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Author Topic: [0.95a] Arma Armatura 1.4.6d (5/5/2021)  (Read 65907 times)

shoi

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[0.95a] Arma Armatura 1.4.6d (5/5/2021)
« on: June 25, 2020, 05:09:27 AM »




    Mod Requirements:
    LazyLib
    MagicLib

    Recommended:
    GraphicsLib


    Arma Armatura, oftherwise known as ArmA Robotics, was one of the premier developers of heavy weapons in the vast galactic polity that had once been called the Domain. Specializing in planetary warfare, the corporation enjoyed the success of several highly lucrative military weapon systems. The Collapse, however, brought about the apparent demise of that golden age, along with the majority of the companies infrastructure. Despite this, the devastated and war-torn Persean Sector has left its remnants with no shortage of potential customers to push its wares on, the most unusual and controversial being it's multirole line of Cataphract-class Land-Space Mechs.



    I. Summary:

    • Pilotable fighters!
    • Multiple fighter wings with a 'kind-of' vanilla-like aesthetic and vanilla-level power level that yield a Ground Support Bonus when equipped to carriers
    • Four pilotable mechs
    • One new star system + market

    Pilotable craft:
    Altagrave-class Mobile Armor


    A destroyer-grade mech with a PD oriented Burst laser built into the head, and a very bursty arm weapon that can be further enhanced for burstiness with expanded magazines.

    Mounts: 1x Small Universal, 1x Small Hybrid, 1x Medium Synergy
    Modules: 2x Leg Modules, 1x Backpack Module(System: Low-Grade EMP Emitter)

    System: KARMA

    Redirects tracking missiles against enemies, and absorbs projectiles for a scaling buff to Weapon Rate of Fire as well as a Weapon Flux Cost Reduction. Once the karma gauge is maxed an explosion is triggered that damages any enemies within 300 su and generates kinetic projectiles that home in on the target.


    Einhänder-Class Cataphract


    Prototype, pilotable phase-based mech. Equipped with two customizable drones. Can fly near carriers to repair and rearm, as well as regain CR.
    System: Offense Mode

    Dramatically reduces firerate and disables defense systems, but drastically increases weapon damage

    Garegga

    [close]
    Strikecraft:

    Valken

    Poorly armored, but fast, numerous and easy to fit onto carriers.

    Valken-X

    Carries a downscaled Assault Chaingun and forearm mounted Plasma Blade. Nimble and deadly.

    Bihänder

    Standard production version of the Einhänder.

    Kouto

    Unimpressive armament, but can soak up immense amounts of firepower thanks to its Overshield system and flare launchers.

    Ilorin

    Slow and heavily armored. Equipped with a Rocket Pod and autocannon.

    Recordbreaker

    Built with parts from the Kouto and Valken. Equipped with a weak EMP-emitter that makes it ideal for PD purposes, and a great complement to other strikecraft wings.
    [close]




    Changelog

    V1.4.3b
    -----------
    -  Trihänder Pulse Lasers reflect the statistics of .95a pulse laser
    - fixed crash caused by emp arc with Einhander Experimental

    V1.4.3
    -----------
    - 0.95a compat
    - removed some glib stuff temporarily
    - removed some drone stuff since it was causing a crash
    V1.4.2
    -----------
    - Fixed Altagrave[G]'s getting [EX]'s backpack and EX being CC'd in missing modules. / [C] backpack module missing drones

    V1.4.1
    ------------
    -Fixed crash caused by duplicate class name

    V1.4
    ------------
    ADDITIONS:
       -Aleste:
          -  14 OP, single wing with two support drones
          -  +20 ground bonus to equipped carrier
          -  Primarily energy+frag DPS with some KE and HE
       -Gallup-9A:
          -  15 op
          -  wingsize: 2 single shot sparkly beam bomber
          - cannot move or turn during firing sequence, very vulnerable
       -Garegga:
          - Dakka
          - 1x small energy, 2x small composites, 2x built-ins
          - Short-Range
          - 8 DP
       -Trihänder:
          - Tri-tachyon modified Garegga
       -Einhänder:
          - Single wing - 25 OP
          - +30 ground bonus to equipped carrier
          - only can be obtained by finding its blueprint through normal exploration
          - only here in prep for some 0.95a modding features, may be altered considerably

    -Added two new Altagrave variants, revised [C] variant
       -Altagrave[G]
          -Exceliza Grenade Launcher, 300 shield radius, Plasma Jets as ship system
          -upsized central small hybrid to medium energy
       -???
          - HVB, appears at level 30 + certain fleet strength
       -Altagrave[C]
          - Syrinx MRM
          - Backpack Module: Active Flare Launcher
          - Karma[C]: Grants all friendly ships(except itself) within 1000 SU a degrading time dilation bonus based on  the total of the karma gauge. At full charge, the bonus granted is 15%, and maximum duration is 20 seconds.

    -Added 3 new nex starts for base Altagrave, Altagrave[G], and Garegga

    MISC:
    -Reduced LPC frequency chance in fleets across the board by 40-60% depending on rarity
    -Fixed LPCs never appearing in PL markets/fleets due to a incorrectly named faction file
    -Implemented MagicSettings missile resistance modsetting for Altagrave's system
    -Changed portrait for meshan admin + fixed missing parameters in cataphract defense base planet condition
    -armaa lpcs should now appear in persean league markets/fleets

    Valken-X:
    - nerfed paintjob saturation by 40%
    - minor gfx changes to make head more prominent/distinguishable
    -Removed omni shields
    -HP -> 575->850
    - Light Mortar -> Ion Cannon(High Delay)
    - Assault Chaingun(Fighter) DMG -> 45->60
    -LS-99 MOONLIGHT Range: 35->45; Cooldown: .33->1
       -interruptibleBurst -> true
       -beamFireOnlyOnFullCharge -> true
       -empDamage: 500->50

    Einhänder:
    -Removed Delicate Machinery
    -AS Glaive Ammo:4->10
    -Hullmods can no longer be equipped to the dummy drone (these had no effect, so nothing was lost)
    - Pila Drone system: Teleporter->Temporal Shell(2x dilation)

    Bihänder:
    - Ship System: Phase Damper Field -> None
       - Can actually be killed before firing beam now

    Kouto:
    - Engagement Range: 2000 -> 4000
    - Plasma Gatling:
       - Range: 500->600
       - Damage: 15->30
       - Recoil:
          -Min: 15->0
          -Max: 30->10

       - Damage Type: ENERGY-> FRAG
    -Shield Radius: 70->360

    Altagrave:
    -There appears to be a bug with ships that use modules that makes them much more aggressive than they should normally be. This seemingly is fixed in 0.9.5a, but if you want to prevent this behavior from occuring with AItagrave's, destroying their back module with a console command or assigning them a ship to escort resolves the issue.
    -For this reason, modules no longer confer any statistical bonus/malus to speed/manuverability.

    -Fixed weird interaction with shipsystem and missiles using custom AI
    -DP: 14->15
    -Shield Radius -> 120
    -Seeker Damage 250->150
    -HP -> 2500->3000
    -Flux Cap -> 5750-> 5850
    -Armor -> 450 -> 375
    -Leg modules: system -> low-grade EMP
    -Backpack Module: System-> Pila UWS
    -Modules vent & overload with core




    V1.2.4b
    ------------
    -Cleaned up some descriptions courtesy of Avanitia
    -Increased hull frequency for Altagrave on New Meshan's market by 15%

    Fighters:

    -Reduced Valken engagement range to standard 4k su

    -Reduced Valken wing size from 5->4

    -Increased Ilorin engagement range to 4k su, speed 110->140, OP->16

    Bihänder:
    -Increased Juno Mk. II DPS from 400->1.5k


    Altagrave:
    -Increased DP: 12->14
    -Modules no longer consume additional fleet points on deployment

    -Added BACK_OFF AI flag to encourage AI altagrave's to back down in certain scenarios. It's not 100% reliable but should improve survivability somewhat. AI gonna AI

    -Previouly ship system would absorb up to 2000 points of damage, and when maxing out gauge generate 10 projectiles worth 2.5k damage in total, even if the amount absorbed exceeded the threshold.

    -Adjusted system to generate a scaling number of seeker projectiles based off the total amount of damage absorbed, up to 5,000 at 20 projectiles. The default amount generated has been decreased to 8 from 10 to equate to the base threshold of absorbed damage, however.

    -added small trail fx to seeker projectiles.

    V1.2.3
    ---------
    -Altagrave's built in hullmod is now properly hidden and wont be found as loot

    -Attempted to improve AI performance with Altagrave:
       -Generally speaking, Alta is flux hungry, and wont fire main gun after a certain threshold
       -AI cannot perceive that modules are important to its survival, very often eats hits to the side of modules that easily could have been avoided by a player as a result

       -Converted Front Shield to Omni Shield
          -Omni Shield doesnt extend to some parts of the legs, for now this is intentional
       -Increased collision radius 67->100
       -increased shield radius-> 67->90
       -base flux: 5500->5700
       -base dissipation: 350->360
       -Shield Efficiency: 0.7->0.66
       -Vajra flux/shot: 120->110

    -cr recovery %/day: 8%->6%

    V1.2.2RC2
    --------
    Nex:

    -removed random folder in mission folder

    -Super Ship start: Replaced Altagrave and Condor with Altagrave[C] and Wayfarer
       -Differences between the two are mostly superficial, [C] has built-in Op Center and is more suitable as a flag

    -Added Ground Support bonus for new fighter wings. Non-cataphract fighters were conferring additional bonus if a single cataphract wing was added, this was fixed.

    -Added Juno Mk. III, a modular medium fire support beam cannon. Available on New Meshan, may need further tweaks

    Altagrave:
    -Standard Altagrave now has very low chance of appearing in scavenger fleets

    -Adjusted base variant auto groups

    -Karma Seekers: Damage type to Kinetic
       -reverted damage back to 250 from 200

    -Added additional small hybrid mount; increased OP by 5

    -Altagrave should be less inclined to suicidally charge at things 2x its size or into swarms of enemies, not 100% what caused this issue, may have some relation to weapon loadout

    -Added normal maps for gLib support and shadow effect to some turrets/decos

    -Limb animation now slightly affected by turning/strafing left or right

    -new head sprite for Altagrave[C]

    Vajra:
       -Drastically reduced tracking effect of Vajra, should be much easier to hit smaller ships, both under player and AI control
       -Increased projectile speed: 950->1000

    -increased armor on all modules to match parent hull armor: 400->450
       - Won't do much against heavy hits, but will help mitigate issue with getting papercut to death by fighters

    -swapped active flare launcher to Low-Grade EMP Emitter (Same system as Recordbreaker) on backpack module

    -Modules now mirror the hullmods applied to the parent ship

    -Increased OP of all modules to 1000 to prevent any unintended behavior caused by hullmods that readd themselves in certain scenarios

    -Added hullmod describing modules and their effects

    -Altagrave[C] would never spawn in markets with modules, is now a seperate hull instead of being skin-based [Used exact same ID for the hull that was used by the skin file, so save compatible; tested and confirmed myself]

    Recordbreaker:
    Armor: 45->30
    HP: 450->400

    Valken-X:
    -Fixed deco weapon being listed in Armaments
    -Plasma Blade was set at an ammo of 1, removed ammo limitation

    Bihänder:
    -Altered Juno Mk. II for better visual consistency with other Juno family weapons


    V1.2RC2
    --------
    -Removed Omni-Shields from Altagrave's legs, increased armor by 200, HP by 200
    -Gave Altagrave[C] a Default Role so that it actually appears in markets
    -All projectiles weren't properly being tallied when absorbed, corrected issue
    -Karma increases much faster, increased threshold as a result: 1000->2000
    -Reduced amount of projectiles generated from Karma: 15->10
    -Altagrave System projectiles DMG: 250->200
    V1.2RC1
    ----------

    New Ship: Altagrave
    - 12DP with modules that increase speed while they are intact;
    - 1x Medium Synergy, 1x Small Universal
    - 2x built-ins
       -Vajra
          energy-based projectile weapon with some missile characteristics, has slight homing capability, can be intercepted
    - System: K.A.R.M.A
       -Absorbing projectiles increases "Enlightenment"
       -Enlightenment grants a scaling bonus to Weapon RoF and Flux Cost Reduction as damage absorbed increases, up to 30%
       -Exceeding/reaching max karma generates an explosion that damages anything within 300 su and flings homing projectiles
          -Projectiles will home in on selected target after a few second delay, otherwise random target is chosen
       -Bonus is lost once karma is maxed.

    New Mission: Battle of Meshan 1A9
    - Survive against waves of redacted

    Nexerelin:
    -Added start with Altagrave
    -Added basic BP to all starts

    New Wing: Valken-X - 10 OP
    System: Overboost
       - brief, but significant increase to speed + manuverability for 1 second
    - Assault Chaingun(F), 50% potency of original ACG fired in 5 shot bursts
    - LS-99 MOONLIGHT, short-range plasma blade
    - Wing Size: 2
    - Not very effective vs shields, but overboost + the LS-99 makes it lethal at close range and an effective dogfighter

    New Wing: Recordbreaker - 10 OP
    - Fast interceptor with weak EMP emitter suited for anti-fighter/missile and escort. Best paired with other fighter types
    - Wing Size: 2

    -New Star System: Gamlin
    -New Meshan, Size 5 Colony
    -Has special submarket accesible at high indie rep that sells all cataphracts, rarely Einhander or Altagrave will appear

    -Adjusted spawn rate of all wings, they should actually appear occassionally in various fleets

    Einhänder:
    - fixed fx bug caused during interaction with some approlight systems
    - fixed crash caused when running simulation during armaa mission with Einhänder
    - Phase Damper Field Time Dilation: 60%->55%
    - Phase Damper Field Beam Resistance: 50%->55%
    - Phase Damper Field Base Resistance: 40%->35%
    - Vulcan Cannon Turn Rate: 90 -> 75
    - AS Glaive Range was 650, when should have been 550->550
    - Einhander receives damage bonus as flux level increases when using ship system. Exceeding flux leads to overload
    - Repair Drones will now always deploy so long as there are no enemies within 2000 su

    --Fighters--
    -General all-around buffs. They should be more effective overall

    Valken:
    -Fixed bug that prevented valken from ever spawning in fleets, or appearing in simulator
    HP: 300->450
    Armor: 15->30
    Flux Dissipation:60->80

    Kouto:
    DR-79 Plasma Gatling: 10 -> 15 DMG
       -Bullet Size reduced by 50%

    Overshield granted 10x damage resistance instead of 5x, corrected to proper value
    Increased flux stats for overall improved shield efficiency
    Reduced Seeker flare count to 1
    HP-> 425-> 500
    Armor -> 50-> 35
    Max Flux -> 700
    Dissipation ->  150
    OP:12->13
    Refit Time: 25->15

    Ilorin:
    OP: 12->14
    Crew Size: 1->3

    -removed Juno. Mk III from drop table

    -added armaa_ prefix to all ship systems

    Known Bugs:
    - Einhänder damage weighting with Starship Legends gets weird in some scenarios, will be fixed in next version of legends


    V1.1.4
    ---------
    - Fixed damage bug with Starship Legends (
    - Added Nex Carrier(small) start
    - Can now immediately issue orders to Einhänder instead of having to open Command UI and unpausing
    - Fixed "bug" where Einhänder being the last living friendly remaining would result in an instant loss

    Cataphract Complement:
    -Each wing now grants a different ground support bonus:
    Valken, Kouto: 4
    Bihander: 16
    Ilorin: 12

    Einhänder:
    -Phase Damper Field Time Dilation: 50%->60%
    -Phase Damper Field Beam Resistance: 40%->50%
    -Beam Coat Beam Resistance: 35%->40%
    -Beam Coat tooltip stated total stacking beam resistance was 77% when it was in reality around 60%, corrected to reflect new values. Max resistance is 70%
    -With these changes beam heavy enemies and burst PD beams shouldn't be as insurmountable, while remaining a threat
    -AS Glaive size: Medium->Small, this will give it a more accurate (and reduced weapon health) HP for its physical size
    -Increased texture scroll speed on AS Glaive's trail
    -Added role for Homing Laser
    -Vulcan Cannon: Chargedown: .1 -> 0.05, Damage: 35->25, Range: 350->250; Replaced projectile for vanilla vulcan_shot

    Kouto:
    -Added System: Overshield
    -Shield Radius: 90->75
    -Blank Torso Weapon-> Seeker Flares

    Valken:
    -Wing Size: 3->5
    -IR Pulse Laser: Energy/Shot: 0->50
    -Flux Dissipation: 25->60
    -Adjusted sprite
    -Vulcan Cannon: Chargedown: .1 -> 0.05, replaced projectile for vanilla vulcan_shot
    -Refit Time: 10->9
    -Changed Engine Style from lowtech to midline

    Ilorin:
    -Rocket Pod Ammo: 9->15
    -Added System: Fast Missile Racks
    -Minor description tweaks
    -replaced midline tags with low tech

    V1.1.3
    ------------
    -small fx adjustment on Einhänder + Bihänder
    -Add system desc for P-Damper Field (Bihander ver)
    -Fix bug where Pila would never equipped their assigned weapon

    V1.1.2
    ---------
    -Fixed crash when deploying AI-controlled Einhänder in certain order
    -Fixed crash when deploying Einhänder without any weapons assigned to the Pila

    V1.1.1
    ---------
    Einhänder:
    -Increase turn rate 100->110
    Offense Mode: Speed+Manuverability:40%->50%
    Corrected system desc; stated 30% dmg increase, replaced with more accurate description
    Juno DMG: 100->110;
    DP: 7 -> 6
    -Juno hit fx with system active reduced in intensity
    -misc fx adjustments
    - AI controlled Einhänder will autonomously return to carrier at low CR
    ---------
    Bihander:
    -System: Damper-> Production P-Damper
    -HP: 700
    -Armor: 150->200
    Replaced Micromissile -> Homing Laser
    ---
    v1.1
    -------------------
    -Added fake_fighter tag to Einhänder, which will resolve some targeting and fuze logic bugs with several THI scripted weapons and how they interact with frigates that setHullSize to fighter via script. (Note to other mods that might do similar things, please add the "fake_fighter" tag to the pertinent vessels in ship_data.csv! credit to MesoTroniK )
    -Fixed crash with Einhänder caused by attempting to retreat from the top of the map during 'escape' battles
    -Fixed bug that wiped faction blueprints from Tritachyon/Independent fleets
    -Adjusted rarity of all fighters so they are less common in NPC fleets
    -Added compatibility for some IndEvo features ( i think )

    === Einhänder ===
    -Synergy Mount has been axed. It just looks too weird with some combos. I'll probably make an alternate version with mounts replacing some built-ins
    -Added built-in drone wing with customizable small hybrid mount as replacement.
    -Can equip weapons up to 9OP, but flux reserves might not be enough for it to actually fire them all (I.E) you can actually mount an AM blaster on the drone, but it can't actually fire. I'll add hard restrictions to this later
    -Added Phase Field hullmod
    ==-New System-==
    -Phase Charge->Offense Mode
    Damage Bonus: 35%->30%
    Speed Bonus: 65%->40%
    Manuverability Bonus: 50%->40%
    Reduce RoF by 50%
    Increases Recoil by 100%
    replaces Juno standard projectile with enhanced alternative that does 135 Energy Damage and 200 EMP Damage with arc chance
    -----
    -small sprite alterations

    OP: 35->30
    HP: 700->750
    -Reduced armor from 310->300.
    -Increased turn accel 115 -> 180
    -Top Speed: 160->165
    -CR to Deploy: 16%->20%
    -CR loss per second: .25%->.20%
    -Turn rate: 115 -> 120
    -Increased decel 120->170
    -Increased accel 170->190
    -Max Flux: 1200->1100
    -Mass:  75-> 60
    -AS Glaive Range: 500->550; Damage: 400->450; Ammo: 4->6
    -Juno DMG 90 -> 100
    -Juno EMP DMG 60->0
    -Juno Chargeup 1.05-> 0.525
    -Juno Chargedown 2->1.6
    -Juno Min Spread 0->3
    -Juno Max Spread 10->30
    -Burst size: 9->8

    -Homing Laser bonus damage chance: 50%->25%
    -Burst size: 4->2

    === Valken ===
    -Increased speed to 230
    -Hull: 550>300
    -Armor: 40->15
    -Wing Size: 3->4
    - Pulse Laser DMG: 50->30
    - Light Mortar Ammo: 0-> 15
    - Replacement Time: 8-> 12


    === Kouto ===
    Shield Efficiency 75%->100%
    Blazer Rifle -> DR-79 Gatling Plasma
    === Bihänder ===
    - New Sprite
    - OP: 12->14
    - Wing Size: 2->1
    - AP Javelin -> Juno Mk. II: Burst Charge Beam
    = Light Machine Gun -> Micro Rail Rifle
    - added new sfx + fx

    -Added new wing: Ilorin
    - High HP and Armor
    - Slow speed & manuverability
    - Armed with annihilator Rocket Pod & Autocannon

    -Added new wing: Pila UWS
    Short-range drone wing used by the Einhänder

    =========================
    v1.0.6
    ------------------------
    -Cataphract Complement now grants +4 bonus for every cataphract wing
    -Fixed bug where ships without the CARRIER tag would not receive Cataphract Complement hullmod
    -Added info on ammo resupply drone for strikecraft hullmod

    ====================
    1.0.5
    --------------------
    -Any carrier with at least 1 Cataphract wing will now get the hullmod "cataphract complement" that grants small ground support bonus, applied when visiting markets

    === Einhänder ===
    -can start active vent during phase instead of having to exit phase first, and then venting.

    - Increased OP from 30 -> 35

    - Added small SYNERGY hardpoint

    - Decreased armor from 325 -> 310.

    -Juno-
    - Increased Juno's per shot damage from 83 -> 100
    - Burst size decreased 16->9
    - EMP Damage Increased 30->60
    - Juno now has a 25% chance to create EMP arcs on impact that do 3x EMP damage(150) and 1/2 its per shot damage(50) in energy
    - Chargedown decreased 3->2

    -AS Javelin renamed -> AS Glaive ((II has weapon with very similar name))
    - Damage decreased from 500 -> 400
    - Ammo decreased from 10 -> 4
    - chargedown decreased from 6->3
    - EMP Damage increased 0 -> 200
    - No longer fully reloads between engagements

    -Homing Laser-
    - Chargedown decreased from 12->10

    - Limited Ammo weapons can be reloaded by returning to carrier, if the weapons max ammo count is at least 2 (no spamming reapers ): )

    - Einhänder has been fully switched to fighter hullsize, outside of a few edge cases. Gameplay wise this means it **should** suffer or benefit from all the same effects that fighters do, including custom ones (so long as that effect checks if a ship is a **fighter** and not checking its **fighter_wing**), including custom ones, and AI will react and evaluate it as as a fighter also. Thanks to MesoTronIk for bringing this to my attention.

    -Fighter Doctrine Lv2 bonus now applies to the Einhänder as well

    === Valken ===
    -Fixed severed Valken arms showing up in markets.

    -Replaced Valken's AAF system with new system: GU-14 Firebolt Feeder
    +25% Damage, +25% ROF, -10% Flux Cost for ballistics

    ----------------
    1.0

    -initial release
    [close]

    Special Features:
    Spoiler
    A hullmod that is automatically added to carriers with Cataphract wings, which grant a small ground support bonus.


    The Einhänder has a special hullmod that gives it several unique attributes:
      -Can fly over obstacles and ships, as well as shoot over friendly ships. Being caught in the explosion of a ship is not fatal. This trait is negated while flamed out.
      -No zero-flux engine bonus.
      - Combat readiness decays 100% faster

    Combined with having the shortest PPT in the (vanilla) game, operational time is very low.
    However, much like fighters, it can return to friendly carriers to refit by activating autopilot.



    Since the Einhänder's only form of 100% damage mitigation is evading attacks (as opposed to phasing through attacks, or defending with shields), returning to carriers to repair and refuel is handy, especially when damage is unavoidable.

    Finally, an Einhänder will always deploy to assist in ground operations so long as they are fit to, at the cost of 10% CR.
    [close]



    Known Issues:

    - in very specific instances, some mod weapons with fighter specific logic have unintended behavior when used vs. or in proximity of Einhänder



    What's Next:

    - idk lol


    Mod Compatibility
    - For edge cases, Einhänder uses a fake_fighter tag to identify it's nature. This idea was devised by MesoTroniK to resolve some targeting and fuze logic bugs with several THI scripted weapons and how they interact with frigates that setHullSize to fighter via script at all times, instead of most of the time, for the future THI update. If you want to ensure certain abilities and weapons affect Einhander or any ship like it properly, you can simply add a condition checking for this tag. For that reason, if you do make a ship similar to it, it'd be a good idea to add the "fake_fighter" tag to the pertinent vessels in ship_data.csv! Here is an example snippet of how you'd use it:)

        [/list]
    Code
        public static boolean isFighterOrDrone(ShipAPI ship)
        {
            return ship.isFighter() || ship.isDrone() || isFakeFighter(ship);

        }

        public static boolean isFakeFighter(ShipAPI ship)
        {
            return ship.getHullSpec().hasTag("fake_fighter");
        }
      [close]
      Special Thanks
      Special Thanks:
      -Avanitia
      -Tartiflette & Flashfrozen
      -Ed
      The repair and resupply drone that is launched is heavily based off the Maltese and Terrier Repair Drone AI script from Ed's Shipyard (https://fractalsoftworks.com/forum/index.php?topic=16479.0)
      Alex
      PureTilt
      AxleMC
      Harmful Mechanic & Eliza Weisman
      LazyWizard
      creature
      Morrokain
      Mesotronik
      Techpriest
      Nia Tahlan
      Dark.Revenant
      And many others from the unofficial discord
      [/list]
      [close]
      « Last Edit: Today at 08:53:47 AM by shoi »
      Logged

      BigBeans

      • Commander
      • ***
      • Posts: 118
        • View Profile
      Re: [0.9.1a] ArmaA Robotics
      « Reply #1 on: June 25, 2020, 06:02:07 AM »

      I like this.
      Logged

      Zygorg

      • Ensign
      • *
      • Posts: 2
        • View Profile
      Re: [0.9.1a] ArmaA Robotics
      « Reply #2 on: June 25, 2020, 06:21:44 AM »

      Daam son, this is awesome!
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      shoi

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #3 on: June 25, 2020, 06:36:26 AM »

      Thanks guys, there was a bug with a misplaced gfx file, I reupload the file and should have fixed it.
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      Chairman Suryasari

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #4 on: June 25, 2020, 10:16:24 AM »

      Kazeron really put their limit into the test :D
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      It's been a long day. You return home for a long-awaited relief from a stressful evening. It's Gamer time! You run the upstairs, plug in your GameBoy Advance. And turn on your favorite multiplayer game of Call of Duty but all of sudden... Bri'ish.

      Day ruined... Absolutely slaughtered. Why? Why did it have to happen to you?

      PyroFuzz

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #5 on: June 25, 2020, 03:38:17 PM »

      More robit suits! Yeesss!
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      PyroFuzz

      MesoTroniK

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #6 on: June 25, 2020, 07:33:54 PM »

      Evening Shoi, this is a fun little mod you got here but there is a fairly serious issue with it but I can tell you how to fix it :)

      Your "pilotable mech fighter", is a frigate where you are changing the collision class to FIGHTER via script. This soft breaks a lot of different code in other mods (and vanilla too). Things that look at ship classification, especially various AIs and random other things in general too many to list really. Will think that fighter is a frigate... Which yea will cause issues.

      What I would reccomend doing instead is using this:
      Code
      void setHullSize(HullSize hullSize);
      Then this fighter will actually be a fighter so to speak, one that is still piloted. And various code in vanilla and other mods will treat it as such rather than thinking it is a frigate.
      « Last Edit: June 25, 2020, 07:35:31 PM by MesoTroniK »
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      shoi

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #7 on: June 25, 2020, 09:26:17 PM »

      Hey Meso, thanks for the feedback!

      Originally I set the hullsize to fighter like you suggested via script, because I wanted it to be affected by things such as that funky fighter nerf from Kadur Remnant, carrier buffs, etc, and the various other effects like that, but I ran into a bunch of issues doing this:

      - No visible HUD status bar (the one that hovers over ships)

      - AI would often times ignore the ship and prioritize defending against anything bigger instead, even though threat-wise it'd be better flickering shields against the 'fighter'. for AI fighters this isn't an issue since they're pretty dumb, but it felt almost exploity under player control

      - AI controlled versions could not be commanded, appearing only as green blips on the command screen, and only taking action when enemies got close

      - Ships with fighter hullsize crash the game when retreating

      With MagicLib I could have easily addressed the first issue, and just nerfed weapons for the second, but the last two points discouraged me from pursuing that route. Since the fighter hulls disappear from the command screen,changing flagships meant you couldn't swap back to it, otherwise I could have possibly circumvented it with some scripting, and from what I gleaned from alex, the last issue is pretty much unavoidable. So while switching hullsize was what I would have prepared, it doesn't seem possible without bringing about even bigger issues.

      I've done a lot of playtesting, and outside of ship systems that should affect it logically not actually doing so, I haven't had any game-breaking issues besides AI doing weird things with collissions since they still see it as a frigate, and thats mostly on the part of the einhander refusing to pass through ships. I don't know if there's any alternative I could pursue to address those points, though.
      « Last Edit: June 25, 2020, 09:29:09 PM by shoi »
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      MesoTroniK

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #8 on: June 25, 2020, 10:24:47 PM »

      Literally game breaking issues? No, but soft breaks? All over the place. Just in my mods, there are well over ten scripts that look at hull sizes and will react incorrectly to that mech.

      Add in scripts I have helped other mods with that are based on similar code, and that figure will multiply 3 to 5x. Add in other mods that do entirely their own stuff and probably many hundreds of scripts. Never will it straight up break things or crash, but you will get missiles targeting it, or not targeting it when they should not, ship systems activating for it, or not activating for it when they when they should not, certain ship system effects influencing it, or not influencing it when they should not, custom autofire AIs firing at it, or not firing at it when they should not, God knows what else I could list many many things. Even just autofire tags in vanilla like ones like lets say for example strike,use_vs_frigates, and who knows what else. This is fractal madness, and breaking a fundamental assumption both the game itself makes and many mods where a frigate is a frigate and a fighter is a fighter and having one that is so to speak both under the hood will indeed soft break many many things :(

      shoi

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #9 on: June 25, 2020, 11:32:17 PM »

      Hmm, do you happen to have an example of something that would give that type of behavior, as I haven't seen anything out of the ordinary during playtests.

      The mech is slightly smaller than a kite, and I'd argue that small ships like it and the hound would also break fundamental assumptions, particularly in the usage of strike weapons against it. Not sure how the addition of fighter collision would change that.
      « Last Edit: June 25, 2020, 11:38:26 PM by shoi »
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      MesoTroniK

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #10 on: June 25, 2020, 11:55:50 PM »

      OK can give one really simple and low hanging fruit example off the top of my head that is even easy to test and observe.

      The Apsis LRT Launcher weapon in Tiandong Heavy Industries (and a bunch of other missile AIs...), will not ever target fighters unless no ships are within sensor range as that missile (and others...) have a snowball's chance in Hell of hitting a target that agile and of that size. Well, it will target your mech, and be useless doing so.

      Edit: Might as well list another within the same mod...
      The Muscle LRM Launcher, missile will never target nor MIRV for fighters unless no ships are within sensor range.

      There are others in my mods, some actually of even more severe undesirable results, but they become increasingly esoteric. And that is just my mods...


      Double edit: Blargh, and here it is breaking a weapon with a custom scripted proximity fuze.
      https://youtu.be/3wpERIdZSMo
      « Last Edit: June 26, 2020, 12:26:56 AM by MesoTroniK »
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      Unnamed_Shadow

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #11 on: June 26, 2020, 02:34:43 AM »

      Would be really cool if this evolves into a full Faction Mod.

      Creating a rival to Diable Avionics with different objectives, or perhaps and ally for Diable Avionics (considering how many enemies they have on a Nexerelin run)
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      shoi

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #12 on: June 26, 2020, 06:19:08 AM »

      OK can give one really simple and low hanging fruit example off the top of my head that is even easy to test and observe.


      Oof, yikes.
      I was going to sleep on this but I couldnt stop thinking about it. I have an idea on how I can swap the hullsize to fighter to prevent that kind of weirdness and address the issues I ran into while doing so, and it's partially working. If I can figure out some logic to detect when it's in the retreat radius, I think I also have a workaround to prevent the crash-on-retreat..so looking into that as well.

      Thanks for showing me this!

      EDIT: Okay, I think I figured out how to fix it. The ship's now fully considered  fighter, except in 2 edge cases:

      1. Command UI is open
      2. Ship is in its retreat radius

      Doing this should prevent a lot of the weirdness with scripted AI without causing any crashes, but i'll need to test it a bit to be certain.

      Would be really cool if this evolves into a full Faction Mod.

      Creating a rival to Diable Avionics with different objectives, or perhaps and ally for Diable Avionics (considering how many enemies they have on a Nexerelin run)

      I can't really comment on anything about DA atm, but if I ever expand the company, it will probably be in a nonstandard setup as oppossed to how other factions operate.
      « Last Edit: June 26, 2020, 11:36:38 AM by shoi »
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      MesoTroniK

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #13 on: June 26, 2020, 06:43:49 PM »

      And thank you for working on the issues Shoi!

      It sounds like you did your best that is possible within the current version of SS, while still retaining your design goals. It still messing up during retreat when past said border is a tiny edge case. While the command UI is open if also not paused, is a fairly common occurrence but little can be done about that.

      What I would recommend you do? Is just say asi es la vida (such is life) for now, with those two edge case problems remaining. And then ask Alex for some stuff to *truly* fix it for the next version of SS.
      - Making it not crash if a frigate that is haxed to be a "fighter" retreats.
      - Some sort of ship hint, or API hook you can call within a script to make it so that it shows the HUD status bar for a "fighter" and also allow a "fighter" to be treated like a ship in the command screen.

      With stuff like that, it would allow something like this to work perfectly all the time instead of most of the time. He would probably do the first point if asked, and hopefully on the second as well! Just make to explain in good detail why you want this along with the requests :)

      Hell, if all that happened? I could see doing myself some pilotable fighters heh. On a final side note? You have a *lot* of redundant files in your mod, ones that could also potentially cause issues. I think you have "Copy dependent libraries" checked (or whatever the equivalents are in IDEs that are not NetBeans). You should turn that off.

      Gezzaman

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      Re: [0.9.1a] ArmaA Robotics
      « Reply #14 on: July 05, 2020, 01:59:05 AM »

      This looks amazing,  keep it up!
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