Requires the latest MagicLib + LazyLib
Download v.1.4.5d for 0.95a - Save Compatible
V1.4.5d
----------
-Crushed the elusive FighterAI bug/crash, hopefully once and for all
-fixed bad logic that allowed Einhänder to land on enemy carriers
-add temporary workaround to vanilla's infinite overload bug affecting fighters
-add untested fix to prevent spontaneous death while on carrier
Thanks for the feedback, everyone.
This should fix the overload bug (well really it just prevents you from ever overloading for longer than a split second, will remove when alex pushes the next fix) and the FighterAI crashes.
I'm not 100% sure what the cause of the deaths on carriers is from. It's either that einhander is still vulnerable while docked and was taking hits, or the carrier somehow dereferenced...? either way, I made some changes to try and prevent this, but i couldn't reproduce the bug. Hopefully this is a valid fix.
Loving the new system with the Einhander but I got a serious error as shown in the attached file.
How it happened is that I was fighting a larger Pirate fleet and accidentally caused my Einhander to get overload. Needless to say it got stuck with the overload bug. Needing to retreat I opened the map but for some reason the unit automatically got set to Autopilot and went dead silent while drifting for a few seconds. Then the game crashed.
I tried version 1.4.5 and I noticed something weird but pretty cool.
I noticed my AI controlled Einhander dock with an enemy carrier. I'm guessing this was a bug, but it would be pretty cool if the Einhander decided to infiltrate the enemy carrier and attack the crew from the inside!
Happened to me too. I was able to trick an enemy Venture and disabled it's PD then docked in it and got a fresh supply of ammo. Went to destroy it afterwards. Would love to see that implemented where you dock inside an enemy carrier and cause damage like blocking it's ability to relaunch fighters or sabotage it's hangars.
This was a mistake on my part on not checking if the carrier targetted is even on the player's side, so unfortunately it's a bug..but might be something worth exploring for a different mech down the line
Hi! First of all I love the mod. I'm always in favor of anything that adds more pilotable mecha to Starsector. I've been using this mod, Diable, and Combat Docking to have an awesome mecha/fighter pilot campaign playthrough and the Einhander has been hilarious fun. I'm still early-game so I'm flying off a Condor that has a couple of other Cataphract squadrons to back me up along with a Mule with fighter clamps and a squadron of Valkens.
I think I may have run into a bug with the Einhander in 1.4.5 Once it goes into flux overload the 7 second timer never starts counting down, and so the overload continues until I dock with a carrier and get rearmed and repaired. Is this intentional behavior? I can still fly okay, the weapons and systems just don't work. I've also noticed that sometimes the Einhander just doesn't want to dock while in that state, and will just stay escorting the carrier even with degraded CR. My Einhander also exploded inside a living carrier that was under fire at the time. The carrier died maybe 20 seconds after I did, so I'm not sure if it was combat damage or if it was the same problem Roka ran into. I've also had the game CTD a couple of times when trying to return to the carrier, but that happened after hitting U for autopilot, then going into the map screen and right-clicking on the carrier. When I do that the game crashes and I get this error:
If you're taking suggestions for future units, a pilotable mass-produced cataphract along the lines of a Jegan would be awesome. To counter its weaker individual performance relative to the Einhander, perhaps it could have a couple of small hybrid "shoulder hardpoints" similar to the mounts on the Einhander's drones. That'd give the pilot some useful configurability and the ability to set it up like a "Jegan Cannon" or a variant with a couple of torps for extra punch while still leaving that Grunt Suit feel.
As far as extra Mobile Armor goes, I'd love to see something set up a bit like the Deep Striker from Gundam Sentinel or the GP-03 from 0083. It's fast and has impressive firepower, but its playstyle could be more based around maintaining momentum and making cavalry-style "slashing" attacks against a formation rather than getting stuck in.
FYI, I dont think that anything will happen if you give einhander an escort order on a carrier. At one point I think this wasn't the case, but im pretty sure that logic no longer exists. Now it's either
a.) activate autopilot and go to the nearest carrier
b.) target a carrier and then activate autopilot, go to targeted carrier
About the additional ideas, they're all pretty neat, i'll keep them in mind. Once this is a bit more stable and im sure things are working pretty well, I'll probably make another cat in the same vein as einhander but with more modularity, and then maybe an HVB version to appease the folks who insist that the base einhander is too weak. The biggest obstacle is trying to balance the ability to manuever over things with customized loadouts, since being able to fly on top of stuff and dump say, a reaper would probably be pretty broken. Just making it harder to approach probably will fix this though (I.E. no phase-like ability/time dilation) but i'll be experimenting with stuff to see what works.
Thanks for the feedback!