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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 653488 times)

zrx1000

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Haven't tried to bring them to battle armless, but for the other mech that didn't ctd on the refit screen, the arms regenerate if you press strip or change the weapon hullmods.
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IGdood

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I uh....I think I went too far with Wingcom.

Spoiler
[close]
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Necrodamis

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I uh....I think I went too far with Wingcom.

Spoiler
[close]

Yo what mod are those ships from, they cool pretty awesome. I'm pretty sure the white one with two runways is from Dassault, but idk about the others
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IGdood

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I uh....I think I went too far with Wingcom.

Spoiler
[close]

Yo what mod are those ships from, they cool pretty awesome. I'm pretty sure the white one with two runways is from Dassault, but idk about the others

I'm using....some official mods and some bootleg updates of mods that aren't on the forums or have not been touched for some time. 
Gundam
Aria Rising
United Aurora Federation
Star Wars
Battlefleet Gothic
Royal Azalea
Sunrider

« Last Edit: March 16, 2022, 08:28:13 PM by IGdood »
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hydremajor

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more interested in thoses Front mission pilots tbh
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Karleen

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Einhander is too op, pls nerf.

Spoiler


[close]
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shoi

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Another bugfixing round.
Quote
V2.03
--------------------
- fixed crash with carrier evaluating to null
- fixed einhander crash with dummy weapon
Einhander is too op, pls nerf.

Spoiler


[close]

wowee, how'd you manage this?
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Karleen

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Einhander is too op, pls nerf.

Spoiler


[close]

wowee, how'd you manage this?

Ahahah, I might've spent a whole bunch of hours yesterday trying to solo this thing. It's quite doable once you get the hang of the whole approach. I'll see if my pc is able to handle recording an actual fight in Starsector so I can grab a vid of this.
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SpaceDrake

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So a question with spoilers:

Spoiler
When you recover the Valkazard in a non-Arma start, it seems to imply that you can take it to New Meshan or somewhere to continue the story of how it came to be. Having it in my fleet doesn't seem to give Sera or anyone anything to say. Is the implied questline not yet in, or did I misunderstand?

also the val is fun on a bun and I named mine Valhawk, I really should consider a highly Arma-centric run next as sleeper looks fun
[close]

EDIT: Also! A few bug reports: so having a friendly carrier alongside your strikecraft in 2.03 does indeed protect them from losing CR in the event of a hyperstorm strike, as advertised. However, it doesn't prevent hull damage from happening... which sadly kind of defeats the purpose of the idea, since you still end up spending a lot of resources to repair them. And given how comparatively frail they can be, you definitely want to avoid going into battle with hull and armor damage (hell, it'd cripple something like an Leynos outright).

Also: while the ship system does indeed work right when you have The Good Drugs™ in the hold, the Valkazard system tooltip always shows the system as "disabled", meaning it's impossible in the game itself to tell what the heck it does. I actually don't know quite how fixable that is (can Starsector really change tooltips depending on if something is in inventory?) but it's clearly not quite working as intended visually.
« Last Edit: March 17, 2022, 11:00:57 PM by SpaceDrake »
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shoi

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Another quick fix. Same link above
Haven't tried to bring them to battle armless, but for the other mech that didn't ctd on the refit screen, the arms regenerate if you press strip or change the weapon hullmods.
This should be working for you now (hopefully)

So a question with spoilers:

Spoiler
When you recover the Valkazard in a non-Arma start, it seems to imply that you can take it to New Meshan or somewhere to continue the story of how it came to be. Having it in my fleet doesn't seem to give Sera or anyone anything to say. Is the implied questline not yet in, or did I misunderstand?

also the val is fun on a bun and I named mine Valhawk, I really should consider a highly Arma-centric run next as sleeper looks fun
[close]

Yeah, so before I released v2 I meant to remove that extra line since I didn't want to delay the update any longer making the questline and I had already feature crept massively, but seems I missed it. Anyway, it is something that's intended for the future.
Quote
EDIT: Also! A few bug reports: so having a friendly carrier alongside your strikecraft in 2.03 does indeed protect them from losing CR in the event of a hyperstorm strike, as advertised. However, it doesn't prevent hull damage from happening... which sadly kind of defeats the purpose of the idea, since you still end up spending a lot of resources to repair them. And given how comparatively frail they can be, you definitely want to avoid going into battle with hull and armor damage (hell, it'd cripple something like an Leynos outright).

Also: while the ship system does indeed work right when you have The Good Drugs™ in the hold, the Valkazard system tooltip always shows the system as "disabled", meaning it's impossible in the game itself to tell what the heck it does. I actually don't know quite how fixable that is (can Starsector really change tooltips depending on if something is in inventory?) but it's clearly not quite working as intended visually.
The drugs hullmod works but only when/after(?) a combat engine is loaded which is an oversight on my part, will fix. I think this was edited just as I started posting, so I didn't update this just yet.

RE: The Hyperstorm damage, I might have missed another stat to modify. Will check.
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SpaceDrake

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Yeah, so before I released v2 I meant to remove that extra line since I didn't want to delay the update any longer making the questline and I had already feature crept massively, but seems I missed it. Anyway, it is something that's intended for the future.

Yeah, I 99% figured the situation was something like that, and this is already such a massive update to what 1.x Arma was that I imagined rules.csv madness on top of that was a bit much. I just wanted to be sure I hadn't missed something, though.

Looking forward to that questline! The lead-in seems neat. :D

Spoiler
I'm also guessing the plan is that The Quest can start with either the recovered Valk or the one from the Sleeper intro? Possibly with different reactions out of Sera or whoever depending on how it's obtained/begun with?
[close]

Quote
The drugs hullmod works but only when/after(?) a combat engine is loaded which is an oversight on my part, will fix. I think this was edited just as I started posting, so I didn't update this just yet.

RE: The Hyperstorm damage, I might have missed another stat to modify. Will check.

Yeah, I figured out that the drugs allow you to get those super bullet-time dodges. Neat system!

But, yeah, the hyperstorm damage should be easy enough to test. It's frustrating but I can understand how fiddly it is to get this to work.

Also, in case it need be said, Arma 2.0 is an incredibly sick update all around. Thank you for the work you put into this!
« Last Edit: March 18, 2022, 01:30:53 PM by SpaceDrake »
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SpaceDrake

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Oh, also, since Valkazard Feedback™ is a bit of a topic:

Frankly, it's not even the most overpowered "super-ship frigate" I've played in a mod. If anything, it's very tightly balanced and handled well and with obvious care and consideration, and there's even an aspect I think might be a little too punishing.

To address that aspect first: the 40% CR loss per deployment is, well, pretty harsh. Which I get is the point, this thing is a high-performance prototype that really needs work after every deployment, but the Sleeper start is meant to be at least "pirate-friendly" without being outright pirate-y in lore and immediate game feel. But this means that for most freight interception operations - that is, fight the escort fleet first, and then a stern chase against the fleeing transports - the Valk can't actually operate at full capacity during the second half of the operation without help from skill-related CR cap boosts. For players who use Certain Approved Ways to get the Valk later in their playthrough, it's probably not as big a deal since they'll have one of the relevant skills or an officer with one, but for the Sleeper start at level one, it feels... a bit rough. Especially since in the early game, the demands on your captain's skillpoints are considerable, and you may not want to invest in one of the CR cap raisers right away. It makes more sense compared against a 100% CR cap, but I dunno; I feel like 30% loss per deployment might feel a little better overall while still pressuring you to not take too long out there, even with your potentially massive deployment time (Hardened + Wolfpack alone gives you 500 seconds of deployment time), and if anything would lean on you making sure to be economical with that first strike so you don't dip below 40% for the follow-up.

At the very least, it's probably worth having a look at; it's not the end of the world, but in terms of ~design space~ it does feel like it's bumping up a bit against how the early part of a Sleeper playthrough is "meant" to play.

Everything else is just pure magic, though. I love the different options for the chassis and how it changes up how the unit plays, I love the weapon variety on the arms (I'm still trying to figure out what weapon set-up I like the absolute best, and perhaps which for different missions), I love the options the missile hardpoints give you for loadouts, I love the fairly generous fitting allotment, I love how the various ship systems work, and I even love how its defenses are far from perfect. It's still quite vulnerable to getting popped from behind, and some ships that you didn't think of as being that dangerous in other contexts can be quite lethal now! (Diable Avionics Hazes are the ones currently terrifying and delighting me, because they just loooove to phase skip right behind you and beanbag you...) It's an incredibly different experience compared to other "super ship" starts and it's so, so engaging and fun. It really does get that "flying a special fighter/mecha in a battle of big ships" feeling across like nothing else I've played in the modiverse, and it's an utter delight. It even makes considerations and math for a lot of skills feel different; Wolfpack, as noted, gives the Valk a truly hilarious uptime where some other frigates or strikecraft might not benefit as much, while a lot of "mainstay" damage increasers are maybe not quite as relevant to it! But what about going into neural interface, and commanding both it and a mighty, proper battlecarrier-flagship and switching as needed, and perhaps trying to arrange skills for both? Hmmmmmm...

In short, really great job with this; it was worth what I'm sure was hours and hours of labor setting everything up just right. I'm practically on tip-toes waiting to see what kind of campaign content you have planned related to the Valk!

A lot of the other feedback has also been covered by others, and I don't have much to add or productively gush about there, so I'll wrap things up. In short, it's all great, I love it, it's quite an improvement over ArmaA 1.x, and I'm glad this mod exists. Please keep at it!

(And finally, a question: is there a way to order a strikecraft to go repair/re-arm at a friendly carrier? I'm having a little trouble getting my officer'd strikecraft to do so.)
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Karleen

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Einhander is too op, pls nerf.

Spoiler


[close]

wowee, how'd you manage this?

Ahahah, I might've spent a whole bunch of hours yesterday trying to solo this thing. It's quite doable once you get the hang of the whole approach. I'll see if my pc is able to handle recording an actual fight in Starsector so I can grab a vid of this.

Alright, here it is!

https://youtu.be/kEqpYqEmHWU
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shoi

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Alright, here it is!

https://youtu.be/kEqpYqEmHWU

Thanks! So it's what I figured, and AI pulling its punches since it sees the ein as a fighter...
Sadly, i'll have to 'fix' that. The move will probably be adding a hullmod that bumps up the threat level of the higher DP little ones so AI isn't so lukewarm on using everything they can to kill you
Oh, also, since Valkazard Feedback™ is a bit of a topic:

Frankly, it's not even the most overpowered "super-ship frigate" I've played in a mod. If anything, it's very tightly balanced and handled well and with obvious care and consideration, and there's even an aspect I think might be a little too punishing.

To address that aspect first: the 40% CR loss per deployment is, well, pretty harsh. Which I get is the point, this thing is a high-performance prototype that really needs work after every deployment, but the Sleeper start is meant to be at least "pirate-friendly" without being outright pirate-y in lore and immediate game feel. But this means that for most freight interception operations - that is, fight the escort fleet first, and then a stern chase against the fleeing transports - the Valk can't actually operate at full capacity during the second half of the operation without help from skill-related CR cap boosts. For players who use Certain Approved Ways to get the Valk later in their playthrough, it's probably not as big a deal since they'll have one of the relevant skills or an officer with one, but for the Sleeper start at level one, it feels... a bit rough. Especially since in the early game, the demands on your captain's skillpoints are considerable, and you may not want to invest in one of the CR cap raisers right away. It makes more sense compared against a 100% CR cap, but I dunno; I feel like 30% loss per deployment might feel a little better overall while still pressuring you to not take too long out there, even with your potentially massive deployment time (Hardened + Wolfpack alone gives you 500 seconds of deployment time), and if anything would lean on you making sure to be economical with that first strike so you don't dip below 40% for the follow-up.

At the very least, it's probably worth having a look at; it's not the end of the world, but in terms of ~design space~ it does feel like it's bumping up a bit against how the early part of a Sleeper playthrough is "meant" to play.

Everything else is just pure magic, though. I love the different options for the chassis and how it changes up how the unit plays, I love the weapon variety on the arms (I'm still trying to figure out what weapon set-up I like the absolute best, and perhaps which for different missions), I love the options the missile hardpoints give you for loadouts, I love the fairly generous fitting allotment, I love how the various ship systems work, and I even love how its defenses are far from perfect. It's still quite vulnerable to getting popped from behind, and some ships that you didn't think of as being that dangerous in other contexts can be quite lethal now! (Diable Avionics Hazes are the ones currently terrifying and delighting me, because they just loooove to phase skip right behind you and beanbag you...) It's an incredibly different experience compared to other "super ship" starts and it's so, so engaging and fun. It really does get that "flying a special fighter/mecha in a battle of big ships" feeling across like nothing else I've played in the modiverse, and it's an utter delight. It even makes considerations and math for a lot of skills feel different; Wolfpack, as noted, gives the Valk a truly hilarious uptime where some other frigates or strikecraft might not benefit as much, while a lot of "mainstay" damage increasers are maybe not quite as relevant to it! But what about going into neural interface, and commanding both it and a mighty, proper battlecarrier-flagship and switching as needed, and perhaps trying to arrange skills for both? Hmmmmmm...

In short, really great job with this; it was worth what I'm sure was hours and hours of labor setting everything up just right. I'm practically on tip-toes waiting to see what kind of campaign content you have planned related to the Valk!

A lot of the other feedback has also been covered by others, and I don't have much to add or productively gush about there, so I'll wrap things up. In short, it's all great, I love it, it's quite an improvement over ArmaA 1.x, and I'm glad this mod exists. Please keep at it!

(And finally, a question: is there a way to order a strikecraft to go repair/re-arm at a friendly carrier? I'm having a little trouble getting my officer'd strikecraft to do so.)

Thanks! Yeah, I spent a lot of time working on valk specifically trying to make it interesting , so im glad you like it!
I remember increasing CR cost to 40% but not as to why, and tbh dropping it to 30% is definitely doable.
There's no way to manually make AI controlled ones rearm outside of taking damage / running out of ammo that doesn't screw with other things (at least that I can think of at the moment, anyway) but most of my attempts was with issuing orders, like defend as some kind of prerequisite when I was trying to make it work.
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Karleen

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Ahahah, can't wait to beat the Ziggurat with motes chasing me all over the place n
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