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Messages - TrickyTidy

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Mods / Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« on: May 06, 2021, 12:36:57 PM »
Makes sense. Well, I thought of doing something similar, like making the laser sword shoot a beam(how? no one knows!) based off having a skill or something

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

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

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

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

Anyways, awesome new update. Really enjoying the Aleste and the flexibility of the different weapons + modular shoulder weapons. Build options are a big part of what makes Starsector fun, so being able to do that with the Aleste has been a blast.

Mods / Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« on: May 05, 2021, 07:41:16 AM »
Anyway, really low level mechs just aren't viable - trying to play with a regular valken for example would be next to impossible. That said, maybe there could be some sort of individual upgrade system for mechs. idk about that.
Yeah that's something I've been toying with. I converted unpilotable mechs into pilotable versions but as you said some are really weak. What I've been exploring is just using a custom hullmod on them.

Basically just created a 'Commander-type' hullmod that just buffs some base stats and damage by a percentage. To add a bit of a progression I added in some of Nia's code for the Regalia in Tahlan Shipworks. The mechs there get more powerful when there's an officer piloting that's high enough level. So with that I made larger percentage increases at levels 5, 10, and 15. Obviously there's a big difference in base performance between a Valken MP and a Bihander or Aleste for example so it probably shouldn't be the same buff percentage for both. Fluff wise I compare it to a capable officer piloting a custom MP mech like Char Aznable and his custom Zaku II.

Mods / Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« on: May 01, 2021, 02:06:10 PM »
yep, making another right now. I want to try avoid bloat so I probably won't make every single possible mech combination possible. The new Aleste should cover most bases, and then i'll look at what to go for after that. Speaking of the new Aleste, here's a teaser:

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

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

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

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

And that flamethrower is a beauty lol

As for the shield, you're right that the shield would likely be a module and should be restored in combat when the mech lands for rearm/refit. I don't think there're any mods that handle restoring a destroyed module. The only examples of destructible armour that I can think of are those SCY ships and the Draft from Diable. I might do some poking around there later.

Mods / Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« on: April 24, 2021, 01:54:25 PM »
In the meantime, i'm working on adding something more customizeable based off of some stuff Tricky mentioned.
Nice! Yeah I've been struggling to get the weapon selector hullmods to change properly. I got it to work in .91 but in .95 it doesn't switch to the next hullmod in sequence when I remove it. If I strip the hull though it randomly assigns a weapon hullmod so I've just been doing that until it switches to the weapon I want lol

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

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

Anyways, just want to say great work again and thanks for putting the time into making this mod! It really inspired me to dive into SS modding myself even though I mostly just follow other people's patterns and bash stuff together. Maybe I'll get good enough to actually make my own stuff, but for now my enjoyment of the game has really skyrocketed following your example.

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

Now I've been tinkering around with using Tart's fire selector hullmod on the Versant to make my custom Einhander have different rifle selection options. It's worked pretty well so far because you can use weapon sprites that fit the mech properly. Now that you made a pile bunker and laser blade on the left arm, I've been seeing if I could do the same thing for the left arm weapons and shoulder mounted weapons.

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

Thanks! It was exactly that, I was just using allhulls with the console commands and grabbing the hull from storage. Spawning the specific variant worked.

Mods / Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
« on: April 14, 2021, 09:54:41 PM »
Hmm, I'm running into that issue with the faux bit module not appearing again in my Einhander skin despite it being assigned in the variant too.
Not sure when that happened as I missed a few updates. Thoughts?

Really liking the new docking functionality btw! It's a great addition.

Mods / Re: [0.9.1a] Arma Armatura 1.2.3
« on: February 07, 2021, 07:36:29 AM »
Do you happen to have the name of a carrier it doesn't work on? I can probably look and pin down the issue with that to bounce off of

Doh, seems like carriers need to have a wing equipped in order to qualify. I just noticed it wasn't working with some carriers but others were fine. I initially thought it was a hullmod conflict.

Mods / Re: [0.9.1a] Arma Armatura 1.2.3
« on: February 07, 2021, 06:05:51 AM »
What determines if a carrier is viable for refitting the Einhander? I've noticed that it's a bit inconsistent when a carrier can refit and I'm struggling to pin down what the issue is.

Mods / Re: [0.9.1a] ArmaA Robotics 1.1.4
« on: November 27, 2020, 03:38:47 PM »
My experience is similar to what others have posted. Survivability definitely becomes an issue in larger battles. It either becomes so hectic that you're brought down by constant little hits or you just eat a missile and it's all over.

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

On the topic of the repair/ammo drones, I did enjoy frantically dodging in combat to reach a drone to get ammo/repairs. The drones are like power-ups in that sense. I do also agree though that they're somewhat few and far between.
Some suggestions I have are to either get them to appear more often so the Einhander has more power-ups to grab. Or create a 'combat support' drone that offers both additional ammo and a smaller instantaneous repair during combat. Then buff the out-of-combat repair and ammo drones to give a larger repair over time and more ammo respectively. While I think using the drones to extend the survivability of the Einhander is fun, I think the lull between retreating to resupply/repair and getting back into the fight is a little long.

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

Cool, thanks! It was the .variant file after all.

Mods / Re: [0.9.1a] ArmaA Robotics 1.1.4
« on: November 19, 2020, 06:24:30 AM »
I'm guessing we can't use the Bit drones on anything but the 'armaa_einhander' hull? I've been tinkering with making skins for the Einhander and it looks like it breaks changing the drones' weapons. The fake Bit module doesn't appear in the refit screen.

Mods / Re: [0.9.1a] ArmaA Robotics
« on: November 07, 2020, 03:48:21 PM »
Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.

Thanks for letting me know! I did a quick double check and don't see anything missing in the files, so just to double check do you happen to have MagicLib and installed?

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

Awesome! Love the new updates to the mod. Keep up the great work 

Mods / Re: [0.9.1a] ArmaA Robotics
« on: November 07, 2020, 12:53:22 PM »
Didn’t get a chance to explore what happened because I had to step out but my game crashed after installing the new mod. Something about missing a trail fx probably on the homing lasers. Just thought you should know.

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