Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - TrickyTidy

Pages: [1] 2
1
you'd have to add them in mod config file and tehn to the leganim script since its hardcoded (or make a copy of it, i suppose)

Anything you guys would like to see added/changed in the mod?

Thanks! I just made a copy of the legAnim script and tweaked some values. Im not 100% sure what some of the Valkazard specific code does, but messing with those seems to brick my legs

As for what else to add.... I guess more mechs lol
After fiddling with the Kouto Kai, I think it would be cool to have more mechs that have additional support functionality whether pilotable or LPC. Maybe some low-tech worker mechs that give bonuses to salvaging with a drill arm melee weapon and mining weapons. Or exploration mechs that can assist with surveying somehow. Not sure how it would be to balance them so the logistics bonuses aren't too overwhelming but I like the idea of more mechs that interact with other aspects of the game.

Beyond that, a Cataphract-specific carrier would be neat. Would essentially be ArmaA's White Base-equivalent. I noticed the Caymon in the files, so I guess that's the low hanging fruit waiting to be plucked.

2
According to the latest feedback, one player said that the strange bug(https://i.imgur.com/lDPybiO.gif) appeared because the missile had limited ammo and would go back to resupply after firing all the ammo, he changed the other missile weapons(These missiles tend to fire for long periods of time, unlike Reaper) and it worked fine.
Im guessing those are mod missile weapons the player is using in the gif? The Valkazard has a script that causes the shoulder missile weapons to disappear when they're empty and I noticed that those ones are still there. Probably a complication with those specific missile weapons the player used.


Unrelated note, if I wanted to add some new leg graphics, how should I go about that? Basically want to make white legs for my notGundam lol

3
This update's amazing! Great work as always, shoi, really excited for whatever else you have cooking up your sleeve. The pilotable Kouto being able to slot actual weapons is a dream come true.

I was wondering though, is it a big lift to extract the ground bonus on Cataphracts to a config file somehow? I was wondering because if I fiddle with skins for an existing Cataphract, the ground bonus is always going to be 15 even if I use a Cataphract with a higher or lower ground bonus as a base.

4
Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: July 22, 2021, 04:57:13 AM »
Instead of building ArmaA ships there's always the option to make an ArmaA faction hullmod you can just slap onto other ships that adds bonuses to regular Cataphract LPCs (and pilotable Cataphracts, if you can swing it). Like what Diable Avionics' Wanzer Gantry does with reducing wanzer refit times. Add it to some vanilla ship skins and a fully fledged 'faction' is born lol


5
Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: July 02, 2021, 08:17:33 AM »
So wait you're telling I physically can't use that mod if I don't have Nexerelyn ?

ArmaA + Nex allows you to pick a custom ArmaA start that begins the game with some ArmaA gear.
In vanilla you'd have to tweak the vanilla starting options to guarantee you begin the game with ArmaA stuff. Though if you pick the randomized start option you might get Cataphract LPCs in carriers, but I don't think any of the pilotable Cataphracts or Mobile Armors are in that randomized pool.

You can always hop over to New Meshan to get ArmaA gear when you start a new game. You can also just console the stuff you want in.

6
Mods / Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« on: May 24, 2021, 08:15:03 AM »
A balance idea about the laser blade.
Since you can do monstrous damage just camping on top of a ship with the blade on autofire, maybe the blade damage can be tweaked to be much lower over time but on first contact do more damage? The Ethniu beam from Tahlan has a proc effect where it causes an explosion on first contact with hull/armor once per beam activation.

I think that would make it more viable to hit and run with the blade as dashing in to stab could still do considerable damage. Players that are good enough can still camp on top of a ship but at least they would have to manually stab with the blade to maximize damage instead of just having it autofire.

7
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.

8
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.

9
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.

10
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.

11
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.

12
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.

13
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.

14
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.

15
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.

Pages: [1] 2