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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]  (Read 653325 times)

hydremajor

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #60 on: February 02, 2021, 01:21:29 PM »

If you want gundam styled mechs look up something called "hardcore mecha" on steam, features a limited quantity of spaceships...
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TrickyTidy

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #61 on: February 07, 2021, 06:05:51 AM »

What determines if a carrier is viable for refitting the Einhander? I've noticed that it's a bit inconsistent when a carrier can refit and I'm struggling to pin down what the issue is.
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shoi

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #62 on: February 07, 2021, 06:31:37 AM »

Do you happen to have the name of a carrier it doesn't work on? I can probably look and pin down the issue with that to bounce off of
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TrickyTidy

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #63 on: February 07, 2021, 07:36:29 AM »

Do you happen to have the name of a carrier it doesn't work on? I can probably look and pin down the issue with that to bounce off of

Doh, seems like carriers need to have a wing equipped in order to qualify. I just noticed it wasn't working with some carriers but others were fine. I initially thought it was a hullmod conflict.
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shoi

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #64 on: February 07, 2021, 11:41:11 AM »

Ahhh, I see. Either way, it probably should work even if there are no LPCs equipped to the carrier for some reason. I'll fix that for the next update.
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mora

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #65 on: February 23, 2021, 11:09:35 PM »

Putting the hullmod "PD Arc Emitter" from VIC on the Pila UWS causes a NullPointerException. There are probably many other hullmods that crash the game out there due to the uniqueness of this mod. Perhaps a whitelist or not allowing any hullmods on the Pila UWS and similar things could prevent crashes down the road.
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shoi

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #66 on: February 27, 2021, 11:16:57 AM »

Thanks for the heads up, this won't be an issue in the coming release.
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hydremajor

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #67 on: March 08, 2021, 12:28:01 PM »

so whats planned for that next release anyhow ?
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shoi

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #68 on: March 10, 2021, 03:15:56 AM »

Three new fighter wings, an Ion Cannon sidegrade that's focused on front-loaded EMP damage instead of dealing it continously, two new altagrave variants + a revised one, and this guy. Shouldn't be much longer... i think

« Last Edit: March 10, 2021, 03:21:03 AM by shoi »
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hydremajor

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #69 on: March 10, 2021, 03:21:01 PM »

sprite work reminds me of a guy making shoot'em up games going by the handle "Astro port"

https://www.youtube.com/watch?v=rxWyfwwRIk4

example of said work, he used to have a shoot em up where the bosses were mechs but I can't seem to remember the name, though that was one of his harder games
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shoi

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #70 on: March 11, 2021, 12:11:57 PM »

That's interesting! While I did paint a good bit, lot's of it is a bash from the hyperion+wolf+omen with a dash of DA.
Maybe it's the color scheme that makes it more similar looking
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hydremajor

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #71 on: March 14, 2021, 06:43:05 AM »

AHA !

THERE IT IS

god, thats been bugging me for a while now....

https://www.youtube.com/watch?v=TGPZQj_VpLQ

game name reads: Urban Uprising Dark New World

P.S.: I know of one more free mech game that could be interesting to you should you be so inclined...
« Last Edit: March 14, 2021, 02:11:08 PM by hydremajor »
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shoi

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Re: [0.9.1a] Arma Armatura 1.2.3
« Reply #72 on: March 25, 2021, 03:07:20 AM »

Before I fall any deeper into the feature creep rabbit hole

V1.4 Update

This update adds 3 new fighter wings, including *gasp* a non-mech LPC! There are some buffs and nerfs as well, and one major thing I want to note is that the "suicidal altagrave" issue seems to be a bug that affects module ships, which makes them much more aggressive than they should normally be. Alex couldn't replicate my results, so this seemingly is fixed in 0.9.5a. In the meantime, if you want to prevent this behavior from occuring with AItagrave's, destroying their back module with a console command should make them revert to the proper AI threat evaluation. (Oddly enough, assigning them a ship to escort also resolves the issue).


Since none of my gifs never load, I made another video.
https://youtu.be/Mc089z_-IIo


Download v.1.4.2 for 0.9.1a - Probably Save Compatible (market changes need a new game tho)



full changelog
ADDITIONS:
   -Aleste:
      -  14 OP, single wing with two support drones
      -  +20 ground bonus to equipped carrier
      -  Primarily energy+frag DPS with some KE and HE
   -Gallant:
      -  15 op
      -  wingsize: 2 single shot sparkly beam bomber
      - cannot move or turn during firing sequence, very vulnerable
   -Garegga:
      - Dakka
      - 1x small energy, 2x small composites, 2x built-ins
      - Short-Range
      - 8 DP
   -Trihänder:
      - Tri-tachyon modified Garegga
   -Einhänder:
      - Single wing - 25 OP
      - +30 ground bonus to equipped carrier
      - only can be obtained by finding its blueprint through normal exploration
      - only here in prep for some 0.95a modding features, may be altered considerably

-Added two new Altagrave variants, revised [C] variant
   -Altagrave[G]
      -Exceliza Grenade Launcher, 300 shield radius, Plasma Jets as ship system
      -upsized central small hybrid to medium energy
   -???
      - HVB, appears at level 30 + certain fleet strength
   -Altagrave[C]
      - Syrinx MRM
      - Backpack Module: Active Flare Launcher
      - Karma[C]: Grants all friendly ships(except itself) within 1000 SU a degrading time dilation bonus based on  the total of the karma gauge. At full charge, the bonus granted is 15%, and maximum duration is 20 seconds.

-Added 3 new nex starts for base Altagrave, Altagrave[G], and Garegga

MISC:
-Reduced LPC frequency chance in fleets across the board by 40-60% depending on rarity
-Fixed LPCs never appearing in PL markets/fleets due to a incorrectly named faction file
-Implemented MagicSettings missile resistance modsetting for Altagrave's system
-Changed portrait for meshan admin + fixed missing parameters in cataphract defense base planet condition
-armaa lpcs should now appear in persean league markets/fleets

Valken-X:
- nerfed paintjob saturation by 40%
- minor gfx changes to make head more prominent/distinguishable
-Removed omni shields
-HP -> 575->850
- Light Mortar -> Ion Cannon(High Delay)
- Assault Chaingun(Fighter) DMG -> 45->60
-LS-99 MOONLIGHT Range: 35->45; Cooldown: .33->1
   -interruptibleBurst -> true
   -beamFireOnlyOnFullCharge -> true
   -empDamage: 500->50

Einhänder:
-Removed Delicate Machinery
-AS Glaive Ammo:4->10
-Hullmods can no longer be equipped to the dummy drone (these had no effect, so nothing was lost)
- Pila Drone system: Teleporter->Temporal Shell(2x dilation)

Bihänder:
- Ship System: Phase Damper Field -> None
   - Can actually be killed before firing beam now

Kouto:
- Engagement Range: 2000 -> 4000
- Plasma Gatling:
   - Range: 500->600
   - Damage: 15->30
   - Recoil:
      -Min: 15->0
      -Max: 30->10

   - Damage Type: ENERGY-> FRAG
-Shield Radius: 70->360

Altagrave:
-There appears to be a bug with ships that use modules that makes them much more aggressive than they should normally be. This seemingly is fixed in 0.9.5a, but if you want to prevent this behavior from occuring with AItagrave's, destroying their back module with a console command or assigning them a ship to escort resolves the issue.
-For this reason, modules no longer confer any statistical bonus/malus to speed/manuverability.

-Fixed weird interaction with shipsystem and missiles using custom AI
-DP: 14->15
-Shield Radius -> 120
-Seeker Damage 250->150
-HP -> 2500->3000
-Flux Cap -> 5750-> 5850
-Armor -> 450 -> 375
-Leg modules: system -> low-grade EMP
-Backpack Module: System-> Pila UWS
-Modules vent & overload with core



[close]
« Last Edit: March 25, 2021, 02:25:51 PM by shoi »
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shoi

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Re: [0.9.1a] Arma Armatura 1.4.1
« Reply #73 on: March 25, 2021, 07:21:21 AM »

Double post, but I made a mistake in the latest release that would cause a crash with certain mods. It's been fixed now, so if you happened to download prior to this message, you should redownload the updated version in the previous post, or here: https://tinyurl.com/y59a8k3x
« Last Edit: March 25, 2021, 02:25:24 PM by shoi »
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shoi

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Re: [0.95a] Arma Armatura 1.4.3
« Reply #74 on: March 27, 2021, 07:43:37 AM »

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