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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Arma Armatura v3.1.5 [1/11/25]  (Read 967897 times)

decade

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1920 on: February 02, 2025, 06:41:51 AM »

Sorry shoi, been enjoying the mod in my current run with the new big update but i've been running into a bit of an issue, for some reason the MRC fleets all keep trying to kill each other, don't know what caused it but i keep seeing MRC flagged fleets chasing each other all over the sector and trying to fight, i tried to send an MRC invasion fleet at Cydonia at one point and the second they got into the system they just chased each other all over the map instead of invading.

Don't know if this is to do with their Pirate affiliation or something or perhaps a side effect bug from invading Jenius through the crown of cinders quest, I saw that I got some Negative rep with the mrc at some point for I think a marine raid on the planet.

Either way enjoying the mod, would love to see the pile bunker added to more mechs, I'm addicted to it now.

Have a good morning/afternoon/night.
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Rambo615

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1921 on: February 02, 2025, 03:52:15 PM »

I am stuck on the invasion of Janius.  I killed the first group of enemies with the big remnant looking ship, then the second group of enemies with a few of the armaa void craft, and now i am just in the atmosphere with the big mothership spinning below me and nothing is happening.  Tried starting from a previous save, same thing happens. I tried putting in this code that was mentioned in a previous reply "runcode Global.getSector().getMemoryWithoutUpdate().set("$armaa_liberationDefeatedDefenders",true);" and still nothing happens.

Edit: So the issue was apparently i was killing the enemy too quickly and it broke the story apparently.  I tried it again with just a couple ships and took much longer and it worked ok.

« Last Edit: February 02, 2025, 04:04:19 PM by Rambo615 »
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SaltyStoryteller

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1922 on: February 02, 2025, 10:32:57 PM »

Just how balanced is this mod..? I do like the idea of piloting mechs through the the swirling mess of combat in the Persean sector (preferably while blasting Gundam music because of course) but I'm concerned this will be somewhat of a mess.

Putting aside the silliness inherent in any kind of mechs as space superiority platforms, it feels like the only options could be to have something that just fights like an unusually quick frigate and isn't much good in the grand scheme of things, or for mechs to be absolutely monstrous, capital-killing BEASTS, which render the idea of even trying to field battleships kinda pointless. Will I also have to watch out for enemy factions fielding these and ripping me to shreds?
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Cpt.Deez.Nutz

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1923 on: February 04, 2025, 03:20:36 AM »

Just how balanced is this mod..? I do like the idea of piloting mechs through the the swirling mess of combat in the Persean sector (preferably while blasting Gundam music because of course) but I'm concerned this will be somewhat of a mess.

Putting aside the silliness inherent in any kind of mechs as space superiority platforms, it feels like the only options could be to have something that just fights like an unusually quick frigate and isn't much good in the grand scheme of things, or for mechs to be absolutely monstrous, capital-killing BEASTS, which render the idea of even trying to field battleships kinda pointless. Will I also have to watch out for enemy factions fielding these and ripping me to shreds?
It's honestly more balanced than vast majority of the mods. Capitals can deal with even the strongest mechs (special ones that you gain 1 of from quests) just fine - especially considering the deployment points they require.
They are frigates, but more fragile and usually faster (and ofc - smaller - harder to hit). They excel at killing isolated targets, especially if the target is occupied with fighting some other ships. They are terrible against stronger carriers (due to the fighters being able to track them) and beam weapons (EMP especially). Generally - mixed fleet is the best. You still need an anchor ship to be able to flank the enemies, you still need a strong frontline.
They are a decent alternative to frigates (and the heavier ones  - to destroyers), but apart from the one supership that you get with MRC start in nexrelim you shouldn't expect them to be able to defeat cruisers.
The mechs tend to appear quite rarely in enemy fleets, and usually it's one or two, so don't worry about that. It's one of the best mods out there, you should definitely check it out.
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BrokenMirror

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1924 on: February 06, 2025, 01:18:22 AM »

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

I don't know what I did but my Valk is kind of doing it now, it's a bit inconsistent though.

Do you think making a right arm version of the Valk's Harpoon/Blade so you can combo the two might work? It'd be a very niche build but it could be interesting.

Also, you seen that Sunrider mod recently? Hopefully they look into making Strikecraft of some of the mechs over there.
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Making the Sector better through excessive amounts of farms.

Kiyuma

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1925 on: February 06, 2025, 06:08:47 AM »

I cant find the Nekki star system, used the planet search and no random core world
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Brainwright

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1926 on: February 06, 2025, 06:23:55 PM »

I cant find the Nekki star system, used the planet search and no random core world

Nekki has been removed and Gamlin is now a binary star system with extra planets.
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Thaxor

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1927 on: February 06, 2025, 06:55:40 PM »

[...]
Do you think making a right arm version of the Valk's Harpoon/Blade so you can combo the two might work? It'd be a very niche build but it could be interesting.
[...]

There used to be a variant of the Aleste called the "Swordsmen" that had 2 beam sabers, advanced optics, and high energy focus. I think it was available in game as a bounty or a reward (never came across it in person).

Looks like it exists in the game files still (data\hulls\skins\armaa_aleste_frig_swordsman.skin), but not sure about in game. Should be able to spawn it in via console commands at the least.
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Brainwright

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1928 on: February 06, 2025, 08:03:29 PM »

Just how balanced is this mod..? I do like the idea of piloting mechs through the the swirling mess of combat in the Persean sector (preferably while blasting Gundam music because of course) but I'm concerned this will be somewhat of a mess.

Putting aside the silliness inherent in any kind of mechs as space superiority platforms, it feels like the only options could be to have something that just fights like an unusually quick frigate and isn't much good in the grand scheme of things, or for mechs to be absolutely monstrous, capital-killing BEASTS, which render the idea of even trying to field battleships kinda pointless. Will I also have to watch out for enemy factions fielding these and ripping me to shreds?

There are a few super ships, but nothing much better than the Snowdrop from Knights of Ludd, or an afflictor with AM SRMs.

A lot of the major issues have been addressed in the latest update.  Giving most strikecraft the Hi-MAC addresses the loss of the zero-flux boost for the majority of strikecraft.  Loadout changes to the Leynos make it much more useful in late game fights, and I often use it after my first ship dies to good effect.

The strikecraft are generally more efficient to deploy and make better use of officers than normal frigates, but I don't think anything is really standout broken, and most of the ships are rather useful.
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SaltyStoryteller

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1929 on: February 07, 2025, 01:10:20 PM »

Thanks for the replies ,but right now I'm tearing my hair out with frustration at how the hell I even use these damn things. They need a completely different control scheme to any other craft in the game and there's basically no introduction to them, not hints on how to use them, no real telling what each of the different mechs do or what their equipment loadouts do without brute-force trial-and-error.

I. HATE. Trial-and-error. My mood may not be helped by me smashing my head into the various missions for the last hour and a half without any success, but it's really souring me on the whole concept of this mod when I have no damn clue what anything does and any documentation is hidden away in painfully small text and pointless fluff instead of just telling me what the damn tactical niche of a given mech is! I don't even know if I need a carrier to transport them or if I can just add them to my fleet like regular ships!
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Pep

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1930 on: February 07, 2025, 06:20:55 PM »

I feel like most of this is described. Only thing I had a bit of trouble with was figuring out to repair. As for controls, I’m 99% sure you’re using tank controls which kind of suck for anything particularly maneuverable. I think you can use the alternate control mode by holding shift or toggling it in the menu
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Thaxor

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1931 on: February 08, 2025, 12:11:09 PM »

Thanks for the replies ,but right now I'm tearing my hair out with frustration at how the hell I even use these damn things. They need a completely different control scheme to any other craft in the game and there's basically no introduction to them, not hints on how to use them, no real telling what each of the different mechs do or what their equipment loadouts do without brute-force trial-and-error.

I. HATE. Trial-and-error. My mood may not be helped by me smashing my head into the various missions for the last hour and a half without any success, but it's really souring me on the whole concept of this mod when I have no damn clue what anything does and any documentation is hidden away in painfully small text and pointless fluff instead of just telling me what the damn tactical niche of a given mech is! I don't even know if I need a carrier to transport them or if I can just add them to my fleet like regular ships!

Their movement is the exact same as any other ship. Control-wise, fly them like your other ships.

For the actual pilotable ships (not the LPCs) you DO NOT need a carrier for them to be able to function, travel through hyperspace, etc. You do miss out on the ability to rearm/repair mid battle if you do not have a carrier deployed.

To rearm/repair mid battle, target a carrier (or any ship larger than frigate with fighter bays) and press "U" by default. This will direct the ship YOU are piloting to land on the targeted carrier and repair/rearm. Computer controlled ships will automatically land when needed.

Hi-MAC is a double tap of your forward/back/strafe left/strafe right keys. Double tap forward will do the charge up boast forward. I haven't figured out how to terminate that early short of doing a boast to the side.
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SaltyStoryteller

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1932 on: February 08, 2025, 01:46:06 PM »

Their movement is the exact same as any other ship. Control-wise, fly them like your other ships.

For the actual pilotable ships (not the LPCs) you DO NOT need a carrier for them to be able to function, travel through hyperspace, etc. You do miss out on the ability to rearm/repair mid battle if you do not have a carrier deployed.

To rearm/repair mid battle, target a carrier (or any ship larger than frigate with fighter bays) and press "U" by default. This will direct the ship YOU are piloting to land on the targeted carrier and repair/rearm. Computer controlled ships will automatically land when needed.

Hi-MAC is a double tap of your forward/back/strafe left/strafe right keys. Double tap forward will do the charge up boast forward. I haven't figured out how to terminate that early short of doing a boast to the side.

Now might be a good time to mention that my controls for my ships are set to tank controls, so whenever I climb into a mech, I'mma need to rejigger my entire control scheme, because piloting a gundam with tank controls may have just given me cancer.

And that still doesn't really sort the fact that there's basically no documentation detailing the tactical niche of each type of mech is supposed to fill or what their weapons are.
« Last Edit: February 08, 2025, 02:12:46 PM by SaltyStoryteller »
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1933 on: February 08, 2025, 02:43:40 PM »

I'm genuinely not sure what you're talking about. I just looked through all the descriptions and they do have brief overview of their role in the first paragraph, so if you could be more specific about whatever it is you're talking about.. :). The only one I can think of is the Einhander, but..it's a phase ship. It should be obvious what it's role is. ditto for "what their weapons are". I don't know what you mean. Most of them can be fitted as normal and the ones with built-ins aren't difficult to figure out. Barring that, there is a sim mission to try them all out.

Hi-MAC is a double tap of your forward/back/strafe left/strafe right keys. Double tap forward will do the charge up boast forward. I haven't figured out how to terminate that early short of doing a boast to the side.
you can just decelerate

Sorry shoi, been enjoying the mod in my current run with the new big update but i've been running into a bit of an issue, for some reason the MRC fleets all keep trying to kill each other, don't know what caused it but i keep seeing MRC flagged fleets chasing each other all over the sector and trying to fight, i tried to send an MRC invasion fleet at Cydonia at one point and the second they got into the system they just chased each other all over the map instead of invading.

Don't know if this is to do with their Pirate affiliation or something or perhaps a side effect bug from invading Jenius through the crown of cinders quest, I saw that I got some Negative rep with the mrc at some point for I think a marine raid on the planet.

Either way enjoying the mod, would love to see the pile bunker added to more mechs, I'm addicted to it now.

Have a good morning/afternoon/night.
Thanks  :) I want to add more melee weapons, I just want to try to make them unique enough from each other and still fun/rewarding to use.

Jenius (should) be either pirate or indie depending on where you are, so I dont think that would have any effect on your standing. Not sure about why MRC is hostile with itself though. I've seen it happen before with other fleets but you might be able to fix it by doing setrelation with themselves to 100..not 100% sure on that, but ill look into 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

I don't know what I did but my Valk is kind of doing it now, it's a bit inconsistent though.

Do you think making a right arm version of the Valk's Harpoon/Blade so you can combo the two might work? It'd be a very niche build but it could be interesting.

Also, you seen that Sunrider mod recently? Hopefully they look into making Strikecraft of some of the mechs over there.
Hmm, I don't see why not. Honestly I just hate the current impl for swapping weapons which makes me reluctant to add functionality for more, but maybe I can just rework it..
re:sunrider, yes, there is come collaborative material that I think will be included in the next update of that mod.
« Last Edit: February 08, 2025, 02:53:53 PM by shoi »
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24Flinching

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1934 on: February 08, 2025, 04:16:56 PM »

Spoiler warning i guess.

I need some advice regarding the latest patch, Nekki star system is gone, everyone keeps mentioning something about "Sleepers start", Valkhazard is nowhere to be found so I cannot give it to Pha, thought Id get it from CoC quest, didnt, it ends, or at least I believe it does, Kade telling me, "warm up, ill need you later on", no idea how to progress on that one, co-oped him and pirates, no idea if bug or just unfinished questline, same thing with Pha last patch, gave her Valk but nothing of importance happened after maxing her and AA, she gives a big ass mech regardless of selling Valk, Im lost here.

No need to tell me what happens or what i get, just some trigger events suffice to me, dont have that much time to play and its really melting my candle after exploring the entire galaxy twice, big and small galaxy options. People talk about the quests progressing normally and getting some sort of reward, I cant figure out how it works, be it time elapsed, rapport, previous quests or events, if theres a way to DM me some answers ill provide contact info, my time is honestly running out, ill like to fully do whats at least currently in the mod.
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