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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 1008880 times)

shoi

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1995 on: March 21, 2025, 04:58:18 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. :)



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.

I just tried and got it after 3-4 interactions, so... Not sure what's going on here.
1. Gave valk
2. gave Sera 100 Alpha cores (lol)
3. Talked until the event triggered
Another thing you can try is going into rules.csv and removing RollProbability 0.5 from conditions on line 461

Do you guys get any of the other stuff from her?
« Last Edit: March 21, 2025, 05:01:24 PM by shoi »
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Locket

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1996 on: March 21, 2025, 05:11:33 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. :)



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.

I just tried and got it after 3-4 interactions, so... Not sure what's going on here.
1. Gave valk
2. gave Sera 100 Alpha cores (lol)
3. Talked until the event triggered
Another thing you can try is going into rules.csv and removing RollProbability 0.5 from conditions on line 461

Do you guys get any of the other stuff from her?

I did get the other stuff from her in my last few playthroughs, yeah. Lemme try chucking 100 alpha cores at her and then talk to her a few times. Will edit this post with whatever happens in a few minutes.

UPDATE: Got her to give over the Valken III! I've been throwing a ton of cores at her every time with no luck, but the one thing I did different this time was develop her as a contact and throw her cores after WITHOUT getting Dawn as an officer. Could recruiting Dawn be causing problems somehow?

UPDATE TWO: Okay, I think I can confirm now. I tested it twice and I was able to get the Valken III from her twice both from tossing her a bunch of cores as well as just using devmode to raise her rep by 30, both with and without developing her as a contact. The only difference from all the other times I tried was that I did /not/ recruit Dawn. Then when I tried after recruiting Dawn, she refused to give me the Valken III again.

UPDATE THREE: Alright, my testing is turning out to be not very consistent. She's suddenly not handing the Valken III over again despite those previous methods in updates one and two previously working. Gonna try deleting that line you mentioned and go from there.

UPDATE FOUR; THE UPDATENING: Alright, removed the probability line from rules.csv like you mentioned and it worked perfectly every time, regardless of if I developed her as a contact or not, whether or not I had Dawn as an officer, and whether or not I raised her rep via AI cores or devmode. Hopefully all of this information helps you in the long run, even if it turns out I was literally just hilariously unlucky and nothing else was wrong, and thank you very much for the help!
« Last Edit: March 21, 2025, 05:57:57 PM by Locket »
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flyboy179

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1997 on: March 23, 2025, 12:51:30 AM »

Made an account just to say this. But the Crown of cinders quest line has got to be the most inventive thing I've seen in this game. Just so happen I was doing a more wolf pack style of game this playthrough and knew that this place would lend itself to that since I only dabbled with wingcom and never even touched the gilam system in like....100 hours since picking up this mod.

Makes me wish that this sort of scenario was in the base game to vary things up.
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Kesh

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1998 on: March 23, 2025, 05:33:30 AM »

So my save just got bricked right after completing the Jenius Planetfall mission. I tried to reload to redo the cool Jenius squence and....

519124 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getShipName()" because the return value of "com.fs.starfarer.api.campaign.CampaignFleetAPI.getFlagship()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getShipName()" because the return value of "com.fs.starfarer.api.campaign.CampaignFleetAPI.getFlagship()" is null,
   at data.scripts.TS_modPlugin.onGameLoad(TS_modPlugin.java:98) ~[?:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.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.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) [?:?]

does this mod have something to do with this?
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #1999 on: March 23, 2025, 03:36:03 PM »

no, stack trace is being caused by some mod with TS_ prefix, whatever that is
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Astrefernal

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2000 on: March 24, 2025, 04:30:52 AM »

Alright. I'm giving up on the pilotable Sprigan. Not being able to dodge by default like in in 3.0.6 is already a HUGE nerf, the medium gun is not worth anything even with mods that gives good cheap gun and the missile auto-loader is ANOTHER nerf with it's flux cost.
The new shield is not even good. It give a false sense of security with the energy shield, but it overload really fast, get destroyed just as quick and your Sprigan goes bye-bye right after because it's not fast enough to get away.

I'm revising my thoughts on the Einhander Red. You can still fire with its version of the EMP emitter, wich was my big gripe with it.

I don't understand the Leynos. I'm already not a fan of shieldless ships, but the Leynos seems worse for me.
You still take hull damage even with full armor, WTF ?! It's cheap damage, yes, but it builds up FAST.


On a more positive note, I agree with flyboy179 concerning the Jenius bit. Would be fun to have more mission like that in vanilla.
Let's say a small battle for air superiority in a normal invasion if the Patrol HQ is still active. With more and/or bigger ships for each tiers above Patrol HQ.
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Brainwright

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2001 on: March 24, 2025, 08:40:55 AM »

Alright. I'm giving up on the pilotable Sprigan. Not being able to dodge by default like in in 3.0.6 is already a HUGE nerf, the medium gun is not worth anything even with mods that gives good cheap gun and the missile auto-loader is ANOTHER nerf with it's flux cost.
The new shield is not even good. It give a false sense of security with the energy shield, but it overload really fast, get destroyed just as quick and your Sprigan goes bye-bye right after because it's not fast enough to get away.

I'm revising my thoughts on the Einhander Red. You can still fire with its version of the EMP emitter, wich was my big gripe with it.

I don't understand the Leynos. I'm already not a fan of shieldless ships, but the Leynos seems worse for me.
You still take hull damage even with full armor, WTF ?! It's cheap damage, yes, but it builds up FAST.


On a more positive note, I agree with flyboy179 concerning the Jenius bit. Would be fun to have more mission like that in vanilla.
Let's say a small battle for air superiority in a normal invasion if the Patrol HQ is still active. With more and/or bigger ships for each tiers above Patrol HQ.

Yah, the Spriggan isn't currently built to function.  It's got such small flux stats and so little OP you can't do anything useful with it.

The Leynos, though, has more to work with.  Without the zero flux boost it's painfully slow, so you need to either get a pilot with elite helmsmanship or install the HiMAC system.  Then it can be a pretty tough little guy with a big punch depending on how you configure the built in weapons and the central mount.  I prefer using the corkscrew cannon as a finishing blow.

Pro-tip : armor on frigates and destroyers is not great,  Most medium weapons and all the large can penetrate in one volley.  So heavy armor doesn't work well.  Impact mitigation is the best skill for armor there, and Damage Control combined with Reinforced Bulkheads will get you the most bang for your buck.  Though elite combat endurance will do much better than impact mitigation because it actually regenerates hull. 
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flyboy179

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2002 on: March 24, 2025, 04:31:43 PM »

Alright. I'm giving up on the pilotable Sprigan. Not being able to dodge by default like in in 3.0.6 is already a HUGE nerf, the medium gun is not worth anything even with mods that gives good cheap gun and the missile auto-loader is ANOTHER nerf with it's flux cost.
The new shield is not even good. It give a false sense of security with the energy shield, but it overload really fast, get destroyed just as quick and your Sprigan goes bye-bye right after because it's not fast enough to get away.

I'm revising my thoughts on the Einhander Red. You can still fire with its version of the EMP emitter, wich was my big gripe with it.

I don't understand the Leynos. I'm already not a fan of shieldless ships, but the Leynos seems worse for me.
You still take hull damage even with full armor, WTF ?! It's cheap damage, yes, but it builds up FAST.


On a more positive note, I agree with flyboy179 concerning the Jenius bit. Would be fun to have more mission like that in vanilla.
Let's say a small battle for air superiority in a normal invasion if the Patrol HQ is still active. With more and/or bigger ships for each tiers above Patrol HQ.

I'm finding that strike craft work best when ships are already engaged. then again the Fenris is pretty much mandatory if you're utilizing them at all.

And I'll double down on it. if we can make it so you have the option to atmo battles when invading gaurded planets to cut down casualties of invading ground forces I might be interested in doing raids. all the stuff that this mod adds slot into that sweet spot where biggerships are useless/ a liability. And I've found that the furball battles this set up makes, including swarming a bigger ship just makes the funfactor go up ten fold. Only real issue is that the AI loves to prioritize the player ship. So piloting the slower mobile armors and getting isolated is a death sentence.
Need to look to see if there's a mod out there that tweaks AI target priority to better facilitate the style of combat that these Catephrats are meant for. AI controlled carrier wings of them do just fine but the strike craft versions seem to struggle with going in.

Edit: that said I seem to be having issues with triggering events like with someone above. That or I'm just rolling duds everytime.
« Last Edit: March 24, 2025, 07:07:25 PM by flyboy179 »
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Locket

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2003 on: March 24, 2025, 06:28:43 PM »

Okay... Weird bug to report. I have a Rajanya in my fleet, and I had to make a fleet detachment at some point to control a different ship for a stealth mission. When I merge back with the main fleet, my Rajanya suddenly has three built-in S-mods, none of which were any of the ones I built in, and a completely different weapon loadout. The specific s-mods that got built in were Advanced Optics, Hardened Shields, and Heavy Armor.
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Zeta04

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2004 on: March 24, 2025, 11:01:16 PM »

Alright. I'm giving up on the pilotable Sprigan. Not being able to dodge by default like in in 3.0.6 is already a HUGE nerf, the medium gun is not worth anything even with mods that gives good cheap gun and the missile auto-loader is ANOTHER nerf with it's flux cost.
The new shield is not even good. It give a false sense of security with the energy shield, but it overload really fast, get destroyed just as quick and your Sprigan goes bye-bye right after because it's not fast enough to get away.
Hate to say this, but Panther is pretty much the better Spriggan for me, with lower DP, better armor, phase capacity and a shield that launches EMP sparks.
Guess Spriggan needs some really serious buffing to even match up with Panther, the latter of which now seems WAY too powerful than its baseline counterpart even as a Bountty-exclusive variant
Also at least for my personal playthroughs, AI-piloted Spriggan seems somewhat too esteemed to engage in close-quarter battles (with its PD laser) even if I fitted it with long-range weaponry to kite enemies
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Ty the Smonk

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2005 on: March 26, 2025, 09:03:59 PM »

Hey Shoi, love the mod a lot, me and a friend started our own playthroughs with it since its been a while since we last played the game and saw that the mod was updated. One thing my friend noticed is that lot of the strikecraft and mechs dont show up nearly as much as they used to in the previous iterations, and we haven't really seen many factions actually fielding the Arma ships, was there a change to make them more rare?
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Bummelei

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2006 on: March 27, 2025, 04:28:18 AM »

There is an issue with displaying Spriggan (and couple of other mechs) icon on map. Also i would like as well to admit that ship is definetely too much on the lower end, basically a worse version of Vigilance, i hope it gets fixed in the next update. Also i want to thank you for your mod. Love you <3
Spoiler
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Fermuto

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2007 on: March 27, 2025, 11:09:57 PM »

Seems like if you've already visited a shrine, and you then visit again after acquiring Dawn, her special dialogue won't show?
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Lampda

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2008 on: March 28, 2025, 09:11:25 PM »

Hello I'm out of the loop with Arma Armatura + I am new to the forums
Played this a year ago I believe back in version 95a.1 (MRC had its own solar system and base)
Is there some sort of rundown of what's going on currently that I can read outside of the update logs

Got so confused with the MRC suddenly being next to New Mesha and now just being a sub faction


Additionally, I tested the game with .98a and got these errors in the log. (Game didn't crash though)
Code
2292     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_rightPauldron_lt] not found in weapon_data.csv
2293     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_panther_sniper] not found in weapon_data.csv
2294     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_head_lt] not found in weapon_data.csv
2295     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_green] not found in weapon_data.csv
2296     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_valkazard_rightarm] not found in weapon_data.csv
2297     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_valkazard_shotgun] not found in weapon_data.csv
2298     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_red] not found in weapon_data.csv
2299     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_guardual_cockpit] not found in weapon_data.csv
2300     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_white30] not found in weapon_data.csv
2301     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_leftPauldron_lt] not found in weapon_data.csv
2302     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_kshatriya_rightArm] not found in weapon_data.csv
2303     5783 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_white] not found in weapon_data.csv
2304     5784 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_torso_lt] not found in weapon_data.csv
2305     5784 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_command] not found in weapon_data.csv
2306     5784 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_valkazard_sniper] not found in weapon_data.csv
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2009 on: March 29, 2025, 08:29:43 PM »

The two systems basically were merged into one, there are some mechanics that clearly arent very obvious or well explained so the next update will expand on them. But yeah, the mod should work without issue besides a few minor things to fix related to codex entries it seems. I was midway through an update so it might take a bit longer for me to drop an official 0.98 release though

Seems like if you've already visited a shrine, and you then visit again after acquiring Dawn, her special dialogue won't show?
is this for a specific shrine or all of them
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