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Messages - Space_Lettuce_OG

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16
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 17, 2021, 12:44:12 AM »
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?

17
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: November 27, 2021, 10:41:56 PM »
You need to start a fresh game for star system generation.

18
Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: November 25, 2021, 02:14:46 PM »
Ya, my wunder wanzer builds tend to be able to hit above their weight class, although, there are a few unviable combinations, but that is to be expected. Same goes for standard ship fitting, not all, or even most are viable builds. Wunder wanzer is fine in my opinion.

19
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 17, 2021, 03:39:06 AM »
@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.

20
Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: October 17, 2021, 02:03:49 AM »
Okay, took me some time, but I got a good fix for the spinning around problem with the grenade launcher.

What I did is set the projectile speed to 33% of the launch speed, and set the trackingStr to "Poor" and speedStr to "Slow", and I added "DIRECT_AIM" to the hints(this hint doesn't seem to do a whole lot to help, but it did seem to help it a little bit. Could just be random luck though.), and now it's being used damn near exactly like it should be.

Not gonna lie, I thought it was gonna be a band-aid fix, but it seems to be a great fix. The slow down of the grenade projectile seems almost the same as before, strangely enough, only slightly reduced, and the aiming and spinning in a 180 problem is fixed. Perhaps not ideal, but I'd say it's a pretty great work around for the time being.

@Tartiflette Now that the grenades aren't being wasted, the grenade launcher is probably a bit more powerful than intended. Slap an expanded missile rack and a pilot with missile skill, and you have 30 grenades with 500 damage each, which is some absolutely insane burst damage for a 25 DP ship, and it's AoE to boot. This may be intended, since it's a one-of-a-kind ship, and it's not overly over powered, and lands within the realm of reasonable, but I just wanted to give you a heads up. Although, the slow reload rate probably balances the whole thing out. It'll do a lot of damage early on, but then balance out. Maybe I'm wrong about it being slightly OP under the right circumstances.

I applied the same logic as I did to the Wunder Wanzer's grenade launcher to the Aleste's grenade launcher from the Armma Armature mod, and it works great now too.

For those that are interested: A note on the Aleste's grenade launcher is that I set it to 33% projectile speed, and it wasn't quite making it to the target, so I bumped it up to 41%, and that seemed to be the sweet spot. So, basically, somewhere around 33% of launch speed, give or take 10% or so, seems to be the way to go for making grenades from grenade launchers behave properly, be aimed properly, and not cause the ship to spin around like a silly goober.


21
Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: October 16, 2021, 07:25:02 AM »
The issue is that the AI will try to lead the target with a grenade that technically has a very small final speed (since it slows down), but I'm testing the behavior if I tell the weapon to not lead the target at all.

Oh sheet, I didn't even stop to think of it being a target leading issue! Nice job troubleshooting that, pun intended.

22
Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: October 16, 2021, 05:27:19 AM »
I did some more testing, using the Aleste mecha from the Armma mod, cuz one of the arm weapons is a grenade launcher as well.

It has the exact same problem as the Wunder Wanzer's grenade launcher, causing the craft to spin, to the point of turning their back to the enemy.

So, this tells me there is an AI issue with using missile bombs, like grenades. I'm guessing the AI is trying to cover a wide area, which is smart, but it doesn't understand how the arms move differently with crafts like the Aleste or Wunder Wanzer. I don't know if this is solvable from a modding standpoint, without the notifying the devs of the issue that has arisen out of the new "way of doing things" for the modding community when making mecha type ships that have arms that move independently(or semi-independently) in of the main body of the ship. The devs would probably have to add in some AI hints on this so modders can account for it.

Brainstorming here, the only other way I could imagine jury-rigging this into working, is to trick the game into thinking the grenade launcher arm "is" the main body of the ship, but still somehow maintain thrust and movement be tied to the actual main body of the ship. Sounds like a lot of work, and perhaps not even possible, so I wouldn't expect or suggest looking into it. My suggestion is to reach out to the devs about this, and ask if they can hard code an some AI hints for this new "way of doing thing" that the community has created for making mechas with arms.

This should help ya out, and save you some time. Good luck, fren!

23
Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: October 16, 2021, 01:25:53 AM »
Just got the Wunder Wanzer, and I've noticed, at least with the configuration I have, Brawler-Demolition it will randomly spin around a lot, when there is no need for it to do so. It constantly is exposing it's back to the enemy it's firing at, and I've no clue as to why or how to alleviate it, or if it's just a bug since the Wunder Wanzer is so new.

That being said, I *** love this thing. It looks beautiful, I like it's configuration implementation, and each configuration has a good & differing "flavor" to it.
However I would prefer not to have to attack Diable or wait ages(if ever) for Diable to get attacked and lose the ship and then I can salvage the derelict. Last playthrough I went many MANY decades, and no one ever attacked Diable , and that Wunder Wanzer was still there, floating around Sive. This playthrough Scy Nation kick Diable out of Sive pretty early on. It's kinda a luck of the draw with this thing.

Top tier work as always Tartiflette. If you keep doing top notch work like this, people will start to expect a lot from you, ever time you make a new mod. lol

24
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 14, 2021, 05:51:21 AM »
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.

25
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: October 08, 2021, 09:48:25 AM »
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.

26
Mods / Re: [0.95a] Fleet Size By DP
« on: October 06, 2021, 01:59:09 PM »
Excellent! Thank you for this mod that I needed so badly! Makes flying with a mecha/gundam fleet a lot more viable late game.

27
Mods / Re: [0.95a] Fleet Size By DP
« on: October 06, 2021, 12:49:36 PM »
....The max readiness depends on the DP of any automated ship(s) in your fleet and their AI cores (if any): what are you running?
A Radiant with a fixed Alpha core. I think it's about 70 dp?

QC's Automated Ships limit scales based on your max battle size, but unless you're running a very large battle size you're probably over the skill limit and your max readiness is being reduced.


I don't use Quality Captains, but I do like to play with the Max Officer skill set to somewhere around 8-12, depending on what I'm up to, which is higher than vanilla.

Would this cause the same issue people using QC were having?

28
I'm curious, are there any mods out there that make use of DroneLib or are planning/developing a mod to use it?

29
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 04, 2021, 02:02:41 PM »

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....

Okay, this is the exact answer I was looking for. Thank you very much!

I also noticed what you refer to as the "hive doctrine" with a main carrier and then strikecraft making up the fleet.

I do, however, find deviations from this tactic to be useful, like sending in a few PD frigates to assist the small bois, so they don't get eaten alive by an enemy carrier's fighter swarm. Additionally, I find it useful to send in 2-3 destroyer sized carriers, to help project my force, to prevent turtling around a single huge carrier(like a galleon), cuz the big carrier will get overwhelmed easily. But the core concept/tactics I use are of the "Hive Doctrine" same as you have said.

This is perfect, cuz your proposed use of that altagrave works perfect for my current playstyle, thank you very much!
Not gonna lie, I didn't expect to find such a complete answer from anyone, or any answer whatsoever.

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Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 04, 2021, 11:30:36 AM »
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?

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