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Author Topic: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]  (Read 653540 times)

JUDGE! slowpersun

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Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« Reply #330 on: August 04, 2021, 06:17:27 PM »

can you do something about the A.I. repeatedly depleting the overclock on the garegga ?
Seen one repeatedly hit the 0% when trying to retreat...

That might be just vanilla AI, phase ships sometimes will randomly phase to reach a destination, even though that is usually slower (especially with 0% flux speed boost).  I guess AI heuristics just can't think too laterally...
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I wasn't always a Judge...

shoi

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Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« Reply #331 on: August 04, 2021, 10:40:00 PM »

It is caused by the ship system AI, (same logic used by a ship in Interstellar Imperium, behaves the same - which makes sense IMO, since the speed + flux bonus would make it easier to get away while taking fire to say, shields, but obviously is a problem if you wait to retreat at low CR)
I can add some logic that has it not use the system at like < 25% CR or something when retreating
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hydremajor

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Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« Reply #332 on: August 05, 2021, 04:48:40 AM »

Kind of hesitating to put that here but have you heard of this ?
https://www.youtube.com/watch?v=ElTfcOwHw9U
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SinopARTR

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Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« Reply #333 on: August 11, 2021, 07:30:59 AM »

Hello, i got this mod like one day ago and it was running smoothly untill i got the Valken-X. When they go for their CQC attack my game freezes for 2 seconds and instantly crashes with this message

java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFZFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
    at data.scripts.weapons.armaa_valkenBlade.advance(armaa_valkenBlade.java:105)
    at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
    at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
    at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
    at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

I redownloaded the mod 3 times, nothing really changed and i still get crashes
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FUBARSOB

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Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« Reply #334 on: August 11, 2021, 08:49:05 AM »

update your magiclib, shoi helped me with the same problem XP
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« Reply #335 on: August 13, 2021, 06:21:05 AM »

would be cool if you could make a hullmod (that only works with ships that have the cataprhact hullmod) that essentially makes them follow you real close/act like theyre in a wing with you when you have them escort something (theoretically youd only ever have them escort yourself or some other cataphract
i know youre making the addition that lets you have a wing right now, but i still think in the release after this one you should do something like that so you can even (in the future) have squads roll in/retreat in close formation and order strikes in between that
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Hexadood

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Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« Reply #336 on: August 18, 2021, 05:03:30 AM »

I have reawaken from my thousand year slumber, specifically to say how good this damn mod is.
I cannot find any words in the long, long list of human languages to even fathom an inkling of my joy for this mod. There's nothing quite like it out there, where Diable Avionics gives you the feeling of being a commander of a fleet of mech pilots, nothing compares to BEING the pilot with your rag-tag team, fighting pirates as a coordinated unit.
Playing Starsector without this mod feels hollow, boring, and uninteresting. But with the mod, by God does it elevate the experience to the heavens above and beyond!
I would 100 percent help with making sprites for this mod, my lack of experience in making sprites might make it daunting but I still want to help every way I can. This is something that is so up my alley that it'd be absurd not to pitch in somehow.

In summary, mod is amazing, if you're on the fence about it, download it. Now!
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hydremajor

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Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« Reply #337 on: August 22, 2021, 09:16:14 AM »

so how are things going ?
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shoi

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Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« Reply #338 on: August 23, 2021, 06:53:33 AM »


Arma Armatura V1.5.1 RC6


Special Thanks:
Avanitia - Playtesting / Description revisions
Karleen - Playtesting / Feedback & Suggestions
Finn - Playtesting / Feedback & Suggestions

New Ship: Leynos - 6DP / Leynos(RS) - 10DP

-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield

New Ship: Xyphos(AA) - 4DP

- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing

New Ship: Gunhazard - 3DP

- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP
- Supported by a wing of Valkens
 
New Ship: Watchdog - 10DP

- Fire Support
- enhanced range and firepower for its class
- poor mobility / lacks flux to utilize weaponry indefinitely, esp. when pressured

New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier    returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted into elite officers (akin to vanilla officer promotion event)
- The Wing name is randomly generated from a list in data/config/modSettings, which you can add/remove from if you wish. At some point i'll try and find some way to allow user to input their own name.

-Added Nex Mercenary company, the rocket stars
- Curvy Laser should no longer spawn everywhere, and is now obtainable through normal exploration or loot from remnants, who will employ it sporadically. Has been rebalanced to not be as nuts before and has modified behavior when fired.

-Strikecraft will more intelligently attempt to return to a carrier when CR is low/ ammo depleted

Known Bugs:
-Leynos(RS) arms are not colored correctly for some weapons
-Waypoints that Strikecraft create when returning to a carrier are not removed, and when many enemies are around they will waste time and CR out instead of heading to the carrier. The former has no effect on gameplay but can lead to a cluttered command ui due to the latter. Both of these issues should be fixed in 0.95.1 with additions to the API and some AI stuff

 Full Changelog
V1.5
------------------------------------
New Ship: Leynos - 6DP / Leynos(RS) - 10DP
-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield

New Ship: Xyphos(AA) - 4DP
- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing

New Ship: Gunhazard - 3DP
- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP

New Ship: Watchdog - 10DP
- Fire Support; poor mobility and flux stats but enhanced range and firepower for its class

New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier    returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted into elite officers (akin to vanilla officer promotion event)

-Added Nex Mercenary company, the rocket stars
- Curvy Laser should no longer spawn everywhere, and is now obtainable through normal exploration or loot from remnants, who will employ it sporadically. Has been rebalanced to not be as nuts before and has modified behavior when fired.

-Only Einhander,Garegga, and altagrave were known to indies + PL, added remaining hulls
-Slightly bumped up frequency so they show up ocassionaly instead of once every few cycles

   -Fixed issue that caused custom Aleste/Einhander .skins to crash due to invalid ground support bonus by checking base hull instead

Strikecraft:
- Damage dealt popup/numbers should now properly display when taking damage
- Fixed bug where game would crash if player took control of enemy strikecraft and then retreated with it (.....somehow)
- Strikecraft will now always be disabled/destroyed after combat if hull is fully depleted, instead of a 50% chance of not needing to be recovered
- Fixed bug where landing ship would only choose bay 0 to land at
- Replacement Time reduction when refitting now occurs during refit time instead of after
- Fixed bug where combat would not end if an allied / enemy strikecraft were on the field after full retreat on the player's side
- Trimmed description to be more concise and less fluffy
- Strikecraft will (should?) no longer attempt to fly directly through enemy fleet to reach a carrier

-Altagrave's will purge all modules once the core ship's HP decreases below 55%
   - This is a (AI) buff and should improve survivability somewhat
   - AMWS for all head variants DMG: 350->400, IGNORES_FLARES, adjusted offset for better accuracy
   - Karma ship system now benefits from Systems Expertise
   - Karma Seekers:
      - Reduced number of projectiles generated
      -Launch Speed: 1500-> 800
      -Proj Speed: 1000->700
        - Fixed Ear killing shotgun sound used by altagrave ex
   - Default Altagrave's main weapon can no longer be intercepted by PD
      - Chargedown: 0.12 -> 0.2
      - Adjusted firing FX
Ilorin:
-Removed ECCM from Ilorin
-Ilorin Rocket Speed: 150->50
-Burst Size: 4->8 (now fires entire clip at once)

Valken X:
- Removed Vulcan Cannon
- Laser Blade DMG: 125->200

-Valken:
- swapped light mortar for light assault gun
- System now affects all weapons
- armor: whatever it was before -> 25
- adjusted sprite yet again

-Kouto
- Revised weapon loadout
- Wing Size: 2->1

Aleste:
- Changed name of playable version to Aleste(S) to better distinguish playable and LPC version
- increased flux capacity
-Heavy Rynex Laser will no longer target fighters
-Dispersal Mortar will immediately detonate in close proximity to enemies
-Added Laser Blade as an option for right arm
-Added SCTR-40 Minigun as an option for right arm
-Laser Blade trails reduced to a more reasonable width/length
-Fixed Laser Blade not doing additional emp damage on hit
-Fixed Laser Blade damage not scaling with energy weapon mastery bonus
-Fixed bug where laser blade trails from different ships would merge into eldritch map spanning megatrails
[close]



Kind of hesitating to put that here but have you heard of this ?
https://www.youtube.com/watch?v=ElTfcOwHw9U
I've never seen this, nope! Saved to my handy dandy reference folder tho

I have reawaken from my thousand year slumber, specifically to say how good this damn mod is.
I cannot find any words in the long, long list of human languages to even fathom an inkling of my joy for this mod. There's nothing quite like it out there, where Diable Avionics gives you the feeling of being a commander of a fleet of mech pilots, nothing compares to BEING the pilot with your rag-tag team, fighting pirates as a coordinated unit.
Playing Starsector without this mod feels hollow, boring, and uninteresting. But with the mod, by God does it elevate the experience to the heavens above and beyond!
I would 100 percent help with making sprites for this mod, my lack of experience in making sprites might make it daunting but I still want to help every way I can. This is something that is so up my alley that it'd be absurd not to pitch in somehow.

In summary, mod is amazing, if you're on the fence about it, download it. Now!

Thanks!
« Last Edit: August 23, 2021, 06:56:44 AM by shoi »
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« Reply #339 on: August 24, 2021, 04:46:55 AM »

Spoiler

Arma Armatura V1.5.1 RC6


Special Thanks:
Avanitia - Playtesting / Description revisions
Karleen - Playtesting / Feedback & Suggestions
Finn - Playtesting / Feedback & Suggestions

New Ship: Leynos - 6DP / Leynos(RS) - 10DP

-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield

New Ship: Xyphos(AA) - 4DP

- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing

New Ship: Gunhazard - 3DP

- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP
- Supported by a wing of Valkens
 
New Ship: Watchdog - 10DP

- Fire Support
- enhanced range and firepower for its class
- poor mobility / lacks flux to utilize weaponry indefinitely, esp. when pressured

New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier    returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted into elite officers (akin to vanilla officer promotion event)
- The Wing name is randomly generated from a list in data/config/modSettings, which you can add/remove from if you wish. At some point i'll try and find some way to allow user to input their own name.

-Added Nex Mercenary company, the rocket stars
- Curvy Laser should no longer spawn everywhere, and is now obtainable through normal exploration or loot from remnants, who will employ it sporadically. Has been rebalanced to not be as nuts before and has modified behavior when fired.

-Strikecraft will more intelligently attempt to return to a carrier when CR is low/ ammo depleted

Known Bugs:
-Leynos(RS) arms are not colored correctly for some weapons
-Waypoints that Strikecraft create when returning to a carrier are not removed, and when many enemies are around they will waste time and CR out instead of heading to the carrier. The former has no effect on gameplay but can lead to a cluttered command ui due to the latter. Both of these issues should be fixed in 0.95.1 with additions to the API and some AI stuff

 Full Changelog
V1.5
------------------------------------
New Ship: Leynos - 6DP / Leynos(RS) - 10DP
-Same schtick as the Aleste, but more durable + heavier weapons
-Damper Field in lieu of standard shield

New Ship: Xyphos(AA) - 4DP
- more offensively tuned Xyphos with an attached Xyphos wing
- Effectively a mobile support wing

New Ship: Gunhazard - 3DP
- Live fast, die faster
- Very mobile with good armor rating, but extremely low HP

New Ship: Watchdog - 10DP
- Fire Support; poor mobility and flux stats but enhanced range and firepower for its class

New Hullmod: WINGCOM Suite
- Adds fighter bay with 70% range reduction, increased replacement rate of 70%,and increased refit time of 25%
- Instead of launching from the host ship, new fighters either arrive from the deployment zone or from nearby carrier    returned to for refit
- If piloted by officer, winning battles improves effectiveness of the wing, while being disabled, destroyed, or losing has chance to reduce it
- Wing members have a small chance to be promoted into elite officers (akin to vanilla officer promotion event)

-Added Nex Mercenary company, the rocket stars
- Curvy Laser should no longer spawn everywhere, and is now obtainable through normal exploration or loot from remnants, who will employ it sporadically. Has been rebalanced to not be as nuts before and has modified behavior when fired.

-Only Einhander,Garegga, and altagrave were known to indies + PL, added remaining hulls
-Slightly bumped up frequency so they show up ocassionaly instead of once every few cycles

   -Fixed issue that caused custom Aleste/Einhander .skins to crash due to invalid ground support bonus by checking base hull instead

Strikecraft:
- Damage dealt popup/numbers should now properly display when taking damage
- Fixed bug where game would crash if player took control of enemy strikecraft and then retreated with it (.....somehow)
- Strikecraft will now always be disabled/destroyed after combat if hull is fully depleted, instead of a 50% chance of not needing to be recovered
- Fixed bug where landing ship would only choose bay 0 to land at
- Replacement Time reduction when refitting now occurs during refit time instead of after
- Fixed bug where combat would not end if an allied / enemy strikecraft were on the field after full retreat on the player's side
- Trimmed description to be more concise and less fluffy
- Strikecraft will (should?) no longer attempt to fly directly through enemy fleet to reach a carrier

-Altagrave's will purge all modules once the core ship's HP decreases below 55%
   - This is a (AI) buff and should improve survivability somewhat
   - AMWS for all head variants DMG: 350->400, IGNORES_FLARES, adjusted offset for better accuracy
   - Karma ship system now benefits from Systems Expertise
   - Karma Seekers:
      - Reduced number of projectiles generated
      -Launch Speed: 1500-> 800
      -Proj Speed: 1000->700
        - Fixed Ear killing shotgun sound used by altagrave ex
   - Default Altagrave's main weapon can no longer be intercepted by PD
      - Chargedown: 0.12 -> 0.2
      - Adjusted firing FX
Ilorin:
-Removed ECCM from Ilorin
-Ilorin Rocket Speed: 150->50
-Burst Size: 4->8 (now fires entire clip at once)

Valken X:
- Removed Vulcan Cannon
- Laser Blade DMG: 125->200

-Valken:
- swapped light mortar for light assault gun
- System now affects all weapons
- armor: whatever it was before -> 25
- adjusted sprite yet again

-Kouto
- Revised weapon loadout
- Wing Size: 2->1

Aleste:
- Changed name of playable version to Aleste(S) to better distinguish playable and LPC version
- increased flux capacity
-Heavy Rynex Laser will no longer target fighters
-Dispersal Mortar will immediately detonate in close proximity to enemies
-Added Laser Blade as an option for right arm
-Added SCTR-40 Minigun as an option for right arm
-Laser Blade trails reduced to a more reasonable width/length
-Fixed Laser Blade not doing additional emp damage on hit
-Fixed Laser Blade damage not scaling with energy weapon mastery bonus
-Fixed bug where laser blade trails from different ships would merge into eldritch map spanning megatrails
[close]



Kind of hesitating to put that here but have you heard of this ?
https://www.youtube.com/watch?v=ElTfcOwHw9U
I've never seen this, nope! Saved to my handy dandy reference folder tho

I have reawaken from my thousand year slumber, specifically to say how good this damn mod is.
I cannot find any words in the long, long list of human languages to even fathom an inkling of my joy for this mod. There's nothing quite like it out there, where Diable Avionics gives you the feeling of being a commander of a fleet of mech pilots, nothing compares to BEING the pilot with your rag-tag team, fighting pirates as a coordinated unit.
Playing Starsector without this mod feels hollow, boring, and uninteresting. But with the mod, by God does it elevate the experience to the heavens above and beyond!
I would 100 percent help with making sprites for this mod, my lack of experience in making sprites might make it daunting but I still want to help every way I can. This is something that is so up my alley that it'd be absurd not to pitch in somehow.

In summary, mod is amazing, if you're on the fence about it, download it. Now!

Thanks!
[close]




i love everything!
great job and great additions all around!


.....i have a slight bug report though: not sure if it is my poor 9th gen i3 or what, but i think there is too much code trying to be read and executed on larger battles and it is causing some of the fighter_frig to not properly go and dock when they get really damaged
is that possible?
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

shoi

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Re: [0.95a] Arma Armatura 1.5.1 RC6 (8/23/2021)
« Reply #340 on: August 24, 2021, 05:56:07 AM »

no, I mentioned this in the post, but I switched how they try returning to carriers. Previously they'd just fly straight for them, which would end up getting them needlessly killed often. They use waypoints to return to the carrier now, but for whatever reason, ships are pretty leisurely on how they go about getting to a waypoint, which leads to them CRing out if they happen to stray to far from a carrier with enough enemies around. It'll probably work out better in the next update based from what I have seen on alex's twitter, but i'm working on a bandaid rn; a carrier with a ship system that basically works like recall device and instantly teleports one into its vicinty per use.
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.1 RC6 (8/23/2021)
« Reply #341 on: August 24, 2021, 06:03:43 AM »

i was wondering where all the dang waypoints were coming from!!!!! lol

also not to sound ungrateful (love this mod and the progress) but i REALLY wish i could alter the portraits of fighter squads



edit: it would also be AMAZING to have a hullmod similar to strikecom except it just does it for regular carriers.  im thinking something that doesnt quite provide as much bonuses or nerf to replacement out the gate, but still lets you advance the pilots overtime, and also obviously just has them spawn from the carrier itself.  just an idea!
« Last Edit: August 24, 2021, 06:32:44 AM by 6chad.noirlee9 »
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

shoi

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Re: [0.95a] Arma Armatura 1.5.1 RC6 (8/23/2021)
« Reply #342 on: August 24, 2021, 12:59:35 PM »

i was wondering where all the dang waypoints were coming from!!!!! lol

also not to sound ungrateful (love this mod and the progress) but i REALLY wish i could alter the portraits of fighter squads



edit: it would also be AMAZING to have a hullmod similar to strikecom except it just does it for regular carriers.  im thinking something that doesnt quite provide as much bonuses or nerf to replacement out the gate, but still lets you advance the pilots overtime, and also obviously just has them spawn from the carrier itself.  just an idea!

if you're comfortable with editing saves you can change their information opening it and ctrl+f the name of the pilot whose info you want to change. I'll figure out a way to do this in-game eventually  :).

anyhow, small update. Makes the armaa valkyrie actually known to armaa and indies, and gives it an ability that allows it to instantly recall one strikecraft and cut out the travel time

1.5.2

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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2 (8/24/2021)
« Reply #343 on: August 24, 2021, 01:45:42 PM »

Very cool!
Also, I really think landing gear should be added to all strike craft
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

JUDGE! slowpersun

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Re: [0.95a] Arma Armatura 1.5.2 (8/24/2021)
« Reply #344 on: August 24, 2021, 03:01:24 PM »

New stuff look dope!!  However, I do have a completely unrelated question...  does using the ground support hull mod option for carriers when invading/attacking a colony reduce CR at all?  I wouldn't expect much, but for balance reasons I would assume that there is automatically some minimal CR reduction, and even more CR reduction if there is some check that considers whether some of the mechs are lost in ground operations and further reduces CR accordingly (since can't calculate actual losses, like for marines).  Food for thought (although I guess this might also require an option to NOT use mechs for ground support in invasion options screen)!
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I wasn't always a Judge...
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