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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Arma Armatura v3.1.5 [1/11/25]  (Read 971116 times)

shoi

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1665 on: May 17, 2024, 09:14:52 PM »

What's the logo on the shoulder of armaa_portrait03?


(not exactly, though it is supposed to be a lobster)

Well someone thinks it looks neat:

https://twitter.com/amosolov/status/1790158108259758397

(Oh god, I hope you don't feel a ton of pressure or anything, shoi :x )

Haha, it motivates me to increase my glacial update pace, thats for sure  ;D
Anyway, that mission occurs in the campaign. It's already implemented but the quest around it is still in a super WIP stage.

I tried to make them play a bit differently than standard missions, which currently works out to ships taking manuverability/speed penalties based on size and I guess what could be considered background threats. Frigs are mostly good to use but larger ships have extra reqs, which im still working out, but for now destroyers with any kind of ground support bonus are good too. Technically people can go bigger at the cost of handling like a brick. we'll see how it goes

« Last Edit: May 17, 2024, 09:22:55 PM by shoi »
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Darkveld

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1666 on: May 18, 2024, 07:00:17 AM »

I turned in the Valkhazard to Sera when I was already at 100 rep with her and never got any of the unlocks for it, is there another way to force them, or another trigger?
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Brainwright

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1667 on: May 18, 2024, 10:01:19 AM »

What's the logo on the shoulder of armaa_portrait03?

(not exactly, though it is supposed to be a lobster)

I have always felt obligated to smuggle at least a million credits of lobster whenever I use that portrait!

Haha, it motivates me to increase my glacial update pace, thats for sure  ;D
Anyway, that mission occurs in the campaign. It's already implemented but the quest around it is still in a super WIP stage.

I tried to make them play a bit differently than standard missions, which currently works out to ships taking manuverability/speed penalties based on size and I guess what could be considered background threats. Frigs are mostly good to use but larger ships have extra reqs, which im still working out, but for now destroyers with any kind of ground support bonus are good too. Technically people can go bigger at the cost of handling like a brick. we'll see how it goes

Yep, as neat as the concept is, it's the stuff around it that matters most.  Ideally, I'd prefer the bigger ships have a much higher top speed toward the top of the screen, less toward the bottom, reduced ppt, and automatically retreat on reaching the top edge, but I doubt the AI could handle that well.

I turned in the Valkhazard to Sera when I was already at 100 rep with her and never got any of the unlocks for it, is there another way to force them, or another trigger?

This happened to me, and I think the variable for HasGivenValkhazard or somesuch wasn't switched.
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SpaceDrake

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1668 on: May 18, 2024, 02:29:07 PM »

I turned in the Valkhazard to Sera when I was already at 100 rep with her and never got any of the unlocks for it, is there another way to force them, or another trigger?

It can take a long *** time for the [redacted] to unlock after you turn in the Valkazard. In addition to any armaa_gaveSeraphValk shenanigans that might be happening (though it does appear to be configured correctly), you need to have a relationship with Sera (or Arma, but I think it only counts her) that is higher than 30, and it rolls a random coin flip every time her missions and whatnot reset to see if the event triggers (so monthly or so):

Code
armaa_vxGift,PickGreeting,"$id == armaa_seraph
!$givenCustomVXCustom score: 1000
$armaa_gaveSeraphValk score: 1000
$rel >= 0.30
RollProbability 0.5

If you want to get the [sekrit] quicker, you could adjust the $rel downward and/or adjust the RollProbability upward. This all starts on line 1414 of rules.csv in text mode.
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Darkveld

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1669 on: May 18, 2024, 09:43:26 PM »

Ah that makes sense then, every other time I've done it I get the rewards instantly, usually on the same exact call that I turn it in, so I've just been getting insanely lucky.
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SpaceDrake

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1670 on: May 19, 2024, 12:20:23 AM »

Yeah, the main challenge is getting Sera's personal relation to 30; it's best to take the higher-end missions she offers for that, and if you're coming in from the Valkazard start or something, that can take A Minute, even if you're outright flogging away at her jobs (and it doesn't help that unlocking her missions requires turning in the 'Zard, which you might be leaning on up to that point). Although she's already a loaded contact, I've wondered a bit if she should also have Trade/Industry added to her mission list, as some of those missions offer fairly juicy (and not terribly difficult/time consuming) ways to build contact rep.

But as it stands, just make sure to do higher-end bounties or consider taking privateering/system bounties if she brings them up, as well as higher-end exploration/recovery missions or smuggling jobs when she offers them. Those are good ways to goose your personal relation value with her up to the 30-or-higher value required.
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Darkveld

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1671 on: May 19, 2024, 08:05:09 AM »

Yeah something isn't right, I wrote the roll probability to 1.0 in both the Valkhazard reward chances and still haven't gotten anything 2 cycles later, is there a way to check if I have the variable set properly for having turned in the Valkhazard?

I'm at full 100 reputation for Sera, and 83 for ArmA

Also tried doing some extra missions for Sera and no change.

I turned in the Valkhazard to Sera when I was already at 100 rep with her and never got any of the unlocks for it, is there another way to force them, or another trigger?

It can take a long *** time for the [redacted] to unlock after you turn in the Valkazard. In addition to any armaa_gaveSeraphValk shenanigans that might be happening (though it does appear to be configured correctly), you need to have a relationship with Sera (or Arma, but I think it only counts her) that is higher than 30, and it rolls a random coin flip every time her missions and whatnot reset to see if the event triggers (so monthly or so):

Code
armaa_vxGift,PickGreeting,"$id == armaa_seraph
!$givenCustomVXCustom score: 1000
$armaa_gaveSeraphValk score: 1000
$rel >= 0.30
RollProbability 0.5

If you want to get the [sekrit] quicker, you could adjust the $rel downward and/or adjust the RollProbability upward. This all starts on line 1414 of rules.csv in text mode.
« Last Edit: May 19, 2024, 08:15:25 AM by Darkveld »
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shoi

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1672 on: May 19, 2024, 01:12:06 PM »

turn on devmode and go talk to sera.
see if $armaa_gaveSeraphValk is true
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Darkveld

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1673 on: May 19, 2024, 07:20:20 PM »

I don't even see any $armaa variables at all, there are some other armaa related variables like $player.armaa_metDawnInitial, but nothing else, I'm guessing something is suppressing them? or I'm looking in the wrong place, I did a memory dump after I opened a Comm channel with Sera, can see her data in the list as an administrator.

Only thing I can think of is the other playthroughs I got the rewards from before didn't have AOTD installed.

Oh I did find a single Variable about Valk: "$global.hasValk = true"
Maybe it thinks I still have it?

Nevermind, something did get screwed up in my save, loaded a VERY early save from when I just arrived at Meshan and gave the Valk to Sera upon first meeting, spoke to her again and can see the variables clear as day.

$armaa_askedReward = true (e=0.8)
$armaa_gaveSeraphValk = true (e=0.8)

So something is bugged hard about giving the Valkhazard to Sera at max reputation or something that doesn't trigger the variable properly.

OK, spawned another Valkazard and gave it to her as well, everything worked properly this time.
« Last Edit: May 20, 2024, 03:20:58 AM by Darkveld »
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lustfull

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1674 on: May 20, 2024, 04:59:35 PM »

Maybe a bug report: C stim is triggered by projectile while the mech is in phase space.
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budgetcommander0451

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1675 on: May 25, 2024, 02:06:17 PM »

Dunno if you give a ***, but I had an idea. Checked if anyone suggested it already, they didn't, so here I am. What about a mech designed around a proper, two-handed sword? Like a valk with katana or something? I think that'd be fun.
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Killsode

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1676 on: May 26, 2024, 09:38:37 AM »

odd little thing, but i just noticed that the combat drone replicator you get with the valkazard start doesnt stack with CDR's spawned in with the console (i was popping over to mairaath to give them one and a battlestation as i do at the start of every run with mayasura).
I'm curious why this is. What meta data is attached to it that makes it not technically be the same stackable item in the inventory?
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Allaark

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1677 on: May 26, 2024, 09:28:04 PM »

I apologize if i missed something really obvious, or if this turns out to be an issue on my end.

For whatever reason, my Aleste (Wingcom) Cataphract S-II has a maximum burn speed of 1, which has completely crippled my fleet.
is there anything i can do about this? is this a bug, or just me not understanding something?
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Jimminy Crimbles

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1678 on: May 27, 2024, 12:49:23 AM »

I apologize if i missed something really obvious, or if this turns out to be an issue on my end.

For whatever reason, my Aleste (Wingcom) Cataphract S-II has a maximum burn speed of 1, which has completely crippled my fleet.
is there anything i can do about this? is this a bug, or just me not understanding something?

the wingcom variant isn't supposed to be obtainable yet, shoi just forgot to disable it being picked by arms dealers
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Allaark

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1679 on: May 27, 2024, 07:58:20 AM »

the wingcom variant isn't supposed to be obtainable yet, shoi just forgot to disable it being picked by arms dealers

Awesome. is there a comparable strength armature that i can spawn in to replace these two that i bought?
man, i was looking forwards to using them, i had them refitted for anti-fighter duty and everything
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