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Author Topic: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]  (Read 671541 times)

shoi

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1335 on: December 27, 2023, 08:53:53 PM »

Arma Armatura v2.3.4 Beta


I need more feedback.
Adds a few new ships, HVBs, and a mini-faction. Two contacts have been added on the New Meshan planet
The campaign layer aspects of the mini-faction are still WIP. Currently, they just raid systems that contain a planet they are hostile to. Also, the src has corrected to latest version
Quote
v2.3.4
------------
- add faction start banners for nex (thx mayuyu)

v2.3.3
-----
- fixed rulecmd print debug message in campaign
- removed empty built-in slot on pilotable aleste
- fixed D-modded Hel Corsair losing its legio-specific hullmods
   - tweaked shield usage on modules
- sharpened exsedol illustration
- fixed recoil sprite for watchdog(H)
- corsair
   - shield arc: 120->180
- added bbplus skin for aleste
- fixed particles effects from hi-mac not matching engine color if it was shifted
- fixed bad rank id for sera
- fixed memory leak with syko stim everyframe
- fixed assault burn effects not ending if flamed out while active
- added OP cost to HI-MAC

v2.3.2
-----
- fixed jarring music transition
- fixed assault burn being broken if repeateadly double tapping W while already burning
- fixed being able to assault burn, boost when flamed out
- unhid meshan admin at start of the game
   - starting comm-link just gives a generic request denial until unlocked
- hid dawn at start of the game
   - can now be met at the bar initially

v2.3
------
==New Features / Content==

- Valkazard can be returned for $150k or $300k depending on dialogue choice

- Characters now begin with low-importance contact on nex armaa start (also changes some dialogue)

- Added planet & bar flavor text to New Meshan

- Added another character to New Meshan

- Added some portraits to Nex Rocket Stars mercenary group

- Added mini-faction(?) MRC
   -

- Cataphract SII hullmod can be S-Modded
   - provides some scaling buff based on level of pilot

New Hullmod: HI-MAC Manuever System
   - (it's basically AC6 Quickboost/Assault Boost)
   - Built in to Hel Corsair, can be acquired at high rep with the armaa admin


New Ship: Zanac
   - Fast-attack Destroyer
   - TODO: leg anim stuff/refinement
   - Two skins: Red (known by MRC) and Grey (known by AA)
      - TODO: Skin swap?
   - 1x Large Energy, 1x Medium Hybrid, 2x Small Universals, built-in Aux Thrusters

New Ship: NotKshatriya (TODO, sandbagged for next update)
      
New Ship: Watchdog (H)
   - 1 Built-in, 2x Med Missiles, 2x small Missiles

New Ship: Corsair
   - Pirate Variant, Hegemony bounty variant
   - 2 large ballistic, 2 smalls hybrid
   - Pirate version has built-in hullmod that reduces ROF

New Bounties:
   -Corsair(H)
   -Watchdog(H)
   -Hel Corsair
   -Zanac EX
      - TODO: No Description...yet

==Tweaks / Balance Changes==
- Strikecraft wont immediately try to refit after spending missile ammo while enemies are still around
- Revised AI for returning to carrier. No longer uses Civilian waypoints for navigation
- Dance Party on New Meshan has ended (market music has been replaced with something a bit more chill)
- Fixed Nex ability CTD
- Fixed small fleets (Academy Shuttle services, mercenary patrols) always using armaa warthogs
- Fixed potential slowdown that could occur when command UI was open
- Fixed Einhander (P) missing variable rifle hullmod
- Fixed Einhander having no legs
- Fixed Spriggan Powered missing variable rifle hullmod
- Valkazard now has innate +30% refit rate penalty
- fixed typo in specialized service bays hullmod desc
- Syko Stims
   - consume 3 recreational drugs instead of 1
   - The amount consumed over the entire fleet is reported instead of per fleet member now
   - Increased Time Dilation amount to 3x, but reduced duration to 0.7s
   - Increased cooldown: 5s -> 20s
   - fixed potential memory leak
- remove ilorin wing
- remove bihander wing
- remove einhander wing
- removed functionally useless ships (AA Broadsword, AA Warthog)
- tweaked valkenx sprite for the 18907401th time
- tweaked Aleste(LPC) sprite
- tweaked Aleste(S-II) sprite
- tweaked Einhander & Einhander+ sprite
- tweaked laser blade visuals
- fixed phased strikecraft taking damage while phased if they flame out
- only one raid capable unit is deployed instead of every single one (this should reduce the large supply cost hit if fielding many post raid)
- fixed hullmod conflict appearing for conflict with built-in hmods
- removed range restriction on laser blade
   - damage remains the same up until beam length is >= base range * 1.5. from this point on, damage is gradually reduced (up to a 50% penalty)
   - damage is determined by the length of beam on impact, so attacking up close still confers full damage, even with range increased.

- Aleste
   - Left arm is now locked to Laser Blade
   - Right arm is now a modular hybrid turret
   - Ship System: Lunge
      - Disables shields and charges towards target. If colliding with target, deals HE damage on contact

- Spriggan Powered:
   - Drones: 2->3
      - Refit Time: 15->10
      - Support Range: 1500->2000
      - Armor: 150-> 50
   - Added ALWAYS_PANIC tag
   - Added NEVER_DODGE_MISSILES tag
   - Medium Ballistic -> Small Hybrid
   - Shield durability is increased

- VX Custom:
   - Removed WINGCOM
      - Ship System: Phase Skimmer -> Manuvering Jets
      - Small missile -> small universal
      - Increased flux dissipation
      - Shield Arc: 90->180

- Watchdog:
   - Removed one large ( ); )
   - Remaining large is now a hybrid turret
   - Speed: 60->80
   - OP: 85->70
   - Ship System: Guardian Protocol
      - Increases range, disables shields and movement
      - Nearby ships shield strength increased by 10%

- Spriggan(LPC):
   - Ship System: Flare Launcher -> Booster
   - Armor: 100->50
   - RCL-48 Recoilless Rifle
      - Range: 600->500
      - Damage: 400->350
      - Burst Size: 3->2
      - Ammo: 6->4
      - Chargedown: 2.8->2.5

- BA Assault Pod
   - Fixed preventing combat from ending

- Valken(P)
   - Ship system -> maneuveringjets
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Brainwright

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1336 on: December 27, 2023, 09:15:38 PM »

Looks like fun.  I'll let you know what I think.

Most of the changes seemed necessary.  As much as I liked a lot of the custom weapons, they were hard to balance with other weapons.
« Last Edit: December 27, 2023, 09:18:04 PM by Brainwright »
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Brainwright

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1337 on: December 27, 2023, 10:23:57 PM »

Noted Linux incompatibility : "graphics/armaa/ships/legiomech" should be changed to "graphics/armaa/ships/legioMech" otherwise it will not load.

Doesn't look like this is save compatible, either.

Is there supposed to be something in the Watchdog's left hand?  It says it has a built-in medium turret, but it's empty.  Also, could the two small turrets have a wider, overlapping arc?  It's had a hard nerf, and as much as I want to start using the ship, it doesn't have a good PD option.

Like the new Aleste, but could the missile hardpoints have the same arc?  It's better if they're offset from forward, but the two arcs that never converge are a pain to use with direct fire missiles.
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shoi

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1338 on: December 28, 2023, 12:21:07 AM »

Noted Linux incompatibility : "graphics/armaa/ships/legiomech" should be changed to "graphics/armaa/ships/legioMech" otherwise it will not load.

Do you happen to have the log for this one? I don't see any instances of "graphics/armaa/ships/legiomech" when searching, but there are some bounty ids that are in lowercase
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Killsode

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1339 on: December 28, 2023, 05:14:24 AM »

oooooooooo new mechs, and new destroyer sized mechs no less!
i've been eagerly awaiting this update, thank you shoi!
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Brainwright

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1340 on: December 28, 2023, 08:03:30 AM »

Do you happen to have the log for this one? I don't see any instances of "graphics/armaa/ships/legiomech" when searching, but there are some bounty ids that are in lowercase

Spoiler
Code
31699 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/armaa/ships/legioMech/armaa_legioMech_head.png] resource, not found in [/home/deck/starsector/./mods/DakkaHolics ModSprites,/home/deck/starsector/./mods/trailer-moments,/home/deck/starsector/./mods/A New 

31709 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/armaa/ships/legioMech/armaa_legioMech_lights.png] resource, not found in [/home/deck/starsector/./mods/DakkaHolics ModSprites,/home/deck/starsector/./mods/trailer-moments,/home/deck/starsector/./mods/A New Level of
[close]

The problem appears to be the call is for graphics/armaa/ships/legioMech/*asset*.png and the file folder is named graphics/armaa/ships/legiomech.  Case sensitive names on my system, at least.

oooooooooo new mechs, and new destroyer sized mechs no less!
i've been eagerly awaiting this update, thank you shoi!

The new Watchdog is pretty beefy and fun to pilot, it just doesn't have a PD arc that can properly engage fighters.
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Binky

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1341 on: December 28, 2023, 01:58:10 PM »

Am I totally missing the download link for Arma Armatura v2.3.4 Beta?  wasn't finding it, all the links in the OP are still to the old version.
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SpacePoliticianAndaZealot

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1342 on: December 28, 2023, 02:41:56 PM »

Arma Armatura v2.3.4 Beta
I need more feedback.
First of all, thank you for making and maintaining this mod - ever since I began playing Starsector again (relatively recently), it's quickly become my favorite.

Personal impressions:
Spoiler
  • Having tried out the unique Valkazard start, I welcome the difficulty ramp-up by buffing the tri-tach fleet composition for that initial fight. The previous iteration felt comparatively underwhelming, now the player has to both use their wits and utilize the SILVERSWORD system to its full potential to survive. Starting at level 1 with a point in Helmanship, I managed to defeat everything except the two Hyperions, which was just enough for me to cleanly disengage. Afterwards, I made it to the MRC station and safety.
  • While I'll miss the old Aleste's dual Rynex pulse rifle loadout I've used to roll with most often, I welcome Valken X's overhaul. I've found it to be the weirdest of all the AA mechs - the mech itself was bulky and unwieldy, the inbuilt Valken wing was little more than crew drain that didn't even work as a distraction most of the time, and the phase skimmer system felt ill-fitting for a mech. In fact, after close to a dozen hours of playtime, I've found the current VX to be a much neater fit for my preferred mech loadout gimmick of a pure-energy generalist. Very, very fun to pilot, got bumped from near-bottom tier to near-top tier for me.
  • On that note, the Cataphract hullmod being s-moddable is an unexpected, but nonetheless welcome addition as well. There's not much I can say about this, except that the bonuses fit like a glove for my preferred playstyle of piloting a mech personally, with the bonuses and penalties feeling just right.
  • I haven't had the opportunity to try out the newly added mechs yet, so I can't comment on those.
  • The MRC are awesome, I love them. I've always felt Starsector could do with a few pirate (sub)factions that actually behave like the vanilla pirates, instead of just being a generic faction that has an "evil" tag buried somewhere in the Nexerelin faction config file. I like how New Meshan received some fleshing-out as well. The faction soundtracks are good and feel fitting, and I'm looking forward to seeing MRC getting fleshed out further!  :)
[close]

Bugs and potential issues I've encountered so far:
Spoiler
  • The mech Takeoff ability (the mech equivalent to Full Burn, which happens when ships enter or exit the battlefield) sometimes erroneously triggers when I'm already a significant distance away from my side's retreat zone - most of the time it cancels itself immediately in that situation, but once or twice I had my mech "takeoff" straight into an Aurora or a similar ship that was engine boosting towards my fleet, unable to defend myself since my shields were disabled. The issue seems to exacerbate itself when I delay deploying my mech so that I do it strictly after I've deployed a carrier. I will need to test this further, though.
  • This is probably a Nexerelin issue, but any rep change with Pirates sets MRC-Pirate relations to -60. Since their starting relations are +10, I assume this is unintentional. I eventually got around this by adding an exception for MRC from the pirates' blanket -60 default relations setting. On that note, MRC-Legio Infernalis relations seem to be capped at 0, and Hegemony-MRC relations start at 0, when I expected the latter would start out as hostile, given MRC's faction description stating how they're anti-Hegemony as well. Unsure if these are intentional.
  • I've also had the Nexerelin's Antiwar Protests diplomacy event trigge one time for MRC with regards to tri-tachyon - unsure if this is meant to happen since MRC doesn't accumulate war weariness, and neither of the vanilla pirate factions (that is, Pirates and Pathers) ever get these kinds of diplomacy events, as far as I am aware.
  • Dawn refers to herself by name when greeting the player, instead of actually saying the player character's name.
[close]
« Last Edit: December 28, 2023, 03:09:07 PM by SpacePoliticianAndaZealot »
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shoi

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1343 on: December 28, 2023, 04:25:49 PM »

Am I totally missing the download link for Arma Armatura v2.3.4 Beta?  wasn't finding it, all the links in the OP are still to the old version.

there's only one link for the mod in the OP and it is most definitely not the old version

Arma Armatura v2.3.4 Beta
I need more feedback.
First of all, thank you for making and maintaining this mod - ever since I began playing Starsector again (relatively recently), it's quickly become my favorite.

Personal impressions:
Spoiler
  • Having tried out the unique Valkazard start, I welcome the difficulty ramp-up by buffing the tri-tach fleet composition for that initial fight. The previous iteration felt comparatively underwhelming, now the player has to both use their wits and utilize the SILVERSWORD system to its full potential to survive. Starting at level 1 with a point in Helmanship, I managed to defeat everything except the two Hyperions, which was just enough for me to cleanly disengage. Afterwards, I made it to the MRC station and safety.
  • While I'll miss the old Aleste's dual Rynex pulse rifle loadout I've used to roll with most often, I welcome Valken X's overhaul. I've found it to be the weirdest of all the AA mechs - the mech itself was bulky and unwieldy, the inbuilt Valken wing was little more than crew drain that didn't even work as a distraction most of the time, and the phase skimmer system felt ill-fitting for a mech. In fact, after close to a dozen hours of playtime, I've found the current VX to be a much neater fit for my preferred mech loadout gimmick of a pure-energy generalist. Very, very fun to pilot, got bumped from near-bottom tier to near-top tier for me.
  • On that note, the Cataphract hullmod being s-moddable is an unexpected, but nonetheless welcome addition as well. There's not much I can say about this, except that the bonuses fit like a glove for my preferred playstyle of piloting a mech personally, with the bonuses and penalties feeling just right.
  • I haven't had the opportunity to try out the newly added mechs yet, so I can't comment on those.
  • The MRC are awesome, I love them. I've always felt Starsector could do with a few pirate (sub)factions that actually behave like the vanilla pirates, instead of just being a generic faction that has an "evil" tag buried somewhere in the Nexerelin faction config file. I like how New Meshan received some fleshing-out as well. The faction soundtracks are good and feel fitting, and I'm looking forward to seeing MRC getting fleshed out further!  :)
[close]

Bugs and potential issues I've encountered so far:
Spoiler
  • The mech Takeoff ability (the mech equivalent to Full Burn, which happens when ships enter or exit the battlefield) sometimes erroneously triggers when I'm already a significant distance away from my side's retreat zone - most of the time it cancels itself immediately in that situation, but once or twice I had my mech "takeoff" straight into an Aurora or a similar ship that was engine boosting towards my fleet, unable to defend myself since my shields were disabled. The issue seems to exacerbate itself when I delay deploying my mech so that I do it strictly after I've deployed a carrier. I will need to test this further, though.
  • This is probably a Nexerelin issue, but any rep change with Pirates sets MRC-Pirate relations to -60. Since their starting relations are +10, I assume this is unintentional. I eventually got around this by adding an exception for MRC from the pirates' blanket -60 default relations setting. On that note, MRC-Legio Infernalis relations seem to be capped at 0, and Hegemony-MRC relations start at 0, when I expected the latter would start out as hostile, given MRC's faction description stating how they're anti-Hegemony as well. Unsure if these are intentional.
  • I've also had the Nexerelin's Antiwar Protests diplomacy event trigge one time for MRC with regards to tri-tachyon - unsure if this is meant to happen since MRC doesn't accumulate war weariness, and neither of the vanilla pirate factions (that is, Pirates and Pathers) ever get these kinds of diplomacy events, as far as I am aware.
  • Dawn refers to herself by name when greeting the player, instead of actually saying the player character's name.
[close]

Thanks for your feedback. I've seen this issue with the "takeoff" ability, i will investigate it further
Do you happen to have the log for this one? I don't see any instances of "graphics/armaa/ships/legiomech" when searching, but there are some bounty ids that are in lowercase

Spoiler
Code
31699 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/armaa/ships/legioMech/armaa_legioMech_head.png] resource, not found in [/home/deck/starsector/./mods/DakkaHolics ModSprites,/home/deck/starsector/./mods/trailer-moments,/home/deck/starsector/./mods/A New 

31709 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/armaa/ships/legioMech/armaa_legioMech_lights.png] resource, not found in [/home/deck/starsector/./mods/DakkaHolics ModSprites,/home/deck/starsector/./mods/trailer-moments,/home/deck/starsector/./mods/A New Level of
[close]

The problem appears to be the call is for graphics/armaa/ships/legioMech/*asset*.png and the file folder is named graphics/armaa/ships/legiomech.  Case sensitive names on my system, at least.

oooooooooo new mechs, and new destroyer sized mechs no less!
i've been eagerly awaiting this update, thank you shoi!

The new Watchdog is pretty beefy and fun to pilot, it just doesn't have a PD arc that can properly engage fighters.
Thanks for your feedback, I made two changes you can review on redownload:
- increased watchdog turret arc
- fixed linux incompatibilty (legiomech-> legioMech)
- increase aleste turret arc so they converge
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PraiseIt420

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1344 on: December 28, 2023, 06:19:12 PM »

whenever i hover over the Cataphract S-II hullmod to build it in, it crashes my game.

Code
637760 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.cataphract2.addPostDescriptionSection(cataphract2.java:162)
at progsmod.data.campaign.rulecmd.ui.PanelCreator$1.createTooltip(PanelCreator.java:153)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$14.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.A.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

have been able to replicate this 3 times so far.
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shoi

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1345 on: December 28, 2023, 06:50:09 PM »

I can't reproduce that crash but I added an extra check that might help. You can try redownloading and see if that resolves. otherwise, i would like more details about what you were trying to build it onto, if there was a captain assigned the ship, etc
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PraiseIt420

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1346 on: December 28, 2023, 07:15:04 PM »

I can't reproduce that crash but I added an extra check that might help. You can try redownloading and see if that resolves. otherwise, i would like more details about what you were trying to build it onto, if there was a captain assigned the ship, etc
Unfortunately, it is still happening.
I was trying to build it into a Leynos, no captain.

If it helps, i am using the Progressive S Mods mod, but it seems to only happen to that particular hullmod.
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Brainwright

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1347 on: December 28, 2023, 07:37:04 PM »

Thanks for your feedback, I made two changes you can review on redownload:
- increased watchdog turret arc
- fixed linux incompatibilty (legiomech-> legioMech)
- increase aleste turret arc so they converge

Aww dang!  Now I can't figure out which one I want to pilot!
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shoi

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1348 on: December 28, 2023, 07:41:27 PM »

I can't reproduce that crash but I added an extra check that might help. You can try redownloading and see if that resolves. otherwise, i would like more details about what you were trying to build it onto, if there was a captain assigned the ship, etc
Unfortunately, it is still happening.
I was trying to build it into a Leynos, no captain.

If it helps, i am using the Progressive S Mods mod, but it seems to only happen to that particular hullmod.
I tested with progressive s-mod and didnt get a crash, but I think the way this mod gives s-mod isn't through refit screen? That'd explain the NPE. So I guess i will have to do a few battles so I can s-mod through their system for further testing.  :-\

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IChugCrispix

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Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« Reply #1349 on: December 28, 2023, 08:10:06 PM »

Great to see a new update with serious content. Why remove the AA Broadsword and Warthog though? I think they're great ships to bolster your fighter presence in the early game, really compliment the scrappy nature of small scale combat, and let you lean into using more bombers on carriers by deploying AA fighters.

I actually wanted to suggest an AA Thunder since that seemed like a perfect fit for a strikecraft.
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