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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97a] Arma Armatura v3.1.5 [1/11/25]  (Read 1040221 times)

dreksars

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1515 on: February 14, 2024, 11:13:43 AM »

It may be stupid to ask, but I'm really confused that it's stated 3.05 is for v0.96 while mod_info.json says it requires v0.97, so which one is right? :-[
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Averious

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1516 on: February 15, 2024, 05:19:07 PM »

Is the addon for Machina Void Shipyards still needed, or is it built-in?
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Killsode

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Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
« Reply #1517 on: February 15, 2024, 06:33:34 PM »

Not sure what you're talking about. It hasn't changed at all stats-wise.

Really? I swear the damage type used to be Energy instead of Kinetic, or was that a while ago update wise?

Still like the old purple beams over the blinding radiance of pure white it has now, assuming that isn't a bug either.

Its been kinetic for as long as i can remember. Purple does sound a little more right, but perhaps white or blue fits it better as kinetic instead of energy, so it doesnt look like a phase lance at first glance.
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Malice

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1518 on: February 16, 2024, 12:21:38 AM »

I don't know if it helps with modding at the moment, but mod will crash Starsector if you end any combat.
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lustfull

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1519 on: February 17, 2024, 07:06:07 AM »

When using console command " allhullmods" , cataphract LSM , S-2 and HI-MAC "manuever" system( maneuver , but it appears wrote like that in the game so I don't know if it's a wanted deformation or just a error)  appears as know hull mod by the player where they shouldn't appear at all.
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StrikeEcho

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1520 on: February 17, 2024, 09:38:08 AM »

Is the Pulverizer meant to veer to the left when firing?
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Brainwright

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1521 on: February 18, 2024, 08:42:22 AM »

Yup, works brilliantly when Rampage Drive is activated.
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Thaxor

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1522 on: February 18, 2024, 04:30:38 PM »

My Spriggan seems to have a Dampner ability with the new patches; it automatically activates when being shot at. I can't find any reference to where this might be coming from, so is this a bug or intended? It still has the "boast jaunt" ability and UWS strike abilities.
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lustfull

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1523 on: February 19, 2024, 02:01:39 AM »

My Spriggan seems to have a Dampner ability with the new patches; it automatically activates when being shot at. I can't find any reference to where this might be coming from, so is this a bug or intended? It still has the "boast jaunt" ability and UWS strike abilities.

You mean the entire sprigan or only the shield? I think the damper field on the shield is a normal behaviour but yeah, it lacks some description. Otherwise it's a bug.
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Zeta04

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1524 on: February 19, 2024, 06:12:53 AM »

Is it me, or do Aleste fighters actually randomize their loadout for every engagement?
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lustfull

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1525 on: February 19, 2024, 03:44:36 PM »

Is it me, or do Aleste fighters actually randomize their loadout for every engagement?
Yes , it's randomize.
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Matheld

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1526 on: February 21, 2024, 02:59:40 PM »

I wonder if it would be possible to add a bit more options in like.. how many Aces you have and in what wings they are in.
If you have a carrier that can take 6 wings. That can become like.. 20+ aces. Which is a little too much for me.
Being able to change their name, gender (and aggression?) and Chatter personality (for Combat chatter stuff) would be cool too. Since I kind of want to put my friends into my Flagships wings and stuff like that.

Edit 23/02-11:56: In fact, making it so each Ace is a wing leader (with wingmen under them to fill the spots(if applicable. IE, you have more than 1 wing)) would also be a cool thing. and then also allows you to name each wing as a separate thing rather than have them all under 1 name.
Like.. with 6 wings on a carrier (or more). That's at least 6-12 at the least, or 36+ at most (6 ships in 1 wing is the most I've seen). That's close enough to fill a whole Aircraft squadron (12-24 planes). And split them up into wings

So if I wanted to make Rogue Squadron or whatever. I can then name each wing in the squadron like.. Red, Blue, Gold.. etc. But instead of handling up to 36 individual aces. It'll just be 6, 1 per wing.
And if you promote a wingleader, the next wingman in line can take over.. or it's assumed the whole wing goes with him as bridge crew or whatever.

In turn this would mean you have less people, And less officer promotions, to deal with. Making each ace/wingleader just that more special to you.
Cause having to turn down like 20 officer promotions is also a little silly, and makes it a little bit too easy to get rank 6 officers.
« Last Edit: February 23, 2024, 02:56:38 AM by Matheld »
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Obsidian Actual

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1527 on: February 21, 2024, 11:09:32 PM »

Hey shoi, it's been a hot minute. Hope this finds you well.

I would like to submit a couple of ideas for your consideration -- all centered around the HI-MAC Maneuver System:

1. Configurable Setting for WASD isKeyPressed time delay

The double-tap time delay is currently hardcoded to 300 milliseconds.

Would you consider changing this into a variable that can be exposed via either modSettings.json or through LunaLib?
Regarding min/max values, I have heard of double-taps that go as fast as ~200ms, but I doubt anyone would need anything less than 100.
[close]
2. Allow system cooldown bonuses to apply to armaa_himacsubsys

The maximum time it takes for the HI-MAC gauge to recharge (SUBSYSTEMCD / armaa_himacsubsys) is currently hardcoded to 20 seconds, while the number of "seconds" depleted by initiating lateral boosts or sustaining Assault Boost (derived from BOOST_COST) are also relatively static values based on the type of maneuver (e.g. five seconds worth depleted for a single lateral boost).

Would you consider allowing a ship that benefits from a MutableShipStatsAPI getSystemCooldownBonus multiplier -- such as a combat skill like Systems Expertise, or the installation of a hullmod that reduces shipsystem cooldown -- to also apply that multiplier to their HI-MAC cooldown gauge?

To prevent players from stacking too many bonuses, you could impose a minimum cooldown amount (e.g. 10 seconds, pending further combat testing).

(Of course, you would also have to scale BOOST_COST by an equal proportion if you want to maintain the same depletion ratio as before.)
[close]

Oh hey, my 100th post!
« Last Edit: February 21, 2024, 11:13:20 PM by Obsidian Actual »
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kamikazenojihadist

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1528 on: February 22, 2024, 11:19:24 PM »

Where to find Garegga(H)?
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Kithawk

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Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« Reply #1529 on: February 23, 2024, 07:31:53 AM »

what happened to the valkazard start? is there a prerequisite to unlock it or something
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