Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

Pages: 1 ... 38 39 [40] 41 42 ... 56

Author Topic: [0.95.1a] Arma Armatura v2.07 - Playable Fighters, wings with personality  (Read 254781 times)

D00D

  • Ensign
  • *
  • Posts: 37
    • View Profile
    • Email
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #585 on: January 25, 2022, 11:41:15 PM »

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

So basically, I should make a capital carrier with no wings that could tank its refit rate and take off all my missiles? Is it just for missile weapons or reloadable guns like anit-matter blaster?
Logged

Killsode

  • Commander
  • ***
  • Posts: 137
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #586 on: January 26, 2022, 01:02:53 AM »

So basically, I should make a capital carrier with no wings that could tank its refit rate and take off all my missiles? Is it just for missile weapons or reloadable guns like anit-matter blaster?

i do believe it reloads everything
Logged

shoi

  • Captain
  • ****
  • Posts: 498
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #587 on: January 27, 2022, 12:16:46 AM »

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

So basically, I should make a capital carrier with no wings that could tank its refit rate and take off all my missiles? Is it just for missile weapons or reloadable guns like anit-matter blaster?

keep in mind that the ships themselves drain replacement rate so having them all leech off 1-2 carriers isn't going to change much

but yeah, the replacement rate is only affected by missiles. AMB probably should too for consistency, but reloading missiles are much more abusable without any drawbacks
Logged

Timid

  • Captain
  • ****
  • Posts: 444
  • Personal Text
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #588 on: January 27, 2022, 08:24:12 AM »

I go earn that really easy arma loot

hydremajor

  • Captain
  • ****
  • Posts: 407
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #589 on: February 01, 2022, 12:34:05 PM »

so whats the news ?
Logged

Obsidian Actual

  • Lieutenant
  • **
  • Posts: 89
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #590 on: February 07, 2022, 12:25:47 AM »

[ Possible combat UI overlapping of CR bar when ship has non-phase right-click system ]

Greetings shoi,

Since StarSector 0.95.1a, Alex has made a change to how non-shield/non-phase right-click systems are rendered on the combat GUI:

Quote
  • Added ship system status/charges/etc display for non-phase right click systems

Due to this, a couple(?) of strikecrafts featured in your mod that possess such right-click systems -- take the GunHazard (armaa_hazard_frig) with its Plasma Jets for example -- wind up having both their HULL and FLUX bars shifted up several pixels...

...just enough pixels for the FLUX bar to overlap with your custom CR bar. (The one rendered via MagicUI.drawInterfaceStatusBar() in armaa_strikCraft.class I believe).



Any ideas on how you might go about re-rendering this CR bar?
I don't know if MagicUI's methods have any means of defining manual offsets. And seeing as you're already using MagicUI.drawHUDStatusBar() to render additional HULL/FLUX bars...
Logged

shoi

  • Captain
  • ****
  • Posts: 498
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #591 on: February 07, 2022, 07:31:38 AM »

Yeah, this also seems to occur if you deploy one of the ships at critical CR for some reason. I just ended up removing the bar and adding a more prominent "low cr" warning effect that only plays when the player's ship is at low levels. People testing haven't had any issues with that, so hopefully it's fine. Thanks for letting me know either way :)

As for a status report: I probably will release at some point this month. Mostly putting last touches on things. Have a (non-exhaustive)changelog!

Quote
V2.0
--------------------
- New Ship, Valkazard
   - Added new start for starting w/ (ArmaA(Pirates)) (w/ super cool special snowflake nex start text by timid! wowee)
   - Can be found via exploration otherwise
- New Ship, Broadsword(AA)
- New Ship, Warthog(AA)
- New Ship, Kouto(Pilotable)
   - Ship System: AFCS
      - Increases damage to a random number of ships within radius by 25% based on the fleets ECM rating versus enemy ECCM rating

- Revised wings so each LPC has more clearly defined role
   - Valken-X: HE Fighter
   - Kouto: KE Fighter
   - Aleste: Obligatory "Superfighter"
   - Bihander: Obligatory "Superbomber"
   - Valken: Fodder
   - Prodromos: Interceptor
   - Gallant: KE Bomber
   - Ilorin: HE Bomber

- added leg decos to Aleste, Kouto, Valken-X, Leynos,Valken

- Fixed torso tracking problem with valkazard

- fixed missing description for valkazard system

- Revised Sprite for Kouto, Valken X

- Reduced value of Cataphract & Advanced Cataphract BP package

- Removed submarket rep/transponder requirement for gamlin

- fixed bug where player was not properly referred to using gender appropriate title(based on portrait) when landing

- fixed crashed caused by destroying altagrave module with no weapons assigned

- fixed squadron members not being generated unless wingcom hullmod was moused over

-Altagrave
   -Corrected negative modifyPercent for Weapon Flux Cost Mod
   - Replaced ear killing shotgun sound for Altagrave Ex
   - Altagrave Ex: Plasma Jets -> Havoc Drive
   - Altagrave can now swap between Vajra and Grenade Launcher
   - Added two small missile mounts
      - Mounts will be destroyed/rendered unusable if backpack module is lost

- Valken-eX
   - Replacement Time: 10->13
   - OP: 10->11
   - Removed Ion Cannon (High Delay)
   - Chaingun: chargedown:1->0.5
      -Damage: 50->25
      -Flux/Shot: 0->10
      -Burst Size: 5->6
   - Laser Blade:
      -Damage: 350->400
      - Range: 45->60
      - Energy->HE
      - Increased knockback on successive hits
   System (Special): Overboost -> Havoc Drive
      - Occasionally will attempt to actively dodge incoming fire (to varying degrees of success)

- Kouto
   - Revised loadout for anti-shield role
   - Minigun (Right Arm) now does KE damage with a clip to limit DPS
   - Left Arm - Replaced Minigun with Kinetic Bazooka

- Aleste
   - Replaced Stake Driver with Rynex Pulse Rifle
   - CLAW Drone:
      - Increased turret arc to 360 degrees
      - Ship System: Temporal Shell
      - Removed Phase Damper special system

-Pila Drone(Built-in)
   - Removed Phase Damper special system
   - New System: Temporal Shell

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

- New fighter, Valken(P)
   - Carries Anti-Ship Sword, HE weapon with limited uses
- New interceptor, Prodromos Battle Armor
   - Fragile, very effective anti-fighter/PD unit

- Advanced Optics(AA)
   - Can no longer be built in
   - Reduced Range: 100->50
   - OP: 5-> 3
   
- Removed debug text that appeared when using Curvy Laser

-Laser Blade(s)
   - Aleste
      - Reduced damage by 17%
      - No longer deals EMP damage
      - Increase Flux Cost: 350 f/s

- Aleste(S)
   - Shield Efficiency: 0.8->1
   - DP: 6->7
- Xyphos(AA)
   - DP: 5->7

- Leynos
   - DP: 6->7
   - Added Rugged Construction Hullmod
   - Now uses the better(?) Vanilla Damper AI implementation
- Gunhazard
   - DP: 3->4
   - Added Rugged Construction Hullmod

- WINGCOM SUITE:
   - Externalized strings to modSettings
   - added dialog lines for remaining vanilla fighters
   - added dialog lines for a few mod fighters
      - Additional lines can be added with magiclibs modsettings by using "special_wing_lines" map (look at armaa's mod settings for an example)
   - Removed glow/jitter effect
   - wingmen will now use different dialog based on the character's 'voice'
   - wingmen will appear in battle as a pilot of their respective fighter
   - Adjusted font colors for more uniformity with normal hullmods
   - In smaller battles where ships deploy closer to the center of the map, wingmen will now spawn a few thousand SU away instead of from deployment zone if no carrier is present
        - Max stat bonus conferred by relationship reduced to 35% (was 75% for defensive and 37% for offensive)
   - Added support for multiple wings
   - Implemented GUI for changing squad name/callsigns. Heavily based off of a butchered carcass of Nexerelin's Insurance GUI. Thanks, Histi!
   - Added random little blurbs that squadrons will blather on deployment
   - Fixed ships with WINGCOM being considered for relationship modifiers even if they did not participate in combat
   - Fixed retreated ships with WINGCOM not being considered for relationship modifiers
   - Added fluff text for characters with 'villain' voice
   - Added fluff text for characters with 'soldier' voice
   - Wingcom will now check for hullId first before resorting to baseHullId (for fighter skins)

- Strikecraft:
   - Added small UI indicator for strikecraft attempting to return to a carrier for repairs
   - Added UI indicator for enemy ships with the Point Defense skill
   - AI navigating back to carrier has been improved
   - Carriers can only supply as many Strikecraft as the number of fighter bays they possess (I.E. a Condor can resupply only two strikecraft at once, as opposed to an unlimited number)
   - Doubled carrier replacement rate decrease while rearming.
   - Fixed Strikecraft changing to Frigate HullSize if they took damage that frame
      - Should fix inconsistency with some onhit effects that used hullsize, fighter damage bonuses from skills, etc
   - Fixed shield damage not being displayed
   - Slightly increased retreat area 2000->2050 in attempt to fix retreat CTD caused by AI attempting to retreat while fighter hullsize
   -
   - Carrier Refit can now be cancelled at any time
      - HP and Armor replenish over time in carrier, so not an all or nothing decision
      - PPT and Ammo are only restored if full refit time is spent
   - added modSettings for custom configuration of refit penalties for (ideally) mod weapons and hullmods, and squadron chatter
- Einhander:
   - Drone weapon is now equipped directly on the main ship
   - Increased OP: 30->39
   - Max damage bonus from ship system: 70%->25%

Logged

IGdood

  • Commander
  • ***
  • Posts: 134
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #592 on: February 07, 2022, 06:46:10 PM »

Hype!!

Also I probably don't know how to read but which hulls have the WINGCOM hull mod?  I see it on the Xyphos
Logged

hydremajor

  • Captain
  • ****
  • Posts: 407
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #593 on: February 08, 2022, 01:24:26 AM »

Suggestion

Hullmods for pilotable strike craft to influence rearm on carriers, either something to lower the time it takes or the supplies needed for example

For shortening time I suggest:

OmniMech Structure: the structure of the vehicle has been modified for rapid dismantlement and reassembly, enabling swift replacement of parts and ammunition in combat situations
-50% rearm time
+50% rearm cost (example values)

For lowering cost on carriers I suggest :

FerroFoam Structure: replaces the structural components with hollow ones that can be filled with a FerroFoam solution that hardens rapidly in response to heat, reduces the amount of metals needed in the production of parts, directly reduces the rearm cost
-50% rearm cost
+50% rearm time (example value)
« Last Edit: February 08, 2022, 06:39:52 AM by hydremajor »
Logged

shoi

  • Captain
  • ****
  • Posts: 498
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #594 on: February 08, 2022, 11:54:02 AM »

Hype!!

Also I probably don't know how to read but which hulls have the WINGCOM hull mod?  I see it on the Xyphos

Gunhazard, Leynos, and Xyphos have it in the current version
This'll get expanded to the playable versions of the broadsword and warthog, and maybe the playable kouto

Suggestion

Hullmods for pilotable strike craft to influence rearm on carriers, either something to lower the time it takes or the supplies needed for example

For shortening time I suggest:

OmniMech Structure: the structure of the vehicle has been modified for rapid dismantlement and reassembly, enabling swift replacement of parts and ammunition in combat situations
-50% rearm time
+50% rearm cost (example values)

For lowering cost on carriers I suggest :

FerroFoam Structure: replaces the structural components with hollow ones that can be filled with a FerroFoam solution that hardens rapidly in response to heat, reduces the amount of metals needed in the production of parts, directly reduces the rearm cost
-50% rearm cost
+50% rearm time (example value)
Thanks  for the suggestion! I'll see about maybe getting something like this in before the update
Logged

Pep

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #595 on: February 10, 2022, 02:42:34 AM »

My body is ready
Logged

IGdood

  • Commander
  • ***
  • Posts: 134
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #596 on: February 11, 2022, 09:23:02 PM »

For some reason when I try to add a hullmod sometimes to an arma unit it gives me a crash to desktop and says "conversion = m"
Logged

shoi

  • Captain
  • ****
  • Posts: 498
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #597 on: February 11, 2022, 10:07:21 PM »

For some reason when I try to add a hullmod sometimes to an arma unit it gives me a crash to desktop and says "conversion = m"

Do you happen to have the crash log?
Logged

IGdood

  • Commander
  • ***
  • Posts: 134
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #598 on: February 12, 2022, 02:28:29 PM »

For some reason when I try to add a hullmod sometimes to an arma unit it gives me a crash to desktop and says "conversion = m"

Do you happen to have the crash log?

I do.

It might be my fault though because my game is modded beyond reason.   I tested around and crash occurs when I use the "build in hull mod option" and click "show all"


It seems to be too long to post on the forums and the txt file size is too big for attachment.
I will paste the closest section I find

Spoiler
239601 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
239602 [Thread-10] INFO  sound.OooO  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
249183 [Thread-3] INFO  sound.public  - Cleaning up music with id [Blackrock.ogg]
249200 [Thread-8] INFO  sound.public  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
249609 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
249610 [Thread-10] INFO  sound.OooO  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
249920 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.UnknownFormatConversionException: Conversion = 'm'
java.util.UnknownFormatConversionException: Conversion = 'm'
   at java.util.Formatter$FormatSpecifier.conversion(Formatter.java:2691)
   at java.util.Formatter$FormatSpecifier.<init>(Formatter.java:2720)
   at java.util.Formatter.parse(Formatter.java:2560)
   at java.util.Formatter.format(Formatter.java:2501)
   at java.util.Formatter.format(Formatter.java:2455)
   at java.lang.String.format(String.java:2940)
   at com.fs.starfarer.loading.specs.private.getDescription(Unknown Source)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullMod$1.showAllPressed(PSM_BuildInHullMod.java:146)
   at progsmod.data.campaign.rulecmd.ui.plugins.BuildInSelector.advance(BuildInSelector.java:162)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.E.I.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.newui.super.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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]



EDIT:  Traced it to an error with JYD; updated it and it's fixed.  Sorry
« Last Edit: February 12, 2022, 03:46:33 PM by IGdood »
Logged

hydremajor

  • Captain
  • ****
  • Posts: 407
    • View Profile
Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« Reply #599 on: February 19, 2022, 02:34:31 AM »

I've had another idea and felt like writing it down here

Mechs with modified frames/booster packs that changes their directionnal speed

First idea:
A mech with a massive set of turbine engines built into its back, the engines provide enormous forward and backward acceleration and speed at the cost of strafing and steering speed
Could make a interresting gameplay type where the mech has to "joust" the opponent and work over larger ships by taking multiple passes, putting the whole "can pass through ships" thing strike craft have to the test

Second idea:
Litterally the opposite, a mech designed with massive maneuvering boosters built into the shoulders, it provides staggering steering speed and strafing speed, however the steering speed is so extreme it can cause the pilot to lose control of the craft completely at high speeds, would make a great dedicated PD platform at the cost of anti-ship weapons and finicky movement
Logged
Pages: 1 ... 38 39 [40] 41 42 ... 56