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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - shoi

Pages: [1] 2 3 ... 44
1
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: June 06, 2024, 11:55:11 AM »
It's an oversight. I'll fix it.  :'(

2
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: May 19, 2024, 01:12:06 PM »
turn on devmode and go talk to sera.
see if $armaa_gaveSeraphValk is true

3
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: May 17, 2024, 09:14:52 PM »
What's the logo on the shoulder of armaa_portrait03?


(not exactly, though it is supposed to be a lobster)

Well someone thinks it looks neat:

https://twitter.com/amosolov/status/1790158108259758397

(Oh god, I hope you don't feel a ton of pressure or anything, shoi :x )

Haha, it motivates me to increase my glacial update pace, thats for sure  ;D
Anyway, that mission occurs in the campaign. It's already implemented but the quest around it is still in a super WIP stage.

I tried to make them play a bit differently than standard missions, which currently works out to ships taking manuverability/speed penalties based on size and I guess what could be considered background threats. Frigs are mostly good to use but larger ships have extra reqs, which im still working out, but for now destroyers with any kind of ground support bonus are good too. Technically people can go bigger at the cost of handling like a brick. we'll see how it goes


4
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 17, 2024, 08:46:26 PM »
there need to be some change for the 2 shield less damper user armor Leynos and Garegga(H) they are so weak a few focus lazer pointer and they go down easily, i try giving back Garegga(H) the shield and it pile bunker seem to damage both the enemies and it own shield and due to the pile bunker is so up close and personal the explosion from when the ship die are a constant guarantee the Garegga(H) is on a one way Jihad mission every time time it deploy, may be give it some kind of unique explosion resistance or something, the pile bunker seem cool, but it's really ineffective when it can only use to take down one ship then drop dead together with it. I even try to bump up their armor rating to equal around those of capital class ship and they are still pale in comparison with all the other mobile suit maybe they kind equal to the spriggan support cataphract.

Beams are universally going to hard counter shieldless ships, so not much to do about that. I don't think bumping up armor values is the solution there. It's pretty much expected that they will die, which is why they have lower DP value and the Rugged hullmod. On the other point, Garegga(H) already has explosion resistance (but, its efficacy..seems inconsistent, so i will look at other ways people impl this to see if im missing something)

Leynos though, I think it needs some reworking. Slow armor tanking ship at that size doesn't work without some kind of special gimmick. Rn im thinking of giving it back WINGCOM and some other changes

Not sure how I'd help report it but the Standard Leynos-class Heavy is causing a frame slowdown whenever it enters combat (weapon projectiles will stick in front of the mech and then fire)- at first I thought it was when it had another weapon attached in the shoulder slot but testing it out leaves it as only the ship. I have tried other suits and it seems specific only to the Leynos.

The slowdown seems to go away after a little while in combat but will happen again if the target leaves and reengages, I think it might be related to however it currently determines it's arm weapons?

Sounds like it's just the system being activated? There's a pretty high time dilation effect but I think the slowdown is also applied if the player is piloting, which should be removed in next update

The "problem" is that the fiction hasn't really been updated to match this. It still kind of feels like the intent is to fight off this initial wave yourself, since you just woke up from cryo... but the actual gameplay reality of an immediate MRC commission and the MRC being present to help is a bit incongruous with this.


I just snipped out this part. The starting parameters of the valk start are a little outdated with the MRC being a thing. The TT fleet still exists to intercept you, but what's currently missing is the dialogue that ensues that gives a few options with some different consequences + a mini plot line. Valk's location (both in the start and the derelict) is more than likely going to be randomized soon, since both cases it doesnt make sense to be in the current location anymore. I didn't want to implement it partially which is why its kinda in a weird state right now.

As for the 2x Hyperions, this definitely can be a very annoying matchup for a lv1 character. I'll adjust the starting composition

Anyway, I didn't interpret your message as hostile, it is a bit weird right now  :)

Experiencing a crash while mousing over the hull mod Safety Overides(FTR) on a Gunhazard during refit:
Using Java 23+7

148608 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Float.intValue()" because the return value of "java.util.Map.get(Object)" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Float.intValue()" because the return value of "java.util.Map.get(Object)" is null
   at data.hullmods.armaa_so_ftr.getDescriptionParam(armaa_so_ftr.java:60) ~[?:?]
   at com.fs.starfarer.api.combat.BaseHullMod.getDescriptionParam(BaseHullMod.java:57) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.return.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Thanks for the report

5
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 13, 2024, 05:28:58 PM »
Current iteration of ArmaA seems to feature a new Aleste, the wingcom variant. I found them via an arms dealer and ordered a whole bunch.

Long story short, they have 1 burn. I've changed it in my game to 10, as I believe it's a typo, but just pointing out.

it's not meant to be obtainable atm, i keep making mistake of preventing WIP content form appearing in arms dealer event. sorry about that

I noticed that with the current release, all of the vanilla strikecraft (except for the Xyphos) dont have their AA equivalent anymore. Were they removed?
I removed them as standalone units since player is the only person who can really use them effectively

6
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: April 05, 2024, 07:47:17 PM »
there was an everyframe still attached to valk version(s), should be gone on redownload.

Meanwhile, however, a bug report: if you recruit Dawn and head to Volturn, her dialogue tree will reliably cut off after selecting only one option. Given the options are labeled "continue" and how other topics utilize the full dialogue tree, I assume this is in error.

More seriously, there are instances where her attempt at "interrupting" flight to speak with the player on approach to Volturn (and possibly other locations?) will instead result in a completely blank screen with just the "Leave" option, and then at the next port, her entire dialogue will simply dump out into the planetary description. I've had trouble pinpointing an exact replication case; at first I thought it was triggered by jumping into Askonia via the Salus gravity well, but now it seems to bounce between jump points at semi-random; on a new test save, the Sindria jump point produced it reliably for a while and then didn't, while the Salus L5 jump point was previously safe on the "main" playthrough but then exhibited this problem on approach to Volturn. I'm sorry I can't replicate this more reliably. It is definitely happening and repeatable, however.

https://i.imgur.com/EVN207K.png
https://i.imgur.com/bgwdlpl.png
https://i.imgur.com/Ny3uyui.png

i gave it a shot and consistently can repro by moving near something that triggers her dialogue, and then interacting with something before the popup appears (fleet, planet, etc) it's probably some issue with way I have the dialog set up to use rules.csv. Will look into it.

7
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/1/24]
« on: April 03, 2024, 06:56:03 PM »
yeah, I doubted it is a vanilla issue with microburn but some weird cross-interaction. Thanks for doing all of that additional testing! I remember specifically checking for any potential casting issues in the harpoon script but i could have overlooked something. At least for now it works until I figure out the 'why'

8
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/1/24]
« on: April 03, 2024, 12:46:29 PM »
thanks guys. I can verify its not related to harpoons, but it is being cause by either something with the aleste or fenris. I'm leaning towards aleste and microburn since that's the major change, but I got the crash just after deploying a fenris, so going to try a few things to get a confirmation

EDIT: Looks like it was microburn(???). i've posted update that should fix by switching aleste system to the same one spriggan currently uses for now. let me know if this helps
Quote
v3.0.6.1
--------
- removed fighter being spawned into valk super ship fleet that initally attacks
- aleste system: microburn->booster


For what it's worth, the harpoons on my swordsman Alestes (one from start, one from recovering after I defeated the initial TT fleet) seem to work fine. I've been playing for hours with no crashes.

Immediate bug report: the Gunhazard in the initial TT attack fleet in the MRC start is actually counted as a fighter, not a ship, so it cannot be "killed" properly and the fleet never "dies", even when every other ship is wiped out. This happened on a new save with the most up to date version of the mod.

An update on this: the fleet can fully die, but only if the entire rest of the fleet is wiped out in one go (and possibly only if you "let your second handle it" for pursuit). The Gunhazard attached to this fleet is still classed as a fighter, not a ship.

Thanks, will fix this in a hotfix as well

9
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/1/24]
« on: April 03, 2024, 05:31:02 AM »
What ships from AA were you running? I should be able to narrow it down with that info

10
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/1/24]
« on: April 01, 2024, 10:13:51 PM »
Update time
This mod removes most portraits and puts then in a submod. the folder is bundled in with the base mod. For preexisting saves, you will need to enable it

-hotfix: fixed missing rule for turning in valk, fixed dawn contact deletion

Quote
v3.0.6
---------
=additions=
- Split off portraits to submod, armaa_anime
- Added Rajanya
   -
- Added some configurable options w/ LunaLib
   - HI-MAC input delay
   - Strikecraft repair threshold
   - WINGCOM Chatter
   - Dawn Voice Lines
- Sera will now offer some help to the player during PL Crisis
- added player ethos (humanitarian, freedom, cynical, etc) changes to some mod-added dialogue options
- MRC
   - Fort Exsedol
      - Battlestation->Star Fortress
      - Added Heavy Industry
      - Added custom patrol
      - Revised faction desc

=balans=
-Kouto
   - Has strong shield, probably way too durable
   - HP: 700-> 500
   - Armor: 125-> 50
   - EGN Mine Launcher
      - Burst Size: 3->1
      - Cooldown: 10->3
-Valken X
   - 2x the armor of broadsword is a bit excessive
   - Armor: 200->100

-Aleste SII
   - Ship System: Rampage Drive -> Microburn
      - not durable enough to benefit from damage res buff
      - AI will charge into unfavorable situations
      - Harpoon is enough to get into melee range, anyhow

-Watchdog
   - fixed variants missing weapons
   - revised ship and system desc
   - Added 1x med ballistic to left arm
   - Shield Efficiency: 0.8->1.1
   - Escort Package is now built-in
   - Ship System:
      - RoF Bonus: 1.25x -> 1.10x
      - No longer increases recoil

=bug fix=
- units with shields gain +25% speed/manuver bonus if it is destroyed
- Dawn will be removed from contact list if recruited
- Fixed some inconsistent unit names
- increased valkazard laser blade beam speed to be in line with other laser blades (1000->4000)
- added NEVER_RENDER_IN_CAMPAIGN hint to some deco weapons
- fixed some spontaneous wingcom CTDs
- fixed recoilless rifles having recoil
- fixed broken rules interaction if player went to gilead without dawn first, then returned with her

--------------
Additionally, cool new crossmod stuff from - PAGSM

Quote

- The Lion's Guard will field the Murmidon Heavy Assault Mech and Murmex Assault Mech if ArmaA is active
- Modified the Ajax Fuel Tender sprite and weapons
- Adds the Ajax Heavy Fuel Tender strikecraft if ArmaA is active

11
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 31, 2024, 11:45:08 AM »
If you really want a sneak peak, the prerelease is on the github rn (though there are a few issues with it)
it should be out officially today or tomorrow

as for the zard issue, I think this is because the current code doesnt recognize the valkazard if it has any dmods. I'll fix this for the update. Also, should be save compatible as long as you enable the submod for the portraits which will be bundled in with it

12
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 28, 2024, 03:47:34 AM »
Sorry to bother you, but as I need to update my Chinese translation, may I ask when your next update will be? :'(

Hi, i'm shooting for end of the week at the latest. I'm finishing up getting the big green WIP robot into a playable state, which is mostly done, and also gotta fix up some dialogue issues w/ dawn and the luddic shrines. was hoping to finish earlier but real life keeps getting in the way.
 :'(

Also, I split most of the anime-y portraits off into a submod (partially for aesthetic reasons, and mostly because there are a lot, and i'd like to minimize vram usage where possible) and replaced the character specific ones with...slightly less? anime-y ones, which seems to work but need to test a bit more

Ok, thanks bro, maybe I should wait for a few days, after all a "big thing" is very attractive to everyone, thanks for your work, we (in the Chinese community) love this mod, although there are always various bugs (it's not your wrong,bro) ;)
thanks! It shouldn't take much longer
you are welcome to report them here so i know about them  ;)

13
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 27, 2024, 09:10:11 AM »
Hey! I really like your mod and thinking of making my own, I want to make a ship simmilar to yours, and also use the system with dawn where she reacts to certain locations, is it okay if i look in your code to see how it works? i will credit you if i end up posting your mod

Sure! btw, this code is a derivative of code written by Jannes (Co-Author of Symbiotic Void Creatures, which is also where it is used originally) original version is probably less janky overall.

Dug through but not finding info, apologies if already answered:

Does Diable and Armaa current versions work together?  If not, does that patch still work?  What about Vanilla Arma patch or whatever?

Any help appreciated.
I removed all the outdated links, I think there is a version of this diable submod for 0.96 that might work.

Dang, I love all those portraits.  They fit the aesthetic of the anime I saw as a kid in an awesome way.
they will still be available :) ill include the "submod" in the update, you just need to check box to keep them enabled.

As for update, i am late. it's tough getting melee ship to use system intelligently. I just need a little more testing time.

14
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 20, 2024, 09:05:33 AM »
Sorry to bother you, but as I need to update my Chinese translation, may I ask when your next update will be? :'(

Hi, i'm shooting for end of the week at the latest. I'm finishing up getting the big green WIP robot into a playable state, which is mostly done, and also gotta fix up some dialogue issues w/ dawn and the luddic shrines. was hoping to finish earlier but real life keeps getting in the way.
 :'(

Also, I split most of the anime-y portraits off into a submod (partially for aesthetic reasons, and mostly because there are a lot, and i'd like to minimize vram usage where possible) and replaced the character specific ones with...slightly less? anime-y ones, which seems to work but need to test a bit more

15
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 12, 2024, 09:30:58 PM »
Seems like I put a bad id for visiting gilead again but first time for dawn. was dawn with you the first time you went?

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