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

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Author Topic: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]  (Read 645744 times)

SenSayed

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Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« Reply #180 on: May 02, 2021, 07:41:25 AM »

Hello! Going to straight forward to ask you for fix. So when altagrave(c) (command) activates "field" and meanwhile altagrave(ex) (remnant type hull) is being inside that field then his shotgun become harmless even after leaving karma field! Shotgun fires literally one bullet. Disclaimer: sometimes it fixes right away or dont even self-fix.(the way you do this, i think, is going inside that field again)
« Last Edit: May 02, 2021, 09:49:40 AM by SenSayed »
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VonCrunchhausen

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Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« Reply #181 on: May 02, 2021, 03:49:43 PM »

I can also confirm that the altagrave(c) temporal field also breaks the shotgun. Re-entering and exiting the field doesn't seem to fix it for me. Anyone know of a temporary fix?
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shoi

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Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« Reply #182 on: May 04, 2021, 01:01:53 PM »

For making a shield, if you made it a module and are worried about it breaking.. why not make it invincible? Or have massive armor/hull?

The maker of Kingdom of Tera would also probably be a good one to ask for help as well.

Your new work is amazing, cant wait to try it out. Will we ever see a melee mech? Or a standalone faction?

It wouldn't make a lot of sense for it to have invincibility or large amounts of HP. I.E, getting shot by a reaper (bear with me, I know this would be almost impossible given the mechs size) should not be something it should withstand


I know its a pretty stupid thing to ask, half expect you already got that question...

BUT

Would there be a chance you ever make a full on faction mod where the player starts off with very rudimentary mechs (like ships with makeshift arms) and have him work his way up a sort of tech tree to some Gundam levels of b@llsh@t ?

Like you start off with the equivalant of a "Ball" in gundam to eventually work your way up to some Zone of the Enders level tech ?

Also not just mechs but also ships built to support said mechs in combat, like a carrier that gives strike crafts a speed boost for X amount of time after being launched or even a massive shield that allows strike crafts to fight from within ?
I probably won't make a faction. Just from personal taste, I don't really like faction bloat. 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.

I have a converted carrier idea in my head.. I was thinking of giving it some kind of AOE bonus at the expense of having no weapons itself and bad armor or something, but I haven't done any work on it.

I don't think he has plans on making a full on faction atm.


I'm excited on the new pilotable mech. Don't get me wrong, the Einhander is sick and I loved piloting it even in mid-late parts of the game (soup up Einhander with an edited settings file to allow me to stuff it with 9 built-in hullmods + plus a powerful Remnant Burst PD on it's "bits" from another mod pretty much causes havoc on larger capitals by killing of their engines) but it does feel a bit too strong as a starter unit. Was planning on suggesting on a custom Valken (or X) as a starter unit since it feels more logical that a nameless captain gets a modified/customized Mass production unit rather than a rare and precious experimental unit.

On a side note, I saw a unit called Spriggan in the files, I don't remember seeing it being used in the game. Is it something like a left-over from previous version or something new for a future update?

Yeah, einhander is a bit too flashy for my tastes. There's basically two different crowds, people who want every single mech to be a gundam blowing up entire fleets near- singlehandedly and people who just like mechs..and i fall in the latter. So the Aleste is a bit more enjoyable for me while still keeping things challenging.

As for "Spriggan", that's basically the proto einhander. Some of the files still retained the name as to not break saves. I used some of the sprites for the aleste, but at some point i'll probably correct the naming so I can use that name for something in the future.

I can also confirm that the altagrave(c) temporal field also breaks the shotgun. Re-entering and exiting the field doesn't seem to fix it for me. Anyone know of a temporary fix?

No temporary fix, but i'll just drop what I have done including a fix tonight
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th3boodlebot

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Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« Reply #183 on: May 05, 2021, 06:17:35 AM »

so stoked for the new pilotable mech!  I love how you make them fairly strong on their own and how theyre set up so that if youre good theyre super powerhouses IF you have the skill to fly!
the thing about gundam is YES they are "overpowered" IF you can fly it at all!! (i know some of the series get to be a bit much)
while these may not seem to be overpowered in the right hands they Certainly are but in the wrong hands you may as well put a buzzard in a talon.
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TrickyTidy

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Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« Reply #184 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.
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shoi

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Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« Reply #185 on: May 05, 2021, 08:48:31 AM »

Requires the latest MagicLib + LazyLib



Download v.1.4.7 for 0.95a - Save Compatible

V1.4.7
----------
Quote
V1.4.7
---------

-Removed LPCs from vanilla factions since there's no easy way to control their usage in fleets
-Scavengers still have access

- Fixed missing description for Gallant LPC

- Cataphract(Hullmod)
   -Reduced Ground Support Bonus: 30->25
   -Ships with hullmod can no longer install Advanced Optics

- Aleste
   - Equipped missiles with per shot damage > 200 will now increase refit time
(Multiplied by number of barrels for LINKED, by 2 for DUAL_LINKED, and by the number of missiles for MIRVs), up to 30%
   - AIleste equipped with LS-99 will actively attempt to use the melee weapon with ...varying degrees of success (Thanks Sinosauropteryx!)
   - Reduced flux cost of Dispersal Grenade



« Last Edit: May 06, 2021, 03:13:28 PM by shoi »
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Patrick Swayze

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Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
« Reply #186 on: May 05, 2021, 09:06:43 AM »

Link on the front page is okay but the one above is busted and linking to 1.4.5 instead of 1.4.6
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th3boodlebot

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Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
« Reply #187 on: May 05, 2021, 10:34:57 AM »

Just made a custom nex start via the command console.  3 officers, einhander, 2 aleste frigates, and a kassadari supership: the metafalica!
And by this I mean I chose the nex kassadari start and added the fighter/frigates
Hey that's a new class of ship!  The Corvette/Fighter-Frigate
Going to be a very fun run through.  Looks like my current build will be the go to for quite some time.  I think I've got close to 30 mods total lol

Side note:  if you get time a tutorial on how to make your own fighter frigates would be neat!
Or if anyone would do something like that
I'm sure a lot of spriters who arent code wizards would appreciate it.


edit- having serious einhander issues.  after a short time it goes overloaded stating tenseconds however does not count down-it turns out that this only occurs if you overload (like any phase ship can) however whether in mission campaign or sim if the einhander overloads it stays that way.
 was this intentional to nerf it?
. i cannot (and havent) been able to dock the einhander with carriers in the simulator. the grenade weapon on the aleste doesnt fire manually, on auto, or when piloted by ai.  not sure if this is just me or what i may have done wrong (other than possibly using the console commands)
« Last Edit: May 05, 2021, 11:13:18 AM by th3boodlebot »
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captinjoehenry

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Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
« Reply #188 on: May 05, 2021, 12:58:46 PM »

I’m a bit sad that the Einhander is getting removed as a fighter wing.  Personally I love it as a super high end fighter wing as it feels like one of the few really high cost gunship wings that are actually worth their massive OP cost.  Personally I’d prefer keeping them as a fighter wing but increasing their OP cost even more to balance it some?
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shoi

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Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
« Reply #189 on: May 05, 2021, 01:28:20 PM »



edit- having serious einhander issues.  after a short time it goes overloaded stating tenseconds however does not count down-it turns out that this only occurs if you overload (like any phase ship can) however whether in mission campaign or sim if the einhander overloads it stays that way.
 was this intentional to nerf it?
.

Update to the latest RC of starsector
Quote
i cannot (and havent) been able to dock the einhander with carriers in the simulator.
you can only dock when HP < 50% or out of ammo

Quote
the grenade weapon on the aleste doesnt fire manually, on auto, or when piloted by ai.  not sure if this is just me or what i may have done wrong (other than possibly using the console commands)
The grenade launcher has a higher flux requirement than the aleste default capacity. (1100 vs 850) just add more caps

I’m a bit sad that the Einhander is getting removed as a fighter wing.  Personally I love it as a super high end fighter wing as it feels like one of the few really high cost gunship wings that are actually worth their massive OP cost.  Personally I’d prefer keeping them as a fighter wing but increasing their OP cost even more to balance it some?

I think you can still use it if you already had it, and you should still be able to console it in...? Anyway, i'll add it back in at some point, i just wanted to make it a little more different from the normal einhander
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th3boodlebot

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Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
« Reply #190 on: May 05, 2021, 03:45:51 PM »

everything is working now just had to update the game



updatehave to say am having a blast with the new aleste class they work great as escorts
« Last Edit: May 05, 2021, 04:46:22 PM by th3boodlebot »
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TrickyTidy

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Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« Reply #191 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.
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shoi

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Re: [0.95a] Arma Armatura 1.4.6d (5/5/2021)
« Reply #192 on: May 06, 2021, 03:12:19 PM »

Small update available on the first post and the earlier post above. Accidentally edited that one instead of posting a new one, whoops. The update allows AI to use the laser blade, among other things
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Killsode

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Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« Reply #193 on: May 07, 2021, 05:45:21 AM »

this is probably pretty out there, but i'd love to see what you'd come up with for cruiser sized armor. the idea of putting weaponry in the chest of a mecha-ship just seems really neat to me
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Killsode

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Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« Reply #194 on: May 08, 2021, 12:32:16 AM »

i think there's a small typo in the "Cataphract LSM" hullmod's description, or at least a better way to word it.

"33% more resistant to EMP effect, and weapons and engines are 66% less likely to fail."
i think it could work well/better as "Emp effects, while weapons and engines."

btw, got two of these little buggers and they're damn good, but they do seem a little OP. they perform a lot like tempests but just better, which is nice, but i think their deployment cost could go up a little, and they probably dont need phasefield. just seems like they've got A LOT going for them with little downside except for doubled maintenance.

EDIT: Actually nvm, they're probably ballanced fine, i forgot they're still technically fightercraft, and as such, get NUKED... good thing i found a blueprint >:3
« Last Edit: May 08, 2021, 07:54:47 AM by Killsode »
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