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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 653866 times)

shoi

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #420 on: September 26, 2021, 01:09:11 AM »

the watchdog used to have that module but it was removed and just integrated into the ship

RS shows up in merc fleets and one of the  nexerelin mercenary companies you can hire uses one

EX is an HVB, so the only way to get it currently is using Vayra's Sector until the bounties mod(Bounties expanded?) adds HVBs
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Mecha-madman

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #421 on: September 26, 2021, 02:53:10 AM »

Good day shoi
Just want to say thank you for the awesome mod love it and now I cant play starsector with out it. And i find the watchdog to be my main mech when pirate hunting.

Are you going to add cruiser class mechs? that would make a mech only fleet a lot easier.
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Killsode

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #422 on: September 26, 2021, 12:22:00 PM »

EX is an HVB, so the only way to get it currently is using Vayra's Sector until the bounties mod(Bounties expanded?) adds HVBs

is that like an IBB? if so, there's been a basic compatibility update for SWP... guess i'll just have to dig through a lotta bounties
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hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #423 on: September 26, 2021, 12:38:12 PM »

Regarding the Watchdog situation I may have a suggestion

What about swapping the type of the mounts on it ?

Make the small ones ballistics (and widen their arcs a bit, maybe go up to 45 degrees ?) and make the mediums universals so we can pack some long range beams or missiles ?

This should be less taxing on the Watchdog's flux stat while slightly bolstering its PD with the small ballistics ?
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #424 on: September 27, 2021, 02:04:02 PM »

i hate to say it but i kind of liked the original system for docking better
the ai just doesnt seem to want to dock fast enough when it gets damaged
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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 1.5.2e (9/16/2021)
« Reply #425 on: September 27, 2021, 02:36:51 PM »

the current version is much better. The previous iteration is only ideal in the scenario where there aren't any enemies around; otherwise they'd 100% die since they'd attempt to fly straight through or past enemy formations when trying to make it back to a carrier

The navigational issue will probably be better in .95.1(see here) in the meantime you can use 1 or 2 AA Valkyrie to circumvent issues with them making it back to a carrier :)
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #426 on: September 27, 2021, 05:46:43 PM »

considering i only ever use them to escort a single ridiculous carrier the old version was better for me, though overall the new system is better

hopefully the update will make them meander less and just dock already

to be precise: my issue is that sometimes they fly around the carrier and dont dock right away- that is to say they are close enough to just fly over and dock but they dont
this may be due to enemy ship proximity though
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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 1.5.2e (9/16/2021)
« Reply #427 on: September 27, 2021, 06:50:41 PM »

oof, if thats the issue then it might be on me. The range is probably too short, i'll try increasing it
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #428 on: September 29, 2021, 02:17:08 PM »

to be further precise: they will hang out around 200 su from the ship they have decided to dock at
this is really noticeable when an enemy ship is close and deemed as a serious threat
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Dr.Rumba

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #429 on: September 30, 2021, 11:54:41 PM »

Does anyone know how to do a total replacer for all factions' ships and wings? Trying to make everyone rock these mechs into battle 100% of the time.

you'd probably have to create a mini mod for every faction you wanted to affect and give them the blueprints/hulls added by this mod.

I don't know dingus about modding so I'm trying to figure this all out, and in the process, I broke the mod so bad even a fresh install won't fix it LMFAO. I'll fix that myself, but I need to know, how would I go about giving a faction the specific hulls and wings from this mod with a new mod? The only thing my feeble mind could think of was editing the world faction settings so that all factions included a percentage chance for the ships to be in fleets, but by the time I arrived at that my files started catching fire.

If it's not too much of an issue could you (or any lovely person who reads this) provide me with an explanation? Even if it's short I'd appreciate it, just anything that can nudge me in the right directions knowing nothing about modding, thanks in advance for any info.
« Last Edit: September 30, 2021, 11:56:56 PM by Dr.Rumba »
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #430 on: October 01, 2021, 08:53:28 AM »

I would also like a mod that adds varying degrees of more armaa in fleets.
As it stands being the ONLY person to field them feels.....cold.
I personally would like to see them feature quite sparingly, with perhaps a chance for some randomized almost-only-armaa fleets.
Fighting an enemy swordsman sounds.....enticing.

I almost exclusively pilot a custom swordsman (from the start that includes it)

Oh and having a special aleste s that is a seperate hull with altered stats a la the rs leynos would be GREAT.
Really hope that's gonna be in the next update.
It would be great if it had phase and perhaps either time flow or heavy emp emitter
Anyway just spitballing- I'm sure whatever you have in the works will be outstanding
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hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #431 on: October 01, 2021, 09:32:48 AM »

what are you peoples saying ?

There's already pirate fleets running around with Cataphracts

I've seen Leynos, Gunhazard, and Garrega used by them, thing is they ain't very smart when using them and tend to get deleted instantly the second they try to go on the offensive...

Also pilotable strike crafts seem pretty stubborn when it comes to going back to the carrier when they are damaged or running low on CR, they just refuse to do it ...
« Last Edit: October 01, 2021, 12:38:57 PM by hydremajor »
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Dr.Rumba

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #432 on: October 01, 2021, 12:54:50 PM »

what are you peoples saying ?

There's already pirate fleets running around with Cataphracts

I've seen Leynos, Gunhazard, and Garrega used by them, thing is they ain't very smart when using them and tend to get deleted instantly the second they try to go on the offensive...

Also pilotable strike crafts seem pretty stubborn when it comes to going back to the carrier when they are damaged or running low on CR, they just refuse to do it ...


You're correct, some fleets occasionally have cataphracts in them but I'm essentially trying to do a total conversion so ALL fleets will have them. If I learn enough about modding I will also add a slider so everyone can choose just how many cataphracts they want to see in each fleet. For now, I just want to make every single fleet have a ton of mechs to see the crazy duels and have some semblance of [inster favorite mech anime, game, or movie here]. Eventually, I want to tweak the values so I hit that sweet spot where you don't see capital ships absolutely hammering through battles and instead see massive mech battles with ships only serving as long-range support giving mechs more of a significance in battle than just fun play toys. This is just my personal preference but I know others would like the game to play differently that's why I want to make the mod as acessible as possible to the point where you can tweak not just the amount of Armaa's ships and wings but all ships, but I have zero modding skills so I don't think I'll be able to learn how to make this in any reasonable time.
« Last Edit: October 01, 2021, 01:04:48 PM by Dr.Rumba »
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #433 on: October 01, 2021, 01:11:27 PM »

Well I've probably got around 100 mods so I guess that could be why I never see them.

That would be seriously cool if you did; itncould end up earning you money in the long run: I hear freelance java pays well.
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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

hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #434 on: October 01, 2021, 01:53:33 PM »

frankly the only way to do this "well" would be to come up with a bunch of mech designs for each in-game faction and give them all a set of mechs

the only feasable approach is take the ships of thoses factions, hackem up into bits and make mechs out of them, no need spriting from scratch if it ain't needed, plus it would probably help thoses mechs fit into the faction a little better

all that it would require is one base per ship tonnage and then roll out variants of theses like what battletech does

Heck a mech version of the Hound could be interresting, arm mounted assault chaingun and a vulcan for a head, thats a pretty decent mech basis

Same could be said of the ships of the same kind, Keeping the weapons loadout and switching around the weapons arcs would freshen them up a nice bit
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