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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 653623 times)

MattyK

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #960 on: September 01, 2022, 07:19:30 AM »

You should be able to find your log file(s) in starsector-core. It's usually named 'starsector' with older logs being called 'starsector.log.x' (where x is the number of the log)

If you are able to get the log for those two crashes it'd help immensely. Specifically the first crash since there are nullchecks in place that should prevent this issue (and squadrons also should only be generated by the captain of valid flagships)

Will look at the availabilty of wingcom though, thanks for the feedback! :)

Here you go, Logs!

The first one is the "Null Squadron" issue;
Code
12375715 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:233)
at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:534)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:574)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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(Unknown Source)

The second one is the Pursuit Mission Crash
Code
4239741 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.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)


Will look at the availabilty of wingcom though, thanks for the feedback! :)

I'm not sure how much of a problem it actually is, as i've seen new-meshan with literally 50 modspecs for WINGCOM at a time...
There might be something else in my Mod Playlist that's either causing WINGCOMM Hullmods to be consumed by AI Factions or is possibly even causing a 'shift-up' scenario where the weights are changed around.
« Last Edit: September 01, 2022, 07:22:59 AM by MattyK »
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Brainwright

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #961 on: September 01, 2022, 07:22:14 AM »

Gotta say, I'm loving the recent changes.  I have some thoughts on things in general, if you don't mind.

Most of the ships added with the mod work pretty well.  The new VX Custom is probably the one that fits in the best with the vanilla line up.  It's not too strong, and it doesn't have glaring weaknesses.  In 240 DP battles, the primary threat against anything below cruiser size is fighters, and the VX has enough flexibility in its mounts that it can deal with it.

The Leynos is greatly improved to the point I rather like using it in the early game.  It now goes pretty well with the Polarized Armor skill, and the narrower shield arc makes it easier to dodge incoming fire.  I still find IPDAI a necessary mod, but the ship works well overall.  The primary thing holding it back is the lack of escort fighters that just escort.  They currently fly off and die before I can really tell what's going on.

The Leynos variant is pretty fun, too.  Kinda wish the head mount was modular so I could slot in a PD weapon of my choice, because the built in one is pretty weak.

I was kind of miffed by the changes to the Einhander (P).  It was my most played craft, and the EMP emitter seemed a bit overpowered at first.  However, the EMP damage it did was less than standard EMP emitters, the effect looked cool, and it worked a lot better than the previous flares.  The extra damage and protection from missile volleys also allowed me to branch out from my go-to combo of an ion pulser and thumper with phase anchor.  You just shredded any incoming missiles and quickly shut down weapons with that, it was hard to let go.  So that's a win!

The Altagrave is still a bit weak, though.  It's built like high-tech but doesn't have great shields.  Stray shots are constantly disabling weapons, and half a second of phase lance while you're trying to drop flux disables most of your weapons because the actual ship is so compact...  The KARMA system doesn't help that much.  As a system, it's a bit too slow to work in heated combat.  Also, the way the bar builds up and then depletes, you kind of don't want to use it once you're getting the RoF and flux cost bonuses.  Might be better to make the bar and its associated bonus slowly deplete over time and do the plasma bolts if you grab some big damage with the activation.  The area of effect is a bit of a problem too, as without SE skill, you need to get right next to other ships if you want to block damage for them.  Might be better if the area of effect was project forward like a cone or teardrop shape.  That would also make it more useful for protecting the Altagrave itself, as taking projectiles further out means more time without incoming fire.

The Altagrave G is pretty fun, though.

The Aleste is kinda flux starved for what it comes equipped with, but it works with a player pilot.  PD skill plus IPDAI works a little too well with everything in this mod.  The sword actually is a good stop-gap point defense when it's got an extra 200su to its reach...

The Garegga is really fun.  It's basically a ship with Safety Overrides you can switch on and off.  Kinda sucks Systems Expertise works so incredibly well with it, as you then need 5 skill points in combat.

The Watchdog change was a good improvement.  The original forward mounts just had too limited range to provide adequate PD, and they still didn't cover the rear, where fighters would just hang out and kill it.  Still hampered by the lack of escort fighters, as the only vanilla example is the Xyphos.  Firespitters from Torchships and Deadly Armaments and the Dorn Funnel from Tahlan Shipworks work very well, though.

Wish the Valkyrie CV was more common in the AA market...

I don't actually pilot the Valkhazard very much.  Aggressive piloting plus an omnishield usually means I'm dead before I know what hit me.  Too slow to work the omnishield.  It's great to have an NPC pilot, though, as its varied loadout gives it a ton of flexibility.  Plus, all the big weapons are rather cool, especially the big laser.

And that's about it.  Thanks for the mod.  Whatever else I'm using in a fleet, I'm usually using a ship from this mod personally.  It's been a blast.
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TypicalPilot

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #962 on: September 05, 2022, 06:43:33 AM »

Stellar mod

Can't wait to go full Armored Core with this.
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Xkali

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Crash found
« Reply #963 on: September 06, 2022, 02:58:41 AM »

Seems Aleste is still considered a fighter, and game crashes after she retreats. After changing to FRIGATE from FIGHTER in armaa_aleste.ship file everything works. Hope it won't break later because I changed it. Here is log output:
Code
102141 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.oooO$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.oooO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.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)
102487 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
102487 [Thread-10] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
Also, I'm quite new to the forum, so I'm sorry if it isn't a place to post this stuff.
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Obsidian Actual

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #964 on: September 07, 2022, 07:48:42 PM »

Hey shoi, wanted to ask about a couple of things before the next patch:
  • SILVERSWORD afterimages (aesthetic): I've noticed that when the Garegga (as well as the Trihander skin variant) engages its SILVERSWORD system, the afterimages consist only of the stripped base hull (body sprite), without the decos for the shoulder pauldrons or arm weapons, let alone any modular armaments the player may have added to the 'mech. Seems to work fine for the smaller cataphracts though (e.g. the Valkazard and its prototype SILVERSWORD); is the code different between the two?

  • Custom Ground Support values for pilotable strikecraft: Thanks again for adding in ground_support_custom as an externally configurable array. Would like to confirm if this current implementation allows us to define custom values to either:
    • override the default values assigned to not just fighter units, but playable units also, in cataphract.class or cataphract2.class (e.g. adjusting those of the Valkazard or Eihander)
    • assign new values to newly added (i.e. privately-modded) playable units. I MAY OR MAY NOT BE PUTTING TOGETHER A CUSTOM GAREGGA FOR FUNSIES... WITH NO SHIELDS... AND ARMED WITH SALVAGED BARRELS FROM A MJOLNIR CANNON...
In any case, looking forward to whatever you have planned for the future!



EDIT: While I'm at it, I simply must inquire -- I know LSM stands for Land Space 'Mech (for now), but what about ASM and S-II?
« Last Edit: September 07, 2022, 08:59:22 PM by Obsidian Actual »
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CptBeacon

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #965 on: September 15, 2022, 07:59:46 PM »

Hi, i'm just wondering how to make the range penalty lesser, the ai seems to stand way to far in my games and my carriers are a bit useless with less than 1200 fighter range, i saw the java file but i'm way too much of a coding noob to know what any of it means (or even how to change it) a bit of guidance or pointing in the right direction would be greatly apreciated!
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Killsode

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #966 on: September 15, 2022, 08:22:38 PM »

Hi, i'm just wondering how to make the range penalty lesser, the ai seems to stand way to far in my games and my carriers are a bit useless with less than 1200 fighter range, i saw the java file but i'm way too much of a coding noob to know what any of it means (or even how to change it) a bit of guidance or pointing in the right direction would be greatly apreciated!

Which/What range penalty?
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CptBeacon

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #967 on: September 15, 2022, 11:29:30 PM »

Yes, sorry, i meant the penalty with this hulmod https://i.imgur.com/GPZaLNv.png "wingcom suite" i fully understand the 70% penalty for the strikecrafts and pilotable fighters with their squads as that makes some balancing sense and even make the ai work best, but when i want to use it on normal carries it's just a bit short, a 40% big and slow normal non strikecraft carrier makes me a bit sad, and that's the more generous option penalty wise.

Now i know that this is just me liking seeing 20 fighters with their own name going into combat and that might not be the og intention of the mod, but it does make me very happy seeing those little guys doing work and blowing up :D Which is why i kinda want them to be on every one of my carries but in later stages it kinda makes them both too slow for the party (as in never getting into the action) or too close to big guns for a normal non battleship-like carrier.

Mind you i'm playing heavily modded so if this is just an incompatibility with the mod carries i'm sorry for the big text, my coding knowledge to tell this things apart is quite literally 0, thx for taking the time to address it, i love the personality that the mod gives to fights, it somehow makes me nostalgic for older science fiction with all the chatter cheers!
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IGdood

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #968 on: September 17, 2022, 07:33:30 PM »

shoi, will you be editing the WINGCOM hullmod so that it can also include LPCs on modules of a ship?
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Sdalger

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #969 on: September 18, 2022, 12:35:41 PM »

Hello. Have you ever considered making civilian mechs? I've been running a civilian only ship fleet and i thought it would be nice to add some mechs in 'em.
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Obsidian Actual

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #970 on: September 18, 2022, 01:34:54 PM »

Hello. Have you ever considered making civilian mechs? I've been running a civilian only ship fleet and i thought it would be nice to add some mechs in 'em.

I second this... but only because I fancy roleplaying with a lone civilian-grade LSM that possesses a Nexerelin mining strength value (if not built-in mining lasers).
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Hrothgar

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #971 on: September 18, 2022, 02:28:24 PM »

I sent him idea for mech too , interesting if it can be possiboe to work.
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Damonvi

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #972 on: September 20, 2022, 10:37:54 PM »

not sure if it's been posted/discussed/or asked, but is there a way to either-

A. reduce the amount of com chatter from the wing pilots

or

B. scale down the size of their coms, so as to not have the left 1/3 of my screen be populated by a wall of text mid combat?

i love ComsChatter, but i notice it gets too... messy and takes up too much screen real estate.
(while posting this, i've gone into the Combat Chatter mod's settings and reduced the font sizes. i'll edit this if it makes a difference in the game once i reload after the changes)
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oipo

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Re: [0.95.1a] Arma Armatura v2.1.2b - Playable Fighters, wings with personality
« Reply #973 on: September 21, 2022, 03:43:15 AM »

got this error when loading AA + libs only, any ideas?

 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (O:\games\starsector\starsector-core\data\shipsystems\wpn\flarelauncher3.wpn)]
 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: O:\games\starsector\starsector-core\..\mods\SS-armaa-2.1.2b]
 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [ABSOLUTE_AND_CWD: null]
 INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [armaa_fluxcannon]
 INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [armaa_curvyLaser]
 ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.DANGEROUS
java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.DANGEROUS
   at java.lang.Enum.valueOf(Unknown Source)
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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shoi

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Re: Crash found
« Reply #974 on: September 21, 2022, 05:51:50 AM »

Seems Aleste is still considered a fighter, and game crashes after she retreats. After changing to FRIGATE from FIGHTER in armaa_aleste.ship file everything works. Hope it won't break later because I changed it. Here is log output:
Code
102141 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.oooO$o.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.oooO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.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)
102487 [Thread-10] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
102487 [Thread-10] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
Also, I'm quite new to the forum, so I'm sorry if it isn't a place to post this stuff.

The ship file you changed was for the fighter version, so those fighters will probably take collision damage when they launch from ships - the playabl aleste is already a frigate. Anyway, you mave have been on an outdated version since all the cata's use frig hullsize in combat now.

not sure if it's been posted/discussed/or asked, but is there a way to either-

A. reduce the amount of com chatter from the wing pilots

or

B. scale down the size of their coms, so as to not have the left 1/3 of my screen be populated by a wall of text mid combat?

i love ComsChatter, but i notice it gets too... messy and takes up too much screen real estate.
(while posting this, i've gone into the Combat Chatter mod's settings and reduced the font sizes. i'll edit this if it makes a difference in the game once i reload after the changes)

double check you have the latest version bc there was a bug that jacked chatter up to pretty absurd levels, other than that the only other option is to disable it in config file

shoi, will you be editing the WINGCOM hullmod so that it can also include LPCs on modules of a ship?


I tried a while ago and it got really messy though I can't remember off the top of my head what the main issue was. I think it was due to being unable to detect modules in refit screen or something, but ill look at it again.

Hey shoi, wanted to ask about a couple of things before the next patch:
  • SILVERSWORD afterimages (aesthetic): I've noticed that when the Garegga (as well as the Trihander skin variant) engages its SILVERSWORD system, the afterimages consist only of the stripped base hull (body sprite), without the decos for the shoulder pauldrons or arm weapons, let alone any modular armaments the player may have added to the 'mech. Seems to work fine for the smaller cataphracts though (e.g. the Valkazard and its prototype SILVERSWORD); is the code different between the two?


Valkazards version is hardcoded to render afterimages for the decos. I dont know why it did it that way specifically since its been a while, but I meant to add this to version for garegga but forgot, will fix.

Quote
  • Custom Ground Support values for pilotable strikecraft: Thanks again for adding in ground_support_custom as an externally configurable array. Would like to confirm if this current implementation allows us to define custom values to either:
    • override the default values assigned to not just fighter units, but playable units also, in cataphract.class or cataphract2.class (e.g. adjusting those of the Valkazard or Eihander)
    • assign new values to newly added (i.e. privately-modded) playable units. I MAY OR MAY NOT BE PUTTING TOGETHER A CUSTOM GAREGGA FOR FUNSIES... WITH NO SHIELDS... AND ARMED WITH SALVAGED BARRELS FROM A MJOLNIR CANNON...
I -think- it should work for this, if not I can patch it pretty easily
Quote
In any case, looking forward to whatever you have planned for the future!



EDIT: While I'm at it, I simply must inquire -- I know LSM stands for Land Space 'Mech (for now), but what about ASM and S-II?
ASM - Anti Ship 'Mech. I think only garegga explicitly has this, but the watchdog and altagrave are both these too. You can kind of think of the difference being kind of like mobile suit vs mobile armor in gundam, as lore wise the bigger stuff are modeled after rosenritter regalia without much consideration for any kind of land engagements

S-II is ...actually, I don't remember  ???
Basically, it just means ..."advanced cataphract". the best analogy i can think of rn is NORMAL vs NEXT in Armored Core

got this error when loading AA + libs only, any ideas?

 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (O:\games\starsector\starsector-core\data\shipsystems\wpn\flarelauncher3.wpn)]
 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: O:\games\starsector\starsector-core\..\mods\SS-armaa-2.1.2b]
 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [ABSOLUTE_AND_CWD: null]
 INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [armaa_fluxcannon]
 INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [armaa_curvyLaser]
 ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.DANGEROUS
java.lang.IllegalArgumentException: No enum constant com.fs.starfarer.api.combat.WeaponAPI.AIHints.DANGEROUS
   at java.lang.Enum.valueOf(Unknown Source)
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
If I had to guess, you are on an outdated version of Starsector. are you using RC6?

Yes, sorry, i meant the penalty with this hulmod https://i.imgur.com/GPZaLNv.png "wingcom suite" i fully understand the 70% penalty for the strikecrafts and pilotable fighters with their squads as that makes some balancing sense and even make the ai work best, but when i want to use it on normal carries it's just a bit short, a 40% big and slow normal non strikecraft carrier makes me a bit sad, and that's the more generous option penalty wise.

Now i know that this is just me liking seeing 20 fighters with their own name going into combat and that might not be the og intention of the mod, but it does make me very happy seeing those little guys doing work and blowing up :D Which is why i kinda want them to be on every one of my carries but in later stages it kinda makes them both too slow for the party (as in never getting into the action) or too close to big guns for a normal non battleship-like carrier.

Mind you i'm playing heavily modded so if this is just an incompatibility with the mod carries i'm sorry for the big text, my coding knowledge to tell this things apart is quite literally 0, thx for taking the time to address it, i love the personality that the mod gives to fights, it somehow makes me nostalgic for older science fiction with all the chatter cheers!

I'll look at the penalty. As the huge % nerf to strikecraft probably indicates it was mostly there to prevent them from kiting but this isn't a real problem for actual carriers. Anyway, thanks! Games like Homeworld / Freespace 2 were a big influence, though most people seem to pick up on the ace combat references the most  :'(

Here you go, logs!

Thanks. I'll patch this ASAP

Gotta say, I'm loving the recent changes.  I have some thoughts on things in general, if you don't mind.

Most of the ships added with the mod work pretty well.  The new VX Custom is probably the one that fits in the best with the vanilla line up.  It's not too strong, and it doesn't have glaring weaknesses.  In 240 DP battles, the primary threat against anything below cruiser size is fighters, and the VX has enough flexibility in its mounts that it can deal with it.

The Leynos is greatly improved to the point I rather like using it in the early game.  It now goes pretty well with the Polarized Armor skill, and the narrower shield arc makes it easier to dodge incoming fire.  I still find IPDAI a necessary mod, but the ship works well overall.  The primary thing holding it back is the lack of escort fighters that just escort.  They currently fly off and die before I can really tell what's going on.

The Leynos variant is pretty fun, too.  Kinda wish the head mount was modular so I could slot in a PD weapon of my choice, because the built in one is pretty weak.

I was kind of miffed by the changes to the Einhander (P).  It was my most played craft, and the EMP emitter seemed a bit overpowered at first.  However, the EMP damage it did was less than standard EMP emitters, the effect looked cool, and it worked a lot better than the previous flares.  The extra damage and protection from missile volleys also allowed me to branch out from my go-to combo of an ion pulser and thumper with phase anchor.  You just shredded any incoming missiles and quickly shut down weapons with that, it was hard to let go.  So that's a win!

The Altagrave is still a bit weak, though.  It's built like high-tech but doesn't have great shields.  Stray shots are constantly disabling weapons, and half a second of phase lance while you're trying to drop flux disables most of your weapons because the actual ship is so compact...  The KARMA system doesn't help that much.  As a system, it's a bit too slow to work in heated combat.  Also, the way the bar builds up and then depletes, you kind of don't want to use it once you're getting the RoF and flux cost bonuses.  Might be better to make the bar and its associated bonus slowly deplete over time and do the plasma bolts if you grab some big damage with the activation.  The area of effect is a bit of a problem too, as without SE skill, you need to get right next to other ships if you want to block damage for them.  Might be better if the area of effect was project forward like a cone or teardrop shape.  That would also make it more useful for protecting the Altagrave itself, as taking projectiles further out means more time without incoming fire.

The Altagrave G is pretty fun, though.

The Aleste is kinda flux starved for what it comes equipped with, but it works with a player pilot.  PD skill plus IPDAI works a little too well with everything in this mod.  The sword actually is a good stop-gap point defense when it's got an extra 200su to its reach...

The Garegga is really fun.  It's basically a ship with Safety Overrides you can switch on and off.  Kinda sucks Systems Expertise works so incredibly well with it, as you then need 5 skill points in combat.

The Watchdog change was a good improvement.  The original forward mounts just had too limited range to provide adequate PD, and they still didn't cover the rear, where fighters would just hang out and kill it.  Still hampered by the lack of escort fighters, as the only vanilla example is the Xyphos.  Firespitters from Torchships and Deadly Armaments and the Dorn Funnel from Tahlan Shipworks work very well, though.

Wish the Valkyrie CV was more common in the AA market...

I don't actually pilot the Valkhazard very much.  Aggressive piloting plus an omnishield usually means I'm dead before I know what hit me.  Too slow to work the omnishield.  It's great to have an NPC pilot, though, as its varied loadout gives it a ton of flexibility.  Plus, all the big weapons are rather cool, especially the big laser.

And that's about it.  Thanks for the mod.  Whatever else I'm using in a fleet, I'm usually using a ship from this mod personally.  It's been a blast.

Thanks for the feedback! There are a few things that I think need a second look at (most prominently Altagrave, then Aleste) so I will keep this in mind when I get a chance to revisit them.

Hello. Have you ever considered making civilian mechs? I've been running a civilian only ship fleet and i thought it would be nice to add some mechs in 'em.

Yeah, someone floated the idea of a mining mech to me once before. I might do one eventually.
« Last Edit: September 21, 2022, 05:55:09 AM by shoi »
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