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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 958309 times)

shoi

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1935 on: February 08, 2025, 07:12:15 PM »

If you completed crown of cinders, then you're done.

you can't currently get valk if you don't start with it in nexerelin. It's under Arma Armatura (Pirates)
i removed it from being obtained otherwise because the previous version didn't make a lot of sense to me, but it will be obtainable in one of the later missions. this is partially why depending on if you have it or not, the enemies in some parts of the mission change, because it being present or not is relevant to how things will progress.
Semi relevant:
« Last Edit: February 08, 2025, 07:14:37 PM by shoi »
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SpaceDrake

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1936 on: February 08, 2025, 07:19:09 PM »

Tunnelllllll descennnnnnnnt.

What's ironic is that I'm finally finding time to fire the game with the new mod version up, but now I kind of want to wait for the next main Starsector patch...
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24Flinching

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1937 on: February 10, 2025, 10:14:21 PM »

If you completed crown of cinders, then you're done.

you can't currently get valk if you don't start with it in nexerelin. It's under Arma Armatura (Pirates)
i removed it from being obtained otherwise because the previous version didn't make a lot of sense to me, but it will be obtainable in one of the later missions. this is partially why depending on if you have it or not, the enemies in some parts of the mission change, because it being present or not is relevant to how things will progress.
Semi relevant:

Appreciated, surgery coming 2 months from today, the term "coinflip" is being thrown around and want to do everything I like just in case. Sorry if I came out rude, have a nice day.
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Purple Nebula

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1938 on: February 11, 2025, 08:21:56 AM »

Tunnelllllll descennnnnnnnt.

What's ironic is that I'm finally finding time to fire the game with the new mod version up, but now I kind of want to wait for the next main Starsector patch...
Do note that most mods may be incompatible for a good while when .98 is released.
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"We are brothers and sisters, all the same, all as one. The Authority stands on group effort like a Brother & Sisterhood.
The more you bring to the table, the more you will be rewarded for your efforts.
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~ Nebula, TNA General

SpaceDrake

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1939 on: February 11, 2025, 12:00:12 PM »

Tunnelllllll descennnnnnnnt.

What's ironic is that I'm finally finding time to fire the game with the new mod version up, but now I kind of want to wait for the next main Starsector patch...
Do note that most mods may be incompatible for a good while when .98 is released.

So, this will actually depend, probably mostly on whether .98 screws up the tooltips again a bit like .96 did. And of course all the new Codex stuff.

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some guy

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1940 on: February 13, 2025, 10:39:41 AM »

Hi-MAC woes here, anyway we can make its double tap delay higher then 400? keeps activating at awful times and with the shield also getting lowered when its triggerd leads to inopertune hamers and beems in the face.
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Cpt.Deez.Nutz

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1941 on: February 17, 2025, 03:58:17 AM »

MRC has a blueprint for both Altagrave EX, and Hell corsair - I'm not 100% sure about corsair, but I'm almost certain the Altagrave EX is supposed to be a unique ship.
In most cases it shouldn't matter - but because how bounty system works if a player has industrial evo they can sometimes get the blueprint for unique bounty ship from planet ruins event (which you have nothing to do with, but I'm mentioning it to explain the bug/feature in full).
Because the MRC has access to Altagrave EX blueprint I'm wondering if they might produce it if a player on MRC commision colonizes a planet and gives it to them.
That being said - it MIGHT be just a weird mod interaction between arma and ashes of the domain question of loyalty - which allows the player to produce ships from the blueprints that faction he's serving owns.
It wouldn't be a problem if it was something you can encounter only with ashes of the domain - but it seems to me that it might be possible to give MRC a planet and ensure that they are not instantly destroyed by other factions - and then raid them for blueprints until you get the unique ones.

It might not be the case though, and just a weird mod interaction. I'm going to test it once I have a bit more free time.

Edit: Also - thanks to that interaction with AOTD I was able to produce Hell corsair - and I do not have Tahlan Shipworks active - which made the game crash in refit screen when trying to put weapons on it - again, not expecting it to work with AOTD, but it might have some other unintended interactions.
« Last Edit: February 17, 2025, 05:43:31 AM by Cpt.Deez.Nutz »
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DANISLAB

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1942 on: February 17, 2025, 07:30:52 AM »

help i dont know were else to ask and i think the problem is with this mod if no let me know here is the log


223292 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.command.WarSimScript.getEnemyStrength(Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/StarSystemAPI;Z)Fjava.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.command.WarSimScript.getEnemyStrength(Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/StarSystemAPI;Z)Fat data.scripts.campaign.intel.armaa_reprisalIntel.startExpedition(armaa_reprisalIntel.java:244)
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Brainwright

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1943 on: February 17, 2025, 01:00:53 PM »

Hi-MAC woes here, anyway we can make its double tap delay higher then 400? keeps activating at awful times and with the shield also getting lowered when its triggerd leads to inopertune hamers and beems in the face.

If you have Lunalib, you can press F2 to open a configuration menu for Arma Armatura.  You can also press the buttons to the top left (the bottom one for Arma Armatura) to adjust settings when you are at the main menu.  Otherwise, you would need to go find the option somewhere in the mod.  I spent a few minutes looking, and I couldn't find it.
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1944 on: February 18, 2025, 01:53:08 AM »

Hi-MAC woes here, anyway we can make its double tap delay higher then 400? keeps activating at awful times and with the shield also getting lowered when its triggerd leads to inopertune hamers and beems in the face.

Hi, sure, I will add it :)

help i dont know were else to ask and i think the problem is with this mod if no let me know here is the log


223292 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.command.WarSimScript.getEnemyStrength(Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/StarSystemAPI;Z)Fjava.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.command.WarSimScript.getEnemyStrength(Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/StarSystemAPI;Z)Fat data.scripts.campaign.intel.armaa_reprisalIntel.startExpedition(armaa_reprisalIntel.java:244)

I don't know if this is directly related to the mod..It seems like something replaced this WarSimScript? Are you playing with Starsect 0.97a?
« Last Edit: February 18, 2025, 01:54:50 AM by shoi »
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DANISLAB

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1945 on: February 18, 2025, 07:27:07 AM »

I don't know if this is directly related to the mod..It seems like something replaced this WarSimScript? Are you playing with Starsect 0.97a?

I'm playing 0.97s-RC7 on Linux and with 8 gigs ram as well as with AoTD which i just found out it may cause problems with your mod any how thanks for the quick response if you need any more info let me know cheers
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Fibblewitz

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1946 on: February 18, 2025, 10:44:33 PM »

I am loving this mod so far! I made an account just so I could post this here: To whomever added the quote for 'HI-MAC Manuver System'...I didn't expect to cry while playing starsector today. I appreciate the reference and playing the whole mod in general.
« Last Edit: February 18, 2025, 11:09:33 PM by Fibblewitz »
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nosteponsnek

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1947 on: February 19, 2025, 06:57:25 AM »

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

So just following up on this, I yanked out all my other mods except for this and tested to see if that had the carrier bonus kick in, but it still showed nothing
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Brainwright

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1948 on: February 20, 2025, 10:41:00 PM »

Spoiler
17225364 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Float.floatValue()" because the return value of "java.util.Map.get(Object)" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Float.floatValue()" because the return value of "java.util.Map.get(Object)" is null
   at data.hullmods.armaa_variableUnit.addPostDescriptionSection(armaa_variableUnit.java:105) ~[?:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.V.oÒ0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.V.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.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.o00000(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:1575) [?:?]
[close]

Got this while switching out a pilot to increase ground assault capability.  I was checking the GuardDual to see if I could find the ground assault value in the refit screen.  Was assaulting Lucifron, so I'm not 100% sure it's not from Tahlan Shipworks.
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Locket

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1949 on: February 23, 2025, 05:40:44 AM »

Hello! First of all I just want to say thank you so much for the work you do on this mod! It's probably my favorite Starsector mod out of all of them. That said, I'm in desperate need of help. I did the Sleepers start so I could start with the Valkazard and I ended up handing it over to the Administrator lady because I was informed the reward would be worth it. However, I've gotten my reputation for her to 100 and gotten the faction reputation to cooperative, and based on what I've been told, I still haven't gotten the main thing she's supposed to give you ([the Valken III). I think. Are there any other steps I'm missing? If so, please feel free to spoil me because I'm at my wit's end. q-q
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