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Messages - dk1332

Pages: [1] 2 3 ... 14
1
Modding / Re: [0.96a-RC10] Philippine Presidents Portrait Pack
« on: September 10, 2023, 08:11:34 PM »
suggestion: Run it with an AI to make them look "2d" and would fit more with the game.

2
Weirdly enough it fixed itself. Still not sure what caused it.

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

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

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

Another thing I found is that strike-wing units don't launch from ships with "Converted Hangar bay" hull mod, they can still land to repair themselves. This isn't much of an issue mid-late game but one of arma's starter ships is the Valkyrie(CV) which has that hullmod. Is this intended?

3
Heya Shoi, I have been running with the new update and i noticed something, I promoted at least 3 wingcom pilots into ship commanders , It took me a while to realize that after promoting them, their spots are now empty, Making the wingcom wings just regular fighter wings. I tried hovering my cursor to the wingcom hullmod and its still empty unlike the previous versions where doing it assigns a new pilot.

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

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

Anyway, someone showed me this earlier and I figured i'd share. very cool!
credit:10taiSenshi


[close]

Also, nice comic.

4
Got a CTD after promoting an officer from one of my cataphracts and pointing my cursor on the strikecraft hullmod

Spoiler
17784286 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.armaa_wingCommander.addPostDescriptionSection(armaa_wingCommander.java:381)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

5
https://fractalsoftworks.com/forum/index.php?topic=10836.0

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

How is that relevent to Arma?

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


Back on topic, VX custom is starting to warm up to me. I did some spawn tweaks to make them appear more around the game. My only gripe is the locked LPC but since I was thinking of making an Anti-ship version. You know, swap the VX LPC with a Bomber and you got yourself an Anti-ship squad.

6


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

My apologies, What I meant is that some mods add Frigate sized carriers like the Luddic enhancement mod, There's also the vanilla Shepherd which is technically a micro carrier. For early games it should be no surprise that players can only access low cost ships. Being unable to use such ships to dock and fix one's strike craft forces players to invest on a destroyer-sized carrier. It could also open new tactics especially when chasing an escaping enemy.

7
I've seen the new Valken, and I noticed one severe problem :

You didn't put a sword on it.

Just shameful...

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


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


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

8
Modding / Re: [0.95.1a] The Sunrider
« on: March 15, 2022, 03:56:53 PM »
Damn, when was the last time I've heard of Sunrider. Wish the ryders are using Armaa's strikecraft script but this is good too. Is this safe to install on a middle of a playthrough?

9
I made a bunch of stealth updates, that jar should work as well as the main download links (hopefully..make sure its the second one  :'()

Got the lastest update running now. Looking good so far.

10
Got a CTD after a battle with pirates on the newest version of the mod. Seems like its connected to the promotion system of the wingcom pilots. I cannot post the code here due to my desktop isn't connected to the internet. Are you on the discord server? I can send you a photo of the error.

Edit: Saw the same error posted by another person on the player_tech_support channel, I'mma try the .jar file you uploaded.

11
Found an odd bug with certain playable fighters.
Encountered a small persian league traitor with some few of the new fighters. Completely wiped them out but a single destroyer escaped. On the pursuit screen, 2 of the dead fighters (broadsword AA and Xphon AA) was counted as "alive". Upon pursuing them they just disappeared on the battle map. And after the battle they escaped and pretty much what most surviving bounty ships does and retreated to a planet. Am I the only one who encountered this?

12
Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: April 30, 2021, 11:40:28 PM »
Something has been bothering me about the Rosenritter ships, they cost quite alot to be deployed, like one of the battlecruisers cost 70 points to deploy and the regalia's cost 25. Is this intended? Considering the max deployment is 240.

13
Mods / Re: [0.95a] Roider Union 1.2.2
« on: April 30, 2021, 11:26:43 PM »
I guess it would be more of a RP choice unless the ships can keep s-mods during conversion (Haven't tried that yet so don't know if they do), or maybe if Starship legends mod mixed with this lets  the ship experience transfer to the Retrofit( Haven't tried that either so don't know if they do)

That doesn't sound possible, might try it out. To be fair, retrofitting seemed expensive than just get a new ship. "Seemed" since I haven't retrofitted anything other than turning a starter Tarsus into a Condor which was around 40k or something.

14
Mods / Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« on: April 30, 2021, 08:49:30 PM »
I know its a pretty stupid thing to ask, half expect you already got that question...

BUT

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

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

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

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


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

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

15
I'm not gonna lie, I kinda hate the ship component requirements. I know its just an early and an unfinished addition to the mod but it kinda breaks the game. Was able to take Qaras in my current playthrough due to it getting raided every month and finally, getting its heavy defenses disrupted. I only had a single colony which a fuel syphon in duzahk with 17k-ish income and after claiming Qaras it jumped to 260k-ish owning 67% of the market share instantly. It's also a bit annoying to keep it fed with salvaged weapons just to keep it up and running. Micromanaging is nice and all but needing to stop an expedition since everyone became scared of my faction to provide me with ship parts is kinda annoying.

The worst part is that the some AI factions don't really get the -30% d-mods on their fleet if they don't have a salvage yard (as far as I've seen).

Lorewise, spare ship parts are included inside the supplies commodity so it's kinda bit of a stretch to separate it.

I highly suggest alternative ways to produce ship components passively:
Heavy industry and Orbital works - producing small-decent amounts  ship components should be a no-brainer. Ship components shouldn't be a rarity, Starsector might be about techno-barbarism but not being techno-savages. Humans can make things, especially considering the technology level in starsector's universe.
Techmining - Techmining is pretty much useless once you have drained the ruins of its treasures other than providing miniscule amounts of supplies,fuel, and metal. Maybe add some ship components to its production.
VPC - VPCs you've made is nice addition to the industrial gameplay, it sounds like a magic item to have considering it produces things out of nowhere. If you want to keep the ship components as rare as it is, a VPC version of it should be considered.

Thats all I can think off my head. Overall, the additional things this mod adds is nice and keeps the colony management fresh. But it should be considered to not break the game too much by adding a new feature that has huge effect to the game.

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