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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 1027022 times)

Nazz

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2010 on: April 01, 2025, 12:21:40 PM »

I last played the game at 0.96, came back to Starsector with the amazing news of 0.98 release, unfortunately to find out my fav mech fighter mod with my fav Nexrellin start (the sleeper faction) ain't ready for the update. The Valkhazard's body slot can't be swapped out at the refit screen!! I think the ship system requiring drugs is also broken as well, I can use it without having drugs in my cargo. However working through all the new content since the last time I played has still been a blast. I can't play without this mod anymore and it hurts.
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Ouchanrrul

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2011 on: April 01, 2025, 05:46:39 PM »

I last played the game at 0.96, came back to Starsector with the amazing news of 0.98 release, unfortunately to find out my fav mech fighter mod with my fav Nexrellin start (the sleeper faction) ain't ready for the update. The Valkhazard's body slot can't be swapped out at the refit screen!! I think the ship system requiring drugs is also broken as well, I can use it without having drugs in my cargo. However working through all the new content since the last time I played has still been a blast. I can't play without this mod anymore and it hurts.

That's just how the mod works, so it's completely fine! The body of the Valk can't be switched out without being docked, and the drug system *does* use one unit of drugs per battle to activate, otherwise it doesn't do anything.
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R1val

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2012 on: April 06, 2025, 03:23:34 AM »

Hello Shoi! when can we expect the armatura mods to be updated to ver 0.98?
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jean287

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2013 on: April 06, 2025, 11:06:40 AM »

yess i need this is the best mods wit explorarioum
i dont even use nexterline
this is THE MOD of starsector
love from chile to the dev
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Simbach Vazo

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2014 on: April 07, 2025, 07:04:33 PM »

Cannot wait for peak to update, game won't be the same without it.
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alaricdragon

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2015 on: April 09, 2025, 07:36:13 PM »

I only have 2 issues with this mod.
first: ships wont attempt to shot over strikecraft. the shots still fly over them (I think. its been a few months since I last played starsector), but the ships wont shot over them like with fighters.
this makes it feel kind of bad to use the more melee strikecraft, as they prevent the bigger ships from shoting a lot of the time (especially when you use a lot of them)
secondly: I want more strikecraft wings (like the Xyphos - AA). I love the idea of having one carrier and like, a massive amount of different strike craft. I really want them, like you have no idea. I would mod them into the game if I ever get a hold of how Arma Armatura works, I will make a system that just, adds all fighter LCP's as strikecraft. dont think im joking, im not. like really not. every time I think of them it just makes me happy. (even though they die a lot)
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Bummelei

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2016 on: April 17, 2025, 12:09:21 PM »

After playing with this mod for a month, I have several suggestions:

Valken 3
Sera never gives it to you under any circumstances, she gives you Hullmods and Raj, but never Valken 3, maybe you should definitely give the player the stuff when you reach relationship levels? I started new runs 3 times and she never gave the desired prize.

Spriggan
The shield bursts after a couple of kinetic hits, too little stock, too fragile.
Flux pool and OP are not enough to fully equip it with anything other than the cheapest options.
Too slow and fragile, meeting a devastator, it is guaranteed to die after 3 volleys.
The built-in PD plays a bad joke on it, even with HVD equipment, the Engage or Eliminate order forces it to approach the PD distance, which is guaranteed to lead to death.
Maybe it's worth giving him a Damper Field on the alternative and a replaceable weapon from Leynos, in addition to improving the above stats?

Bakraid
A very cool concept, it's just a pity that it is reserved for hegemony. Unfortunately, his speed is too lame, which is why he is perceived as a quirky brawler. Maybe it's worth increasing his speed by 20-30 units? It would also be nice to replace the panther's loadout with a chaingun instead of a mauler. And the panther's 5000CR stretches across the entire screen, somewhat spoiling the impression. I also think it would be a good idea to give Bakraid a rugged construction, since the AI cannot independently separate the panther from the armor.

Fenris
Too dull an aircraft carrier, doesn't stand out well against the background of Mora and Heron, maybe it's worth replacing a number of weapon slots with small missile slots, adding another hangar and increasing its cost to 25-28 with a corresponding increase in OP?

Valkyrie AA
Behaves too aggressively for what it pays for, maybe it's worth giving it a CARRIER tag instead of CIVILIAN and increasing the range of its wing?

Valken P
Loses to Talon and Guppy in literally all respects: too fragile, slow and underequipped, despite the KINETIC in the name it does too little damage to shields.

And finally, it seemed to me that earlier in the mod there were more strikecrafts like Broadsword and Warthog, it's a pity that you cut them, they seemed cool to me, without them the game looks a little empty. Eventually it would be possible to replace them with super fighters, but I'm afraid it's too much work to add them, so coming from me it sounds too shameless.

P.S.
Kouto is missing it's description.

Einhänder's weapons struggle very hard against armor.
« Last Edit: April 17, 2025, 12:12:03 PM by Bummelei »
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Locket

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2017 on: April 18, 2025, 01:49:36 AM »

Snip

To add to this: after some more testing, I've noticed that Sera never gives you the Valken III if you've developed her as a contact, even if you made the chance 100 percent like you suggested I do. You NEED to get her rep to 30 and talk to her BEFORE developing her as a contact if you want her to give you the Valken III right now. So probably a bug somewhere in that regard?
« Last Edit: April 18, 2025, 01:51:47 AM by Locket »
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R1val

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2018 on: April 18, 2025, 02:07:40 AM »

Note : Tried on 0.98 for Armatura mods; seems running just fine. Changed the version manually~
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al00195

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2019 on: April 18, 2025, 07:15:05 AM »

Hello. When I run this mod solo, TriOS report me the presence of these error in the game log :

Spoiler
266666     5164 [Thread-2] INFO com.fs.starfarer.loading.WeaponSpreadsheetLoader Applying data from weapon_data.csv to [targetinglaser3]
266667     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_rightPauldron_lt] not found in weapon_data.csv
266668     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_panther_sniper] not found in weapon_data.csv
266669     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_head_lt] not found in weapon_data.csv
266670     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_green] not found in weapon_data.csv
266671     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_valkazard_rightarm] not found in weapon_data.csv

266673     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_valkazard_shotgun] not found in weapon_data.csv
266674     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_red] not found in weapon_data.csv
266675     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_guardual_cockpit] not found in weapon_data.csv
266676     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_white30] not found in weapon_data.csv
266677     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_leftPauldron_lt] not found in weapon_data.csv
266678     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_kshatriya_rightArm] not found in weapon_data.csv
266679     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_white] not found in weapon_data.csv
266680     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_torso_lt] not found in weapon_data.csv
266681     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_command] not found in weapon_data.csv
266682     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_valkazard_sniper] not found in weapon_data.csv
[close]
« Last Edit: April 18, 2025, 07:16:55 AM by al00195 »
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2020 on: April 21, 2025, 03:56:06 PM »

Hello Shoi! when can we expect the armatura mods to be updated to ver 0.98?

I think I have everything I wanted to add in except for maybe one? two? things, so I just need some time for bug hunting / testing, and should be ready to go

I only have 2 issues with this mod.
first: ships wont attempt to shot over strikecraft. the shots still fly over them (I think. its been a few months since I last played starsector), but the ships wont shot over them like with fighters.
this makes it feel kind of bad to use the more melee strikecraft, as they prevent the bigger ships from shoting a lot of the time (especially when you use a lot of them)
secondly: I want more strikecraft wings (like the Xyphos - AA). I love the idea of having one carrier and like, a massive amount of different strike craft. I really want them, like you have no idea. I would mod them into the game if I ever get a hold of how Arma Armatura works, I will make a system that just, adds all fighter LCP's as strikecraft. dont think im joking, im not. like really not. every time I think of them it just makes me happy. (even though they die a lot)
I've noted the issue with other ships not shooting over them - I think there is a way to get around it, but it could potentially be a pretty intensive solution, because AFAIK I would have to iterate through ships in range, check if they have a target, check if strikecraft is in the way of that target, and force them to shoot anyway or something. I think there is some AI tweak mod that does something similar, so I could check how they do it, but I can't remember what it's called for the life of me

Valken 3
never experienced, probably related to the random probability. Should be fixed
Quote
Spriggan
It's not really meant to be some kind of frontline brawler, loadout was changed to reflect this in 0.98 and it's  primarily missile oriented
Quote
Bakraid
You can already configure the panther :) AI follows the same rules as the player and can seperate unless they're overloaded, they usually only do it when below a certain hull% now. I'll look at increasing the speed
Quote
Valkyrie AA
CIVILLIAN is as passive as it gets, will look at increasing wing range tho
Quote
Valken P
I don't really think these are the wings to compare it to. Valken P's main weapon does like 600 damage per hit to shields and it's extremely fast when system is active (~300 SU) so it can and will swarm ships and beat them to death. They're functionally closer to broadswords but more effective when massed. edit: I removed their system Let me take another look at them  :)
Quote
And finally, it seemed to me that earlier in the mod there were more strikecrafts like Broadsword and Warthog, it's a pity that you cut them, they seemed cool to me, without them the game looks a little empty. Eventually it would be possible to replace them with super fighters, but I'm afraid it's too much work to add them, so coming from me it sounds too shameless.

P.S.
Kouto is missing it's description.

Einhänder's weapons struggle very hard against armor.

Maybe ill add the other wings back since a lot of people asked. They weren't very useful or fun to fight IMO but I guess that just means they need other revisions. Thanks for the feedback  :)

Snip

To add to this: after some more testing, I've noticed that Sera never gives you the Valken III if you've developed her as a contact, even if you made the chance 100 percent like you suggested I do. You NEED to get her rep to 30 and talk to her BEFORE developing her as a contact if you want her to give you the Valken III right now. So probably a bug somewhere in that regard?

I've never gotten VIII from sera prior to her being a contact, so no idea on this one

Hello. When I run this mod solo, TriOS report me the presence of these error in the game log :

Spoiler
266666     5164 [Thread-2] INFO com.fs.starfarer.loading.WeaponSpreadsheetLoader Applying data from weapon_data.csv to [targetinglaser3]
266667     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_rightPauldron_lt] not found in weapon_data.csv
266668     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_panther_sniper] not found in weapon_data.csv
266669     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_head_lt] not found in weapon_data.csv
266670     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_green] not found in weapon_data.csv
266671     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_valkazard_rightarm] not found in weapon_data.csv

266673     5164 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_valkazard_shotgun] not found in weapon_data.csv
266674     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_red] not found in weapon_data.csv
266675     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_guardual_cockpit] not found in weapon_data.csv
266676     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_white30] not found in weapon_data.csv
266677     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_leftPauldron_lt] not found in weapon_data.csv
266678     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_kshatriya_rightArm] not found in weapon_data.csv
266679     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_white] not found in weapon_data.csv
266680     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_leynos_torso_lt] not found in weapon_data.csv
266681     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_blinker_command] not found in weapon_data.csv
266682     5165 [Thread-2] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader Weapon spec [armaa_valkazard_sniper] not found in weapon_data.csv
[close]
Thanks. These are weapons that are present in the files but not actually used. It doesn't have any real effect on anything, but I'll clean up the folder for next update
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Simbach Vazo

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2021 on: April 21, 2025, 04:24:25 PM »

Checking this thread every time there was a reply was a good idea. So excited!
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Killsode

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2022 on: April 21, 2025, 08:20:31 PM »

Loving your mod, Shoi! Looking forward to the 0.98 update and all the things you've got cooking up. I just want to say the way you interact with the community and respond to posts/critique/feedback is seriously great, please dont change!

I will say, the AA broadsword and Warthog honestly were pretty neat to muck about with. Even if they weren't great they fleshed things out and kind of 'explained' the idea of the mod well. Buff the wing-leader ship by a bit and throw slightly more OP than you know what to do with at them and i think they'll be good ships to just muck about with and have fun.
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Zeta04

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2023 on: April 22, 2025, 05:21:11 AM »

So the kshatriya got two small synergy slots on each ot the binders-maybe we can strap a couple of DEMs there?
Also the take-off control locking is applied on the player's strikecraft when taking off from the carrier-and the player only, sometimes leaving the player instakilled upon taking off without any chance to respond, adding to the frustration.
And-finally, welcome back sir.
« Last Edit: April 22, 2025, 06:06:48 AM by Zeta04 »
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Zr0Potential

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2024 on: April 22, 2025, 06:31:15 AM »

Quote
And finally, it seemed to me that earlier in the mod there were more strikecrafts like Broadsword and Warthog, it's a pity that you cut them, they seemed cool to me, without them the game looks a little empty. Eventually it would be possible to replace them with super fighters, but I'm afraid it's too much work to add them, so coming from me it sounds too shameless.

Maybe ill add the other wings back since a lot of people asked. They weren't very useful or fun to fight IMO but I guess that just means they need other revisions. Thanks for the feedback  :)

Please do, those are the highlights of the mod for me as a non strikecraft main, hoping they'll get expanded too
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