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Author Topic: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]  (Read 899635 times)

nosteponsnek

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1905 on: January 21, 2025, 03:05:01 PM »

So the Carrier Bonus seems to be nonfunctional for me. I have carriers in my fleet but the hullmod sub-sections doesn't show anything and my strikecraft still take damage from storms
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Asd90275

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1906 on: January 22, 2025, 07:55:36 AM »

Hey Shoi, really like the work you've done so far.

Here are a couple balance suggestions / thoughts

Juno Beam cannon: Needs a buff, underperforms for a 16 ordiance weapon. The Juno MK beam cannon is the weakest medium weapon at 16 ordiance compared to Heavy Needler 15 OP, High velocity driver 13 OP, Gravaton beam 9 OP, Heavy Mauler at 10 OP. The Juno also has problems on AI controlled ships because they turn while firing, resulting in them missing their targets half the time. I suggest making the Juno cannons holds its beam a bit longer so the full damage potential can be realized. Perhaps .5 second to 1.5 seconds longer or somewhere in between.

Lancer LPC: same problem because of the juno cannon's damage output, this fighter shoot be able to shoot at least 2-3 beam volleys before it needs to return to the ship. At 15 OP, the Lancer / Juno LPC is competing against Sprinagan, Kouto, Cobra, and Dagger. All of them have greater damage potential than the Lancer. Even a Piranha Bomber Wing does more damage than a lancer volley if the bombs hit. The lancer is weak to intercepters and also has problems focusing its fire when its firing resulting in the beam not fully connecting. I suggest the lancer be able to shoot more volleys or to have 5 per squadron to make it an actually deadly bomber LPC. If the lancer truly wants to see use, it needs improved volume of fire either through more volleys or just more quantity.
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Redeye43

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1907 on: January 23, 2025, 05:43:24 PM »

Not sure if it's been reported already, but:
1181022 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Can't determine final status for assaultpod,Assault Pod, owner: 1, name: ISS Amythaon
java.lang.RuntimeException: Can't determine final status for assaultpod,Assault Pod, owner: 1, name: ISS Amythaon
   at com.fs.starfarer.combat.CombatFleetManager.getFinalStatus(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.Object.B.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.Object.O0OO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.Object.A.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.endCombatAndShowDialogIfMission(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]

No idea what this is caused by, but it crops up when opening the showcase mission, spamming all the ships, and starting a big fight. I think it has to do with the assault pods in general, though I'm unsure how. Any ideas on how to get more useful data to debug this?
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EnigmaniteZ

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1908 on: January 24, 2025, 08:20:22 PM »

never felt like the juno mk3s (assuming you mean mk3s) needed buffing...they do pretty nice damage, but they are very much not meant for AI ships because the AI is...more about fire and forget weapons. in player hands, the thing can shred quite well. used to run a set of 3 on RATS' abyssal capital. that hit...very, very hard. but as you said...aI turns the damn turrets while firing. might be less problematic if they're mounted on hardpoints, but otherwise they are not AI friendly.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

xilia

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1909 on: January 24, 2025, 11:13:04 PM »

so I have the following error, which happens randomly, don't know what exacly triggers it

added this mod mid game

1394958 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1395042 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1395043 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1395161 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.armaa_hyperSpaceImmunity.advance(armaa_hyperSpaceImmunity.java:36)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

used mods:
 "armaa",
  "zzarmaa_anime",
  "HMI_brighton",
  "lw_console",
  "dpl_phase_lab",
  "FSF_MilitaryCorporation",
  "fleet_journal",
  "HMI_SV",
  "HMI",
  "hte",
  "illustrated_entities",
  "IndEvo",
  "knights_of_ludd",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "nexerelin",
  "QualityCaptains",
  "assortment_of_things",
  "Terraforming & Station Construction",
  "TrulyAutomatedShips",
  "uaf",
  "shaderLib"

any idea how to resolve this?
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karolb774

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1910 on: January 26, 2025, 04:11:33 AM »

Hey guys,

I have a problem. I added mod mid save and Gilead star system didn't genarate - If i start new game it spawns normally, but after reloading mentioned mid save campain it's just not there. Is there any way to genarate it? Manually, or by command mid save? With New meshan market, and all, i mean?? THX in advance. Cheers!
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Cpt.Deez.Nutz

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1911 on: January 26, 2025, 08:01:41 PM »

Not sure if I should mention it as a bug or not - if you recruit the pilot from New Meshan tavern (Dawn I think she was called) she still shows up as a potential contact you can get missions from.
Btw. - My favourite mod, you made the game about... 20% cooler 8)
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1912 on: January 26, 2025, 08:39:18 PM »

I quite like the Aleste, but it's not quite perfect for me - How difficult would it be to add a (downgraded, so cheaper maintenance) variant that has the grappling hook as the system? This would mean removing the current system, but I think that turning the grappling hook into a one-press tool would greatly improve the fun of playing an Aleste.
maybe, ill thiunk about it

Is there any way to make the second battle stage stop spinning? The time limit for me to finish that fight isn't my CR, but how long until I see more than the screen spinning. There's also a skill issue with AI Tweaks? I think that once they suffer enough (usually frigate) losses all the carriers go into a tight ball and the reduced maneuverability paired with the mass of fighter swarms including morganas just can't be pushed into. Maybe I'm taking too few ships into that fight. I just don't run a lot of frigates.
how bad is the spinning? I remember when I first made that mission, it was a lot faster, so I reduced it a lot to where it's not very noticeable. But I wonder if it is more pronounced with higher FPS.

So the Carrier Bonus seems to be nonfunctional for me. I have carriers in my fleet but the hullmod sub-sections doesn't show anything and my strikecraft still take damage from storms

hmm, it works for me, im not sure what can be happening here to prevent it but ill investigate

Hey Shoi, really like the work you've done so far.

Here are a couple balance suggestions / thoughts

Juno Beam cannon: Needs a buff, underperforms for a 16 ordiance weapon. The Juno MK beam cannon is the weakest medium weapon at 16 ordiance compared to Heavy Needler 15 OP, High velocity driver 13 OP, Gravaton beam 9 OP, Heavy Mauler at 10 OP. The Juno also has problems on AI controlled ships because they turn while firing, resulting in them missing their targets half the time. I suggest making the Juno cannons holds its beam a bit longer so the full damage potential can be realized. Perhaps .5 second to 1.5 seconds longer or somewhere in between.

Lancer LPC: same problem because of the juno cannon's damage output, this fighter shoot be able to shoot at least 2-3 beam volleys before it needs to return to the ship. At 15 OP, the Lancer / Juno LPC is competing against Sprinagan, Kouto, Cobra, and Dagger. All of them have greater damage potential than the Lancer. Even a Piranha Bomber Wing does more damage than a lancer volley if the bombs hit. The lancer is weak to intercepters and also has problems focusing its fire when its firing resulting in the beam not fully connecting. I suggest the lancer be able to shoot more volleys or to have 5 per squadron to make it an actually deadly bomber LPC. If the lancer truly wants to see use, it needs improved volume of fire either through more volleys or just more quantity.
Re: Lancer, I don't think it's an issue if other bombers have more damage potential, because their attacks can be intercepted. Ignoring badly aimed shot, as soon as gallant starts charging the strike will continue even if destroyed I think wing size of 5 is overkill but I will do some testing. thanks for the feedback  :)

Not sure if it's been reported already, but:
1181022 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Can't determine final status for assaultpod,Assault Pod, owner: 1, name: ISS Amythaon
java.lang.RuntimeException: Can't determine final status for assaultpod,Assault Pod, owner: 1, name: ISS Amythaon
   at com.fs.starfarer.combat.CombatFleetManager.getFinalStatus(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.Object.B.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.Object.O0OO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.Object.A.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.endCombatAndShowDialogIfMission(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]

No idea what this is caused by, but it crops up when opening the showcase mission, spamming all the ships, and starting a big fight. I think it has to do with the assault pods in general, though I'm unsure how. Any ideas on how to get more useful data to debug this?
It's probably from the caymon ship, I don't know why this happens but theres a lot of shenanigans with the assault pod and it's owner to avoid some UI issues that's probably the cause, ill look deeper into this


so I have the following error, which happens randomly, don't know what exacly triggers it

added this mod mid game

1394958 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1395042 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1395043 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1395161 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.armaa_hyperSpaceImmunity.advance(armaa_hyperSpaceImmunity.java:36)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

used mods:
 "armaa",
  "zzarmaa_anime",
  "HMI_brighton",
  "lw_console",
  "dpl_phase_lab",
  "FSF_MilitaryCorporation",
  "fleet_journal",
  "HMI_SV",
  "HMI",
  "hte",
  "illustrated_entities",
  "IndEvo",
  "knights_of_ludd",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "nexerelin",
  "QualityCaptains",
  "assortment_of_things",
  "Terraforming & Station Construction",
  "TrulyAutomatedShips",
  "uaf",
  "shaderLib"

any idea how to resolve this?
please redownload the mod or try this jar
« Last Edit: January 26, 2025, 08:43:57 PM by shoi »
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shmone-else

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1913 on: January 26, 2025, 09:06:26 PM »

Imelda's comm panel doesn't go away when you finish the conversation with her, at least with the "As long as our interests line up, you'll have my cooperation." choice.
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BrokenMirror

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1914 on: January 28, 2025, 05:17:47 PM »

any idea on how to get the AI to use the Valkhazard's laser sword in a fight, figured counter shield and shotgun would go well with it.
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Making the Sector better through excessive amounts of farms.

Thaxor

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1915 on: January 28, 2025, 09:24:02 PM »

Question about the MRC reprisal fleets. The first one I saw triggered said it would spawn 5 fleets, which seemed... a little much? Is that large of an effect intended?

I've been busy so haven't played for a while and don't know what those fleets actually look like. Prior to the reprisal update MRCs fleets (that roamed around) were usually pretty dinky number wise, so 5 fleets of that composition would not be that bad. Just wanted to see if anyone could comment on what the fleet composition look like.

I feel like the Aleste and VX Custom have been too similar for a long time. I think you took a good step this time around with the Fuller Auto system, HOWEVER, I think it works better on the VX Custom. It packs a heavier weapons loadout than the Aleste and so benefits from the ROF boast more.

For the Aleste, I think a similar system that synergizes with ONLY it's melee options would help differentiate the 2 ships more. I tried making a system that would damage buff only the sword or piledriver, but that's apparently very hard to do (I was told weapon buffing ship systems have to apply to all weapons, you can't limit it to just a subset, to do so involves a very convoluted work around).
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BrokenMirror

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1916 on: January 29, 2025, 12:21:56 AM »

I think a right arm option for both blade and harpoon would do well for Valkazard, they'd pair well.
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Making the Sector better through excessive amounts of farms.

StormTAG

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1917 on: January 29, 2025, 08:42:31 AM »

I just watched another mech boost into a ship only for that ship to explode and disable the mech. If it was a reckless pilot, I'd just chalk it up to that and it certainly happens *more* with my reckless pilots. However, it's happened enough times that I felt compelled to come and make a suggestion. Mechs should favor ranged weapons when the enemy is like on... <5% hull.

Or give anything with a melee weapon a blanket damage reduction from the ships they're killing exploding in their faces.
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Killsode

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1918 on: January 29, 2025, 02:20:21 PM »

I just watched another mech boost into a ship only for that ship to explode and disable the mech. If it was a reckless pilot, I'd just chalk it up to that and it certainly happens *more* with my reckless pilots. However, it's happened enough times that I felt compelled to come and make a suggestion. Mechs should favor ranged weapons when the enemy is like on... <5% hull.

Or give anything with a melee weapon a blanket damage reduction from the ships they're killing exploding in their faces.

strikecraft are immune from ship explosions- unless they're flamed out. Although this doesnt help for the frigates or destroyers...
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1919 on: February 01, 2025, 06:36:22 PM »

Question about the MRC reprisal fleets. The first one I saw triggered said it would spawn 5 fleets, which seemed... a little much? Is that large of an effect intended?

I've been busy so haven't played for a while and don't know what those fleets actually look like. Prior to the reprisal update MRCs fleets (that roamed around) were usually pretty dinky number wise, so 5 fleets of that composition would not be that bad. Just wanted to see if anyone could comment on what the fleet composition look like.
I can't say for certain. The fleet comp is usually 1 large fleet with a few caps and then several smaller ones, and the fleets scale somewhat based off of the opposition in the system, so it can vary quite a bit.

Quote
I feel like the Aleste and VX Custom have been too similar for a long time. I think you took a good step this time around with the Fuller Auto system, HOWEVER, I think it works better on the VX Custom. It packs a heavier weapons loadout than the Aleste and so benefits from the ROF boast more.

For the Aleste, I think a similar system that synergizes with ONLY it's melee options would help differentiate the 2 ships more. I tried making a system that would damage buff only the sword or piledriver, but that's apparently very hard to do (I was told weapon buffing ship systems have to apply to all weapons, you can't limit it to just a subset, to do so involves a very convoluted work around).
you're right that there is quite a bit of overlap between the two right now. I thought about tweaking VX in a few ways, but im pretty sure no one would like what I have in mind  :-X I think primarily this is because they have too similar loadout. Melee oriented system could help, though I think i've tried that a few times before and people seemed mixed on it

any idea on how to get the AI to use the Valkhazard's laser sword in a fight, figured counter shield and shotgun would go well with it.
I dont think AI will ever purposefully close into melee range with Valk, mostly because it actively tries to keep away from other ships. This is the main reason I gave aleste the harpoon as a built-in. I'll see if I can find a solution
« Last Edit: February 01, 2025, 06:38:06 PM by shoi »
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