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SneakyTacts

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Everything posted by SneakyTacts

  1. I’m just wondering who uses that. I don’t use it, but I might if anyone shares a good use for it. Quick edit: whoops, I meant to put this in the Gameplay section. I’ll do that next time.
  2. Thanks a lot! That all makes sense. I wasn’t planning on replying if I had no questions because I made sure to give thanks in advance, but since you’ve quickly provided helpful answers to all my questions, I’m acknowledging your reply and thanking you since this is still a new topic.
  3. is that ship still in your list of ships? I almost lost a miner, if that ship is still in your list, you've got a chance to get it back. It would be best, if it is in an otherwise empty sector. I was able to switch to that ship, it was stuck in some starless corner of the sector (unable to turn, use hyperspace or anything else; I pressed Tab to target anything and got a target - Distance NaN km :( ), then I used the teleport-command to move it to an empty sector. You should note the sector coordinates and shut down the server now. I simply deleted the sector-file, after starting the game again, the ship was back in the middle of that empty sector. (Maybe it looses turret-groups and so on, but that's not a big loss.) I just asked the Konno to follow me. It did, boosting at 5000 m/s :). Your case was way more extreme :-\. It was a creative mode craft so it wouldn't have been a very big deal, but was still 9169 crew members. At least it wasn't the Bellator-class ::). Thanks for the advice ! There’s a cheat command that you can find online for enabling other commands such as /addcrew , which will automatically fill all required crew. You might not even need that special command to make /addcrew active because /addcrew might be usable without it (I’m unsure). I use it all the time while building ships in creative so I get accurate information on thrust and a good feel for maneuverability.
  4. Never mind! I eventually found a nice post here: https://www.avorion.net/forum/index.php/topic,4937.0.html The most helpful comments are at the bottom. One dude showed off his cool fighter-producing buddy ship. Kamo provided detailed information. Others had less to add, although they pointed out the differences between fighter damages and the original turrets. Turns out, the ship save affects only how the fighter appears. I think I’ll build a relatively large and slow ship with my first ever fighters, tomorrow. Can anyone provide a few tips for when I build the fighters and what stats to strengthen in the factory? Are my fighters better when the selected save has good stats or does the save I pick affect them only visually?
  5. A couple of questions about turrets, in general: 1. Do turrets with the "independent targeting" trait deal less damage only when set to auto-fire, or is their damage value as true as regular turrets? 2. By how much does the independent targeting trait reduce damage? 3. Why do weapons seem to deal variable amounts of damage depending on the type of block that it hits? My railguns deal 3K damage on certain blocks but 1K damage on others. 4. Related to the last question: why do my railgun turrets have a damage value of 300 in the tool-tip thing but when I hit anything, it appears much more powerful than that? I'm not talking about the DPS value. When answering a question, please be sure to write which question number you're answering. Don't worry about not being able to answer everything in one post. Many thanks in advance. Quick edit: should I post these types of questions in the general or gameplay section?
  6. Has anyone built a ship in the style of the common AI ship pattern of being long and thin? If so, was it easier to dodge shots or naturally avoid inaccurate projectiles? I ask because I have trouble dealing full damage on those thin ships when I’m just 4 km away with projectiles and it’s because they’re often spinning and their center of rotation is very thin. I wonder if I should try building in that design to test its effectiveness.
  7. You can check how the game officially classifies your own ships by right clicking a ship save, selecting “upload to workshop”, then select which tags you want but take notice what it automatically selects (if it auto-selects “corvette”, it’s a corvette to the game). Or, you could compare your volume to the volume ranges that were provided just above by another member.
  8. Thanks, you two. Kamo, I’ve read that other page before and I agree with you about having a slower tick-rate and less-precise simulation. I haven’t built stations yet, but I don’t want a slow game when I do. Nor do I want servers to experience slow performance because each player gets a measly limit on active sectors (and cannot run AI ships on trade routes in the upcoming version).
  9. How does the out-of-sector simulation, updating, or loading stuff work in single player? User Ravien claimed that plenty of sectors can be simulated at once in single player (as in 500, but I only care for maybe a couple dozen). Is that true? If it is, then I have another question. I leave my past ships in sectors by themselves, but they're never attacked. Is that because all sectors are safe from pirate- and alien- warp-in attacks? I know that sectors with enemies will be updated and fighting will take place, but will enemies never warp into any of my sectors, whether they have my ships or stations-to-come?
  10. I'm loving everything I see! Warrax, how were you able to post 2 pages of replies on your post without anyone interrupting your clean chain of replies? And did you simply color spreadsheet squares for planning the insides of the ships? Quick edit: I suggest that you add fins/wings to some boring sides of your ships. Perhaps adding small, colored, and specially-shaped blocks on the sides would help to add detail in lacking areas.
  11. Ooo, setting AI trade routes? Sweet! Hopefully, we can send some battle-ready ships to defend our trade ships. Can't wait!
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