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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97a] Arma Armatura v3.1.5 [1/11/25]  (Read 1006443 times)

BrokenMirror

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1980 on: March 12, 2025, 04:53:39 PM »

We could really use a mention of the planet drop missions on the front page, and maybe a mechanic explanation.
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Making the Sector better through excessive amounts of farms.

Kossilar

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1981 on: March 13, 2025, 03:40:23 PM »

After taking Jenius. Kade has no more missions at all, but I still have ACoC on my Accepted page. Does this mod have any known incompatibilities? AotD for example?
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1982 on: March 13, 2025, 04:37:45 PM »

After taking Jenius. Kade has no more missions at all, but I still have ACoC on my Accepted page. Does this mod have any known incompatibilities? AotD for example?

open intel menu and develop him as a contact
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kaine3d

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1983 on: March 15, 2025, 05:49:56 AM »

Spoiler
677216 [Thread-2] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 12 notable members
677219 [Thread-2] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 12 notable members
678531 [Thread-8] INFO  sound.O  - Creating streaming player for music with id [faction_hegemony_encounter_02_hostile.ogg]
678531 [Thread-8] INFO  sound.OooO  - Playing music with id [faction_hegemony_encounter_02_hostile.ogg]
680248 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_global_nav
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_global_nav
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_global_sensor
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_global_sensor
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_global_comm
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_global_comm
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_systems_empl
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_systems_empl_t2
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_ruins_empl
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_ruins_empl_t2
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_derelict_reinf
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_derelict_reinf
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_dk_proxreinf
680249 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_dk_proxreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_rem_remturret
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_rem_remturret
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_rem_remreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_rem_remreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_rem_omegareinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_hypershunt_omegareinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_zea_dawnreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_zea_dawnreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_zea_duskreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_zea_duskreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_zea_edfreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_zea_edfreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_zea_reinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_zea_reinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_zea_remreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_zea_remreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_zea_proxreinf
680250 [Thread-2] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_zea_proxreinf
680544 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Users\nolife\Desktop\starsector_install-0.97a-RC11\starsector-core\..\mods\AITweaks (data/weapons/phasebeam.ait)]
681560 [Thread-6] INFO  sound.O  - Cleaning up music with id [faction_hegemony_encounter_02_hostile.ogg]
682037 [Thread-8] INFO  sound.O  - Creating streaming player for music with id [battle_ambience_01.ogg]
682037 [Thread-8] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
684891 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Voidwretch, isEnemy 0
684892 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship MRV Midas, isEnemy 0
684892 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Forgive Us Enos, isEnemy 0
684892 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship UAFS Chocola, isEnemy 0
684892 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Imbrium Flyer, isEnemy 0
684892 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ODS Songless, isEnemy 0
684892 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship UAFS Maya, isEnemy 0
684892 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Violet Star, isEnemy 0
684892 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship UAFS Ayam Rempah, isEnemy 0
684892 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Azimyth, isEnemy 0
687253 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
687253 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
694561 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
695249 [Thread-2] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
707951 [Thread-2] INFO  sound.O  - Cleaning up music with id [RunningDark.ogg]
707959 [Thread-6] INFO  sound.O  - Cleaning up music with id [battle_ambience_01.ogg]
708079 [Thread-8] INFO  sound.O  - Creating streaming player for music with id [DeadGods.ogg]
708080 [Thread-8] INFO  sound.OooO  - Playing music with id [DeadGods.ogg]
708229 [Thread-2] 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 scripts.kissa.LOST_SECTOR.hullmods.nskr_volatile.advanceInCombat(nskr_volatile.java:115) ~[?:?]
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(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:1575) [?:?]
[close]

was trying to land my valk on a Sunami from the uaf mod (i got the cruiser from the point shop on favonus or whatever it's called) as soon as it touched the deck boom crash. just trying to figure out which mod is causing it and wondering if all my little flying nightmares will crash the game if i try to land them on a carrier. o also i'm running with the mikohime jdk23 if that's important. tested with an einhanzer or whatever it lands and takes off just fine. edit3 ok i just spotted the volatile flux injector from lost sector on there gonna have to go fiddle with stuff and see if that's the problem. swear i read through that list multiple times and finally noticed that. edit4 ok that's what it is moving to correct thread
« Last Edit: March 15, 2025, 06:26:33 AM by kaine3d »
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1984 on: March 15, 2025, 08:08:15 AM »

yeah, when the strikecraft lands it changes hullsize to fighter so that the carrier doesn't get confused and stops trying to fire since it thinks it's in the LoS. If they add fighter hullsize to their hullsize map it should fix the crash
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kaine3d

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1985 on: March 15, 2025, 11:42:13 AM »

hmmm that's probably a bit to complicated for me to chopshop fix huh? thanks for help(forgot about that part)
« Last Edit: March 15, 2025, 11:47:31 AM by kaine3d »
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Astrefernal

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1986 on: March 15, 2025, 01:51:57 PM »

I finally decided to try the mission for a certain "Charismatic man" from New Meshan...

The part after cleaning everything in orbit made me smile like an idiot ! Kudos for making it !
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Locket

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1987 on: March 16, 2025, 07:56:32 PM »

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

it sounds like you met the conditions, it might be a problem because there's a 50% chance she gives you it after that each time you interact with her? Might be the cause, i've never not gotten it but i'll look more (or likely just remove the probability and have her give it outright instead of making it RNGy)

Apologies for the giga-late response! I got distracted with a certain game release. Thank you very much for the info! I'll try to finagle it on a new save later, if you haven't already updated it.
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Brigadier_Bufus

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1988 on: March 18, 2025, 04:03:24 PM »

I'm not gonna lie I really enjoy the WINGCOM function of the mod but i don't really want to play with mechs in my game (i think it honestly really impressive that the mechs been managed to be implemented so well and i do think they're pretty cool, it's just i don't wont to have mechs in the game when i play), and i was just wondering if there was some way to either by maybe going into the files and doing it my self or if there might be a separate mod for it.

either way, really cool mod and i do it enjoy despite my preferences.
« Last Edit: March 18, 2025, 04:12:04 PM by Brigadier_Bufus »
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eternal_melphis

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1989 on: March 18, 2025, 11:15:27 PM »

One thing for sure, dont try use strikecraft as frigates! i mean, as small and fast ships with shields. There already better ships for that (frigates, duh).

They will just die without any impact on the field. Late game enemies to often use Point Defence skill, so even one shoot from any large weapon enough to blow them up.  Complete disappointment.

Armaa was in mine modlist for two years maybe? And from time to time i tried to make them work. Without any success, until i tried use Leynos. Ten of them, in fact.

Spoiler
[close]

And it was a blast! Who would know that these little cockroaches so hard to kill? i mean, there no shields on them (common logic for SS that shields are better than hull or armor is wrong here). You need officers with skill that reduces ship system CD, but it totally worth it!

That works even better if there Fenris on the field.

Spoiler
[close]

 Leynos use his Damper Field, his hull goes down, but he can hold some time even on heavy fire, and then he just vanishes. Fenris does his magic, and then refit and repair them. Repeat ten times until everything dies.

P.S. Use C-Stim Dispather on them. It works wonders.
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1990 on: March 19, 2025, 10:36:32 AM »

I'm not gonna lie I really enjoy the WINGCOM function of the mod but i don't really want to play with mechs in my game (i think it honestly really impressive that the mechs been managed to be implemented so well and i do think they're pretty cool, it's just i don't wont to have mechs in the game when i play), and i was just wondering if there was some way to either by maybe going into the files and doing it my self or if there might be a separate mod for it.
i never bothered since that's 98% of the mod, you'd have to remove them from any faction they've been added to, then add tag to keep them from appearing as a BP / black market, remove or replace some bounties, and probably some other things i can't think of off the top of my head

One thing for sure, dont try use strikecraft as frigates! i mean, as small and fast ships with shields. There already better ships for that (frigates, duh).

They will just die without any impact on the field. Late game enemies to often use Point Defence skill, so even one shoot from any large weapon enough to blow them up.  Complete disappointment.

Armaa was in mine modlist for two years maybe? And from time to time i tried to make them work. Without any success, until i tried use Leynos. Ten of them, in fact.

Spoiler
[close]

And it was a blast! Who would know that these little cockroaches so hard to kill? i mean, there no shields on them (common logic for SS that shields are better than hull or armor is wrong here). You need officers with skill that reduces ship system CD, but it totally worth it!

That works even better if there Fenris on the field.

Spoiler
[close]

 Leynos use his Damper Field, his hull goes down, but he can hold some time even on heavy fire, and then he just vanishes. Fenris does his magic, and then refit and repair them. Repeat ten times until everything dies.

P.S. Use C-Stim Dispather on them. It works wonders.
im curious to know what the common denominator is between people who have no luck at all with them and those who do. I suspect the bonus PD damage contributes heavily to them falling of late game and there's a hullmod to mitigate that in dev. Interesting thing to investigate. Anyway, Leynos is one of my faves. cheers!
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eternal_melphis

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1991 on: March 19, 2025, 01:02:00 PM »

Common hull for strikecraft varies from less than 1000 to 1750 for rare examples like Leinos, and shields around 3000. In modded playthrough there more than enough weapons that simply kill them in one burst or even one shot when Point Defense bonus dmg applied. Nothing surprising, even vanilla weapons (like, Gauss cannon for example) can do this, and all you need is one unlucky shot. 700 dmg +50% already more than most of then have in terms of hull.

And most of modded weapons WAY crazier than Gauss cannon. If anything, Graviton Beam (vanilla weapon) can make most strikecraft vulnerable to even slow projectiles.





Thats why Damper Field so good. Its simply shut down dmg, and makes window of opportunity for Fenris to save them. And Moving Jets with C-Stim Dispatcher makes Leynos really good at avoiding nasty stuff (beam as example), so it takes a lot of effort to pin them down. Exactly what i wanted them to be.
« Last Edit: March 19, 2025, 04:11:32 PM by eternal_melphis »
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Astrefernal

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1992 on: March 19, 2025, 06:33:41 PM »

One thing for sure, dont try use strikecraft as frigates! i mean, as small and fast ships with shields. There already better ships for that (frigates, duh).

They will just die without any impact on the field. Late game enemies to often use Point Defence skill, so even one shoot from any large weapon enough to blow them up.  Complete disappointment.

Armaa was in mine modlist for two years maybe? And from time to time i tried to make them work. Without any success, until i tried use Leynos. Ten of them, in fact.

Spoiler
[close]

And it was a blast! Who would know that these little cockroaches so hard to kill? i mean, there no shields on them (common logic for SS that shields are better than hull or armor is wrong here). You need officers with skill that reduces ship system CD, but it totally worth it!

That works even better if there Fenris on the field.

Spoiler
[close]

 Leynos use his Damper Field, his hull goes down, but he can hold some time even on heavy fire, and then he just vanishes. Fenris does his magic, and then refit and repair them. Repeat ten times until everything dies.

P.S. Use C-Stim Dispather on them. It works wonders.
im curious to know what the common denominator is between people who have no luck at all with them and those who do. I suspect the bonus PD damage contributes heavily to them falling of late game and there's a hullmod to mitigate that in dev. Interesting thing to investigate. Anyway, Leynos is one of my faves. cheers!

I think it depends on how you pilot and arm your mechs, along with your fleet composition. A pure mech fleet will fall of in the end, but as harass/support to bigger ships, they work like a charm.

I like to use the Kouto as an escort for a cruiser or other slow ship. It give a damage bonus while keeping it's fragile frame safe.

The Custom VX is also a favorite of mine. I tend to put an UAF anti-shield gun on the right hand, a PD gun on the left to catch missiles, an atropos launcher on the shoulder for big damage and a microbeam from the Star Federation mod on the chest for when missiles are gone. I also turn the shield into a front shield.

Then there is the Einhander, at least the black one. All weapon are built in, you just need to put shipmods that increase it's durability.
I don't like the red one though... It's modular, sure, but I always thought the EMP emitter was silly on a phase ship. More so one that actually has weapons to use. I would have put an accelarate ammo feeder or something along this line, since it's meant to be a budget version of the black one and it would keep with the high DPS the "original" was going for with it's ability.

I used to like the Sprigan... in 3.0.6. The only thing I find good on the new one is it's very small independent shield. The new medium hybrid slot and the fast missile rack are NOT working with it's 30 points for weapons/mods with how fragile it is, more so since it lost it's capacity to lunge. With the old one, I used a small autocannon, pillum missiles on autofire to put some pressure and launched the kamikaze drones when I saw an opening, while still having SOME point for more durability. The new one can barely shoot before you need to vent, and it's ability does not help in that regard.

I used to like the Aleste. Both of them. Then I realised the sword beam could only hit one target/missile at a time. So I used the one with a gun, balistic damage at that, and put a pile bunker instead of the sword to go in for the kill. Can't really do that effectively anymore now that the gun arm is energy only.

And now I got the GuarDUAL class, and I love it.
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Mechlover

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1993 on: March 21, 2025, 03:46:02 PM »

First, thank you for this wonderful mod, can't play this game without mechs anymore.

Unfortunately I found a few bugs:

1. Sera Pha won't give me Valken III after I trade my Valk even after 100 relation with her and armaa
2. I spawn Valken III with console command and play with it a little, It sword animation not work properly it just shoot it sword with floaty arm.

Personally I like old model of Valken III more than this one, Please bring that 1 eye badass model back  ;)
or if possible just make it as pirate's hero mech thank you. :)

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Locket

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1994 on: March 21, 2025, 04:32:09 PM »

Update on the Quest to Obtain the Valken III saga: I started a new save, had to do the ArmaA start in Nexerelin due to one of the other mods I have preventing me from doing the MRC start, consoled in the Valkazard and handed it over, talked to the Administrator lady every few days over the course of three ingame months and she never handed the Valken III over to me. So either I am just hilariously unlucky and losing every 50/50, or I think her handing the Valken III over may be bugged, at the very least on my end somehow.
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