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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 653356 times)

6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #465 on: October 20, 2021, 10:02:11 AM »

I just look at it like some factions good at some things and there are a couple ships with autoforge that can make use of the overpowered faction missiles with limited ammo.

I used to be biased against missiles and spend those ordinance points on better flux stats/shields etc.  I've since figured out that in some cases missiles (even when they dont reload) are exceptionally powerful.
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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 #466 on: November 04, 2021, 03:32:04 AM »

So what's up ?
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #467 on: November 04, 2021, 06:36:11 AM »

I've been wondering as 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

JUDGE! slowpersun

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #468 on: November 04, 2021, 10:39:15 AM »

Another thing i'm working on is making a simple guide for other modders who want to make pilotable ships that can land on carriers like the stuff in arma since there seems to be enough interest to warrant it, and the code is more or less in a decent enough spot for me to be comfortable with doing so. Maybe i'll have something by months end, maybe not. we shall see  :)

Any word on this yet?  I have an idea about what to make/design with the code, curious about how soon this will be available.  Not a big deal, since not even remotely close to needing it yet, but I figure looking at it may save some time in the long run... or at least save more time than reading #comments in code; sometimes without practically a hyperlink connecting to additional #comments, they are worse than useless.
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I wasn't always a Judge...

FranzDenKaiser

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #469 on: November 04, 2021, 01:44:44 PM »

Weird question but, is Meshan actually in the map? The history of the AASV makes a big deal about the Battle of Meshan and the mission heavily implies the place was glassed, but if you try to find it in the sector, there's no planet called Meshan. Of course this has no bearing on gameplay, but I'm the kind of dude who nerds way too much over lore so it kind of bothers me that its not there.
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hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #470 on: November 04, 2021, 02:15:45 PM »

Weird question but, is Meshan actually in the map? The history of the AASV makes a big deal about the Battle of Meshan and the mission heavily implies the place was glassed, but if you try to find it in the sector, there's no planet called Meshan. Of course this has no bearing on gameplay, but I'm the kind of dude who nerds way too much over lore so it kind of bothers me that its not there.

Well there's the system where you can buy the mechs proper that I believe is called meshan and there's only one planet
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FranzDenKaiser

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #471 on: November 04, 2021, 06:54:50 PM »

That's NEW Meshan, the mission where you fight over the original Meshan seems to imply Tri-Tach glassed the planet (it's literally a Volcanic wasteland).
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hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #472 on: November 05, 2021, 07:51:55 AM »

That's NEW Meshan, the mission where you fight over the original Meshan seems to imply Tri-Tach glassed the planet (it's literally a Volcanic wasteland).

Maybe its a hook for something else later on ?

like a new faction with different mechs or something ?
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shoi

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #473 on: November 08, 2021, 07:33:21 PM »

New contents are more or less done but needs some more testing and there's some graphical stuff thats still WIP. I have a few bugs left to crush as well. It's mostly minor but I just haven't had the time to work on it yet. As far as the new stuff goes, heres a snip of the changelog.

Quote
- New Ship, Caymon - carrier based on the heron and optimized for cataphract usage

- New Ship, Valkazard
   - 'what if the gunhazard wasn't pure fodder?'
   - one-off/unique cataphract

- New Ship, Broadsword Isiliva
   - Custom Broadsword with WINGCOM and Silversword system(<--may be changed)

- Altagrave can now swap between Vajra and Grenade Launcher

- Watchdog can now swap between Hellbore and Gauss Cannon
   - Increased Flux Capacity/Diss
   - Siege Mode: Shield Damage Reduction: 50%->10%

- New fighter, Valken(P)
   - Carries Anti-Ship Sword, HE weapon with limited uses

Any word on this yet?  I have an idea about what to make/design with the code, curious about how soon this will be available.  Not a big deal, since not even remotely close to needing it yet, but I figure looking at it may save some time in the long run... or at least save more time than reading #comments in code; sometimes without practically a hyperlink connecting to additional #comments, they are worse than useless.

I'll set a definite deadline of posting it by this weekend. The main delay was annotating the main strikecraft script (relatively minor factor tbh) and trying to find an alternate way of carrying out some of the hax needed to make fighters playable. I had a thread post ready to go as well, until my laptop decided to restart itself before it could be saved  :'( either way, that shouldnt take too long for me to recreate

Weird question but, is Meshan actually in the map? The history of the AASV makes a big deal about the Battle of Meshan and the mission heavily implies the place was glassed, but if you try to find it in the sector, there's no planet called Meshan. Of course this has no bearing on gameplay, but I'm the kind of dude who nerds way too much over lore so it kind of bothers me that its not there.

It doesn't exist in any version currently since I wanted there to be something cool you could get if you did manage to find it..I might add it into the next update though
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #474 on: November 09, 2021, 11:10:52 AM »

You could put the valkhazard there
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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 #475 on: November 09, 2021, 11:38:25 AM »

You could put the valkhazard there

I'd rather be more interrested in colonizing the planet and having huge ruins to dig through and get the blueprints for the entire mod's lineup....
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #476 on: November 10, 2021, 07:38:31 AM »

Yea that's good too

Also I'm excited about the new carrier
« Last Edit: November 10, 2021, 07:42:03 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

Nuggnugg

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #477 on: November 11, 2021, 03:56:26 PM »

Thought id get this for my next playthrough. But it is crashing my game. Can anyone help me figure it out?
It crashes on sector generation.
I have alot of other mods, so it might be a compatability issue?
The games starts fine if i disable this mod.

This is from starsector.log:
Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.setSkillLevel(Unknown Source)
   at data.scripts.MechaModPlugin.onGameLoad(MechaModPlugin.java:140)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.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(Thread.java:748)
[close]

Enabled mods:
Spoiler
{"enabledMods": [
  "pantera_ANewLevel30",
  "armaa23",
  "raccoonarms",
  "battletechportraitpack",
  "beyondthesector",
  "Csp",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "diyplanets",
  "istl_dassaultmikoyan",
  "diableavionics",
  "GrandColonies",
  "HHE",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "sun_hyperdrive",
  "IndEvo",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "nexerelin",
  "ORA",
  "QualityCaptains",
  "rebalanced_doom",
  "tahlan_scalartech",
  "SCY",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "sun_starship_legends",
  "stelnet",
  "tahlan",
  "Terraforming and Station Construction",
  "TORCHSHIPS",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "audio_plus",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
[close]
« Last Edit: November 11, 2021, 11:27:46 PM by Nuggnugg »
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #478 on: November 11, 2021, 05:38:52 PM »

are you trying to run random sector?

if you go to mods folder there is a text file where you can copy and paste your enabled mods here
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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

Nuggnugg

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #479 on: November 11, 2021, 11:27:18 PM »

No, just normal sector.

Updated the post above with enabled mods

I read some pages here and saw someone mention updating quality captains. I did and it is no longer crashing on sector generation.
« Last Edit: November 11, 2021, 11:36:25 PM by Nuggnugg »
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