficult to notice the effect of nav rating and ecm rating so tbh I'm not sure how well this one works. In theory it seems good but the same issues with FSL and
  officer limit apply here.

 -Tactical Drills/ Flux Regulation: The DP cost limit does not really work, even fleets of smaller ships will end up over this limit and the bonus feels negligible. Instead of dp cost limit, it should just
 give a larger bonus to smaller hulls. To keep it from being broken in the early game, it could also have a scaling mechanic based on player level or the enemy fleet scaling bonus.

 -Best of the best: I'd like to see a ship size element to this talent. For example: capitals are unaffected, cruisers can build 1 extra s mod, destroyers 2, and frigates 3.


12
The Altgrave EX is amazing but I can't use it bc of the reloading sound effect. I'm not sure if it is bugged but it's really loud and gets spammed every 0.5 seconds. Even if I'm not piloting it I can't escape the sound effect.

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

That gives me a fatal error saying shotgun_cock.ogg not found of failed to load  :( It was worth a shot though.

13
The Altgrave EX is amazing but I can't use it bc of the reloading sound effect. I'm not sure if it is bugged but it's really loud and gets spammed every 0.5 seconds. Even if I'm not piloting it I can't escape the sound effect.

14
Mods / Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« on: July 29, 2022, 09:35:14 AM »
I love this mod, top notch designs. I'd like to give some feedback regarding the Crossbowman though, I've been trying to use it in my current playthrough but the issue I'm having is that it uses it's ship system when surrounded by allied ships and annihilates them from the back where most of them do not have shields. I cannot find a way for the AI to safely use this ship with this system even though it is really cool. Would it be possible to change it so it doesn't do friendly fire? Other than that the ship is 11/10, it works great as a player ship as is.

15
Love this mod, I'm looking for build suggestions for a carrier capital with wingcom suite. I have been having issues fitting in an extra 25 op since carriers are so strapped for op as it is. Does anyone have a set up that works well? I wanted to have a fleet carrier with nav/ecm/command center and then a bunch of officers in fighter wings/ frigates/ destroyers but I haven't been able to make it viable.

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