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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 653448 times)

garfu

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #570 on: January 18, 2022, 09:27:12 AM »

Tried out the .jar you linked, wanted to give a short update on it. All of this is done on an in-progress save.

2) Not sure if this was something left over from before I installed the .jar or not since I never used one, but trying to put the Altgrave and its variants into combat/simulator causes a CTD. Error log below:

Quote
313859 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:252)
   at com.fs.starfarer.combat.entities.ship.A.void.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 am also getting this crash with the latest .jar. Fresh install, just playing the mission with the Altagrave
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shoi

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #571 on: January 18, 2022, 09:36:47 AM »

If it doesn't work you're better off sticking with the original jar until the update. Just don't mouse over the cataphract hullmod :)
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garfu

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #572 on: January 18, 2022, 09:44:32 AM »

If it doesn't work you're better off sticking with the original jar until the update. Just don't mouse over the cataphract hullmod :)

Sorry, to clarify, this crashes when starting any battle, whether it be simulation, mission, or in game.

I'm still playing SS 0.95a

edit: nevermind, I just used a fresh zip from the OP and it works fine. Maybe try that, guy before me.
« Last Edit: January 18, 2022, 09:48:41 AM by garfu »
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OperaWolf

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #573 on: January 19, 2022, 12:26:03 AM »

edit: nevermind, I just used a fresh zip from the OP and it works fine. Maybe try that, guy before me.

Yeah, I actually wound up starting a fresh save and tried rolling back to the version from AA's download link to see if I could get the Altagrave to work (and just avoid mousing the Aleste (S) tooltip). Weirdly enough, both the tooltip and the Altagrave now work fine. I have no idea why.
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Grizzlyadamz

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #574 on: January 19, 2022, 10:18:01 AM »

How do yall build your Gareggas?
I've gotten it to survive 2v1 frigate encounters but Sunders and Hammerheads are beyond its reach (literally) without [Unknown]/modded weaponry.
Which isn't the case for it's closest rival, the Tempest, which is both cheaper and can eat those destroyers for breakfast.
How do you Garegga?
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OperaWolf

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #575 on: January 19, 2022, 05:18:31 PM »

How do yall build your Gareggas?

I usually keep about four end-game, two with officers, both Aggressive (Reckless would probably be fine as well). S-Mod Heavy Armor, Reinforced Bulkheads, and Hardened Shields, add Flux Distributor and ITU with OP. Breach SRM and Sabot SRM. I have a modded weapon on the head slot (Electron Rifle), but something Fragmentation or EMP would work. Your choice if it's slow and heavy or constant pressure.

Breach SRMs are great for softening up bigger targets due to their secondary property and are enough to finish Frigates/Destroyers if they're out hunting smaller targets. Sabot SRMs are mostly vulnerable on the way in, but since the Garegga is a knife-fighter they tend to go off as soon as they launch them making them really deadly. Even if they don't hit shields, the Sabot's EMP effect can cripple a ship, leaving it vulnerable to your heavy hitters. For the head I like Fragmentation just to take advantage of any open hull. Plus, Fragmentation tends to be pretty flux-efficient.

I have them Escort line ships at the start, then when everything settles out and the firing line is mostly stable I drop them off Escort and have them hunt anything trying to flank, or anything that's annoying. I build them tanky so it's pretty effective for me to give them some simple orders near the beginning and then forget about them until something small and annoying shows up. On my officer-piloted Gareggas, enemies rarely even make it through their shields, even on very long and very nasty fights (I'm thinking double Level 3 Vengeance Fleets).

To answer specifically how to handle Hammerheads and Sunders, I've never really had any issues so I'm not sure how helpful I can be. SILVERSWORD gives you a bit of a boost so you can catch them, and once you're on them, they've lost. Having a second frigate in the mix - or even some fighters - helps a lot since they suddenly can't just backpedal and beat you. If you're playing as a Frigate you want to take fights that 1) are low risk, high reward, and/or 2) force your target to choose between two bad decisions. If your target only needs to move in one direction to win without any downsides, it's a bad trade; you should back off and find something else. You're mobile. You can pick what trades you make quicker and easier than anything else, but if you over-commit you're going to explode.
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Grizzlyadamz

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #576 on: January 20, 2022, 08:23:37 AM »

Hm, I didn't think 90su would make as big of a difference to a knife-fighter as it seems to! (I forsook ITU in favor of UI on my loadouts)
But really, actually slotting an aggressive pilot into the test-armature was like night-and-day. Previously it wouldn't dive on a couple lashers (preferring whatever slightly-longer-range weapon was in the headslot, it seemed) & sometimes lost because of it, but with an aggro pilot it can eek out wins against the assault Eagle- which is where the humble flamer-Tempest falters.

In testing though, I noticed the Garegga was uniquely weak to the Falcon, or rather, its Ion Beams. Maybe because it's a larger target catching more hardflux, maybe because it's slower and staying in the beams longer, but it couldn't close the distance before being disabled.
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hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #577 on: January 20, 2022, 08:57:04 AM »

My Garegga build feels pretty vanilla but logic to me

A Ion Cannon head for A: looks and B: EMP damage to make the A.I. freak out and keep its shields up, exposing them to continuous machine gun fire and hard flux build up

followed with double Atropos launchers for when/if the target overloads

for mods I go reinforced builkheads and Flux mods after maxing Vents...
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Killsode

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #578 on: January 20, 2022, 09:02:59 PM »

My Garegga build feels pretty vanilla but logic to me

A Ion Cannon head for A: looks and B: EMP damage to make the A.I. freak out and keep its shields up, exposing them to continuous machine gun fire and hard flux build up

followed with double Atropos launchers for when/if the target overloads

for mods I go reinforced builkheads and Flux mods after maxing Vents...

honestly the standard loadout available is really good
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OperaWolf

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #579 on: January 21, 2022, 11:05:48 PM »

You know, speaking of the Garegga/Trihander, I'm not sure about the SILVERSWORD system. I like it on paper, but in practice the AI handles it somewhat randomly. Sometimes they constantly ride it to the line and it works out. Sometimes they use it when they need it and turn it off when they don't. Other times I've seen them just moving somewhere and flick it on until they blow up. I had one fight today where I had a Garegga moving to retreat. It was halfway to the map border, in empty space, when it flicked on SILVERSWORD and rode it until it damaged itself.

Dunno how shoi feels on it, but just from using them so often I feel like changing from a redline you ride (which is pretty fun when you, a human player, uses it, but dicey when the AI operates it) to just a system you can kick on that buffs you for a set period of time then shuts off and goes on cooldown might be a more reliable setup. It would still keep the "overheating/limit break" feeling the current system has without the added variance.
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SpartanXZero

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #580 on: January 22, 2022, 05:16:21 AM »

Reminds me of the old SNES title Valken Assault game an in other ways Strike Suit Zero, Armored Core etc...

I'm surprised this works so well. I would like to suggest scaling down the suits a little more. While I get the sizing is a way to distinguish their reflective strengths visually in the field of the fight frigate/cruiser sized hard vacuum mech suits doesn't fit. I suppose I could just rescale the .png files to suit my personal tastes. Just figured I'd mention it.

Now if only someone was willing to add other factions of spacefaring mech blazing ship/mech sets.

Macross -
 UNSpacy (Macross Frontier has a wider range of ships+mechs for referencing) an the faction is centralized around Carrier based vessels with support ship elements and a heavy emphasis on swarms of variable strike fighter mechs
 Zentran/Zentraedi - Heavy emphasis on heavy combat line shipsets, beam weaponry and swarms of disposable light CQ battle pod mechs.
 Meltran - Heavy emphasis on Strike cruisers with agile missile swarm focused strike mechs
 Invid/Vajra (as a non-playable faction) - All swarm, with some overpowered heavy frigate sized creatures.



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Chronia

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #581 on: January 22, 2022, 10:35:51 AM »

I'm surprised this works so well. I would like to suggest scaling down the suits a little more. While I get the sizing is a way to distinguish their reflective strengths visually in the field of the fight frigate/cruiser sized hard vacuum mech suits doesn't fit. I suppose I could just rescale the .png files to suit my personal tastes. Just figured I'd mention it.

Just to point out, the larger ones ARE destroyers, not individual pilot suits. They have a required crew of 20+ and the descriptions talk about how they're in the torso.
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Killsode

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #582 on: January 23, 2022, 03:56:52 AM »

I would like to suggest scaling down the suits a little more. While I get the sizing is a way to distinguish their reflective strengths visually in the field of the fight frigate/cruiser sized hard vacuum mech suits doesn't fit. I suppose I could just rescale the .png files to suit my personal tastes. Just figured I'd mention it.

they're mechs, not literally suits. everything but the garegga (frigate), altragrave (destroyer), and watchdog (destroyer) are literally pilotable fighters (fighter-frigate), and as such are sized the same as fighters, making them any smaller would making both hitting and keeping track of them horrible.
funfact, the 'fighter-frigates' even take extra damage from the relevant PD skills.
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D00D

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #583 on: January 24, 2022, 08:42:23 PM »

What affects the refit time in the pilotable Fighter-Frigates? I am making a fleet based on those and the refit can take ages for some reason. Also, is there a way to command AI fighter-frigates to refit?
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shoi

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #584 on: January 25, 2022, 09:27:36 AM »

Carrier refit rate * hull level * missile refit penalty, with lower limit being 30% refit rate like standard fighters
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