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: Planet Search Overhaul (07/13/24)

Pages: 1 ... 112 113 [114] 115

Author Topic: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]  (Read 774258 times)

Zumberge

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1695 on: July 16, 2024, 09:10:49 AM »

Spoiler
Is the Caymon actually in the game? Or is it not released yet? Follow up, if it is in the game does it have a mod dependency to appear? Reason I'm curious is I've never seen it show up in game. Wanted to clarify.

Secondary question. What is the benefit of turning in the Valk? I've gotten the version where it can use any weapon. But you lose out on some of the more specialized piece of it's kit.
[close]

Just some dumb questions regarding specific ships/strikecraft. Also thank you for making this mod. It's tons of fun!

For the first question:

Spoiler
I don't think it's supposed to, since the ship's got a description of "you shouldn't be able to see me."
[close]

For the second:

Spoiler
You get a decent amount of money, for one, and if the Valkazard isn't your kind of ship then that part is all upsides.  The Valken III loses out on the neat toys the Valkazard has, sure, but the system also has a longer uptime and it has notably lower DP and CR deployment costs.  It's also more durable for a strike craft, but that's not gonna come up much.  Plus depending on what sorts of Dorito weapons you can find it has the potential to outperform the Valkazard in some respects.
[close]
Logged

Argentum Rhodes

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1696 on: July 16, 2024, 04:31:44 PM »

Thanks for the heads up Zumberge. I didn't even see the description. Just was bebopping through the stuff and saw it.

Also you make great points on the duration and stuff. I just wasn't full sure with it. The Valk is just kind of silly sometimes. Love the mech! I'm still figuring out how to make the Kouto sing personally.
Logged

nissa

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1697 on: July 17, 2024, 11:02:23 PM »

Hello @Shoi, flagged a bug on the repo for this mod (https://github.com/gomarz/SS-armaa/issues/65) in case helpful; flagging here as well as i was advised you may be more likely to see this post than a Github issue.
Logged
I'm unlikely to see communications directed to this account; non-forum means of contact are more likely to be received successfully.

IroncladLion

  • Lieutenant
  • **
  • Posts: 55
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1698 on: July 18, 2024, 11:03:54 AM »

Check your messages Shoi, I have a fun opportunity for you  ;)

SpaceDrake

  • Admiral
  • *****
  • Posts: 542
  • Piloting space mecha for fun and profit(?)
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1699 on: July 19, 2024, 10:40:01 AM »

For the second:

Yeah, the big thing with The Spoiler in the current version is that:

Spoiler
The Valken III has upgrade paths and flexibility that the Valkazard simply lacks, especially in the late-game when you have a lot more Super Alabaster tech available to you. This is probably going to become more prominent in .98, since we are definitely getting a firmer, more fleshed out endgame in the upcoming patch. You can also use the build-in system to largely restore all of the 'Zard's tricks onto the III, if you really want to, thanks mostly to the drug system being its own rare salvage-findable modspec.

The Valken III is also a lot more practical than the 'Zard, especially as of the current version. The Valkazard feels great early on, and will let you do stuff a ship that size should struggle to do, but it's really over-costed for what it is and it's going to feel like more and more of a drag on your fleet (and even your ability to level up!) the further into the game you go.

So it really becomes a question of when you want to give the 'Zard up, and how long you potentially want to wait to get a III. It can take a little while, especially if your rep with Sera is low at the time of handover, but in the long term the Valken III is the better machine to use, I think.
[close]
« Last Edit: July 19, 2024, 06:40:57 PM by SpaceDrake »
Logged

Zumberge

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1700 on: July 19, 2024, 11:33:00 AM »

For the second:

Yeah, the big thing with
Spoiler
in the current version is that:

Spoiler
The Valken III has upgrade paths and flexibility that the Valkazard simply lacks, especially in the late-game when you have a lot more Super Alabaster tech available to you. This is probably going to become more prominent in .98, since we are definitely getting a firmer, more fleshed out endgame in the upcoming patch. You can also use the build-in system to largely restore all of the 'Zard's tricks onto the III, if you really want to, thanks mostly to the drug system being its own rare salvage-findable modspec.

The Valken III is also a lot more practical than the 'Zard, especially as of the current version. The Valkazard feels great early on, and will let you do stuff a ship that size should struggle to do, but it's really over-costed for what it is and it's going to feel like more and more of a drag on your fleet (and even your ability to level up!) the further into the game you go.

So it really becomes a question of when you want to give the 'Zard up, and how long you potentially want to wait to get a III. It can take a little while, especially if your rep with Sera is low at the time of handover, but in the long term the Valken III is the better machine to use, I think.
[close]
[close]
Yeah, and now that you mention it, the idea of-

Spoiler
-one version of a ship which is strong out of the box, and another which has greater long-term potential is kind of conceptually building off the Einhander, isn't it?  What with how the normal version has a a good (albeit limiting in some ways) built-in kit on it, with the Plus variant being dependent on what you can find.
[close]
Logged

Ranger Dimitri

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1701 on: July 21, 2024, 07:21:01 AM »

Well...
Spoiler
I can agree that there is potential in the III compared to the zard. But as someone who doesn't know how to properly build ships yet to be most effective, the Zard is worth keeping if only to help those who don't know how to properly kit out a ship and instead find unique ways to work with what it has, which is pretty good considering.
[close]
« Last Edit: July 23, 2024, 08:51:56 AM by Ranger Dimitri »
Logged

Birb II

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1702 on: July 24, 2024, 01:21:49 PM »

Ablsolute UNIT of a mod the greatest for a Titanfall player and I dare to say that this might be the best ship modpack.
One more thing, I've got a capital class ship with converted hangar and for some reason I can't add WINGCOM hullmod to the ship and the red explaniation text at the bottom is: "Only installable on strikecrafts or carriers larger than frigate" even tho its a capital. I just want to know if its cause the converted hangar or not. THX
Logged

Killsode

  • Captain
  • ****
  • Posts: 482
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1703 on: July 24, 2024, 09:10:18 PM »

Ablsolute UNIT of a mod the greatest for a Titanfall player and I dare to say that this might be the best ship modpack.
One more thing, I've got a capital class ship with converted hangar and for some reason I can't add WINGCOM hullmod to the ship and the red explaniation text at the bottom is: "Only installable on strikecrafts or carriers larger than frigate" even tho its a capital. I just want to know if its cause the converted hangar or not. THX

I want to say it is the converted hanger, but just what ship is it? Could be that its a ship thats got a conflicting hullmod by base.
Logged

Vasitri

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1704 on: July 31, 2024, 12:02:51 AM »

Having an issue where all HVBs from this mod end up having battles that never ever end unless I go full retreat, but if I go full retreat then I lose the ability to salvage ships, leading to permanent loss of acquiring a unique mech/ship in that bounty on the whole playthrough. Anyone else also experiencing this same issue?
Logged

Brainwright

  • Admiral
  • *****
  • Posts: 680
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1705 on: July 31, 2024, 08:23:06 AM »

Had this issue with old versions, but haven't played the latest.

It was the new ship that spawns a phase cataphract.  The ship would spawn in on your team, so you couldn't destroy it, and it wouldn't obey normal retreat commands.  I usually had to take personal control and retreat.

Otherwise, you can just use Console Commands and force the fight to end or force the enemy to lose.  Kind of a necessary mod when modding Starsector.
Logged

Azriel

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1706 on: August 03, 2024, 10:41:56 PM »

I have the game running great, I have this mod and activated. My question is. How do I play it? do I play the "missions" or just start a new game "play the games campaign, select certain faction"? I'm at a loss and I am sorry if I am bothering. Please help this new guy.
Logged

Skivvy

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1707 on: August 04, 2024, 02:15:50 PM »

Possible bug trying to hover over the safety fighter hull mod on the Gunhazard cause a fatal crash
« Last Edit: August 04, 2024, 02:18:33 PM by Skivvy »
Logged

Brainwright

  • Admiral
  • *****
  • Posts: 680
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1708 on: August 05, 2024, 10:14:05 AM »

I have the game running great, I have this mod and activated. My question is. How do I play it? do I play the "missions" or just start a new game "play the games campaign, select certain faction"? I'm at a loss and I am sorry if I am bothering. Please help this new guy.

Generally, you start a new campaign.  The Arma Armatura Corportation is located on New Meshan in the Gamlin system, which is a bit southwest of Eos Exodus.  Midline factions will use Arma Armatura ships fairly commonly.

If you have Nexelerin running as well, you can choose a custom start as an independent at New Meshan.  Arma Armatura isn't really a faction, but you will get contacts related to the corporation if you hang around New Meshan.

There is also the MRC start.  It's a pirate start, it's a bit hostile.
Logged

Demulidor12

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1709 on: August 08, 2024, 05:33:45 AM »

the hullmod Safety Overrides (FTR) causes a crash because it has no description
to get the Gunazard-class New Variat MCV the cause of the crash
is and only starts with arma armatura corporation then combat (small)
Code
99436 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.armaa_so_ftr.getDescriptionParam(armaa_so_ftr.java:60)
at com.fs.starfarer.api.combat.BaseHullMod.getDescriptionParam(BaseHullMod.java:57)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.R.showTooltip(Unknown Source)
at com.fs.starfarer.ui.V.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.V.processInput(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.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)
Logged
Pages: 1 ... 112 113 [114] 115