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SneakyTacts

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Posts posted by SneakyTacts

  1. 1. When you scroll over the hotbar at the bottom, it changes the material of the hotbar’s items, but not of what you’re about to place. It could be that you scrolled the hotbar before you selected an item, which placed the wrong material. I have no other ideas for why you’re experiencing that. I haven’t experienced this. Also, make sure you’re not confusing the name of the applied paint color with the material.

     

    2. It took me a while to figure this out; I used to wonder why this happens. Happens to me when I press ctrl+v. When you press control, your block seems to match the orientation of the surface piece. That’s simply it: ctrl has this function. This one is easy to work around, thankfully.

     

    3. Don’t remember the differences between the shift and control. When you use them, look at the currently used block in the upper right corner to see how the game visualizes the function that you’re using, and figure out the difference. Or you can see if F1 has the information.

  2. That shouldn't be happening. Are you color blind and mixing the wrong rarities? You can confirm by the name of the rarity, in case you are.

     

    About the limit, you can increase it by going here:

    C:\Users\YOURUSERNAME\AppData\Roaming\Avorion\galaxies

    then pick your galaxy's folder and edit the "server" file. Might be called server.ini.

    In the file, change PlayerInventorySlots from 1000 to what you want. If you could research, you wouldn't have this problem for a long time.

  3. Woah, really? If you give 5 common items from 5 different stacks, you’re supposed to receive one uncommon item. 3 common items gives an uncommon one 60% of the time. 5 common items from 1 stack won’t add or subtract inventory space. (And there’s more information about researching.)

     

    Try putting 5 common turrets in. Do you really not receive a green uncommon item? To answer your question, there’s no limit.

  4. Torpedoes are loaded in the torpedo tab in the ship menu. Open the ship menu (press ‘O’), click on the torpedo tab at the top, then hover over the torpedoes and press a number like 1 to send the torpedo to the 1st launcher. Your friend The Adventurer has sent you mail (press ‘L’) to walk you through the process of loading and firing. He gives some free torpedoes for you to practice with on a wreckage.

     

    By the way, torpedoes use the “torpedo storage” block, not the cargo hold. Torpedoes come in different sizes like cargo does, so some take up to 9 spaces. Hope you like to use them! They’re quite powerful in quantity, but they’re expensive. What spaceship can defend itself from tens of torpedoes being rapidly released?

  5. Great, thanks for the feedback! I've  got work right now, but will do some experimenting this weekend and will tell what I'vefound out, it'll be interesting to see if this corroborates what you wrote.

    I had fun doing it. I suggest searching for fighters in stations with shields, although I doubt you’ll find anything with functional shields.

  6. What a mysterious game. Someone please make two identical fighter blueprints except that one has shields in the design, then test and observe in multiplayer or singleplayer.

     

    Sounds like a plan, I'll give it a try. We should try to get more people on board, as a wider panel of studied cases will give us better results! Plus, we can either all try the same fighter blueprints, or experiment with different builds, all in both shielded and unshielded versions, as to see if the results are the same, or if other elements play an important role.

     

    I followed my plan and here's what happened.

     

    In creative mode, I constructed four fighter squardrons with these stats:

    Squad 1 (Ogonite Regular)

    regular design

    ogonite rare turret

    extra HP and speed but nothing else

    Squad 2 (Ogonite Shielded):

    same design but with a 1x1x1 avorion shield

    same ogonite rare turret

    same points

    Squad 3 (Naonite Regular):

    regular design (like squad 1)

    naonite rare turret

    same point distribution

    Squad 4 (Naonite Shielded):

    same design but with a 1x1x1 naonite shield

    same naonite rare turret

    same points

     

    When the shielded fighters were released, I noticed that they had a shield animation as they left the hanger. The animation looked like the animation that plays when your shield is defeated (at 0 HP). Aside from that, all fighters appeared normal and had only a hull HP bar and hull HP points—no visible shields. The icons of the squadrons looked ordinary—still no visible shields.

     

    I spawned pirates in my civilized sector to observe my fighters in combat. It was difficult to select and follow the fighters by rotating my view from my ship. At one point, I released only one fighter so that pirates would focus on that one fighter (and the local navy). The pirates had no anti-fighter weapons, I noticed.

     

    I never saw a shield animation on the fighters when they were hit. Although, I also don't recall seeing a round strike a fighter, either. Some fighters were destroyed, others were only damaged.

     

    What else I learned:

    -Fighter production consumes all required resources at the beginning of production.

    -You know how assemblies need to be separated for simultaneous production? Well, the size of individual assemblies does not affect the rate at which a single fighter is produced. This means you can build 1 big assembly block and 2 small ones and have 3 simultaneous productions. BUT, production is equal for all simultaneous productions, so an advanced fighter will take more time at the same rate.

    -Fighters are instantly healed when they return to the hanger; their HP is full when released.

    -In case some of you don't know, I'll say that you can control a fighter. Just select it and press 'T'.

    Edit: -You can auto-target or manually target your own fighters, but they cannot be damaged.

  7. So, if I got things right, there are shuttles of several sizes (that I had already found out in game), and there's a cap on the number of shuttles that can be in space at the same time...does that cap limit the number of vehicles, or the quantity of freight?

    If it's the former, then it'd be better to plan my economy as to use the biggest shuttles available and fill them to the brim so that I get the biggest amount of freight carried for  the number of shuttles I'm allowed to use, right?

    And should the latter be true, what would be the best "business plan"?

        Actually, there isn't a limit to the number of fighters in a normal singleplayer galaxy, unless MaximumFightersPerSectorAndPlayer from the galaxy configuration file is set to a different value from the default of '-1'. Oops, I’m wrong.

        It's best to increase the size of cargo shuttles, but it makes the shuttle more expensive, unlike designing other fighters. I don't know the best business plan, and I don't know how much they carry. Maybe their cargo hold is the same as their size.

  8. I read here recently that sectors are simulated entirely, with the only difference, I imagine, being that textures aren’t loaded. If that’s true, then adding more turrets would only quicken the whole process during the time that the miner mines—it still needs to navigate and rotate. So, extra turrets may speed things up, but don’t forget about acceleration, deceleration, and rotation. With your spectacular turrets, though, I’d consider adding more miners to the fleet.

     

    If you don’t mind piracy, search for stations (or freighters) that have huge quantities of expensive goods. I did this once and gained almost ¢1 billion from a loaded military outpost with body armor and a freighter with processors. I only did this to a proper faction called, “The Pirates of...” but now factions of this name are called, “The Buccaneers of...”

     

    Another way to earn money, but only a few million instead of a billion: search for antigrav unit factories on the map (could be the wrong name) and find a sector with many of these factories. Visit it and you’ll probably get multiple urgent requests for processors, like I had. I haven’t tried stations yet, but I’d like to experiment with a processor factory in this sector.

  9. SneakyTacts, thanks for the info. I have just started playing Avorion so I have just scratched the surface of the game . Guess I have a few things to learn yet.  ;D

    Welcome! The game is great hundreds of hours in.

     

    I dunno.

    My music is the sound of my rail guns - best music anywhere. 

    ;D

    Haha

  10. I agree and have posted in the Feedback section about this, even.

     

    You should know, though, that there are many more than 2 tracks, but you may not have noticed because sectors play only the music that matches the mood. There’re some for bosses, general combat, unfriendly sectors, and friendly sectors. A certain update divided music by moods like this, and added and removed some tracks.

     

    In my opinion, the current music is not as good as the past music. Some of my favorite tracks were removed, especially from combat music. At least what we listen to is not bad, but it could be better. Combat music, for example, takes too much time to get intense, in my experience, and isn’t as interesting as before. And I have more to say about the friendly tracks. Here’s my Feedback post, if you’re interested:

    https://www.avorion.net/forum/index.php?topic=6028.msg31586#msg31586

  11. 70kN = 100 * 150 lbs = 100 * 68 kg

    Force turrets are pretty weak, and this may be your issue. Test them on debris to see if they’re working. Your alternative to force turrets is pushing with your ship.

     

    The alternative in detail:

    Make the front of your ship a bit flat.

    Get close or touch the asteroid.

    Boost engines. You won’t take damage.

  12. I can confirm that mining is quite profitable. I wasn't used to it at first, but I'm liking the excess ore I'm forever receiving. I install some C-turret systems and one mining module, attach some lasers, then send it mining in a couple of sectors. My mining ships are simply my previous personal ships, but I spent time making a miner that had enough HP to be considered safe and about 90m/s/s acceleration and deceleration so the AI would be comfortable going fast. That's all it takes!

  13. The turret prices are bonkers

     

    And covering up engines make no damn sense. Changing the glow color for aesthetic sense, OK?

    But covering engines behind layers of armor is just cheaty

     

    Oh, I see you meant that you don’t like that people can hide engines, not that the exhaust shows through blocks. I misunderstood this.

  14. 1 - no retro engine/thruster. And I mean REAL retros. Powerful, big one. Like main engines, but in reverse.

     

    2 - you can cover up engine exhausts, it does not mater. This one really bothers me.

     

    3 - too much weapon randomness. Far too many weapons without rhyme or reason. I've found size 1 turrets that do 10x more damage than far larger turrets. What's the point of size? Shouldn't bigger turrets be more powerful and longer ranged, at the expense of turning speed (hence, being better at attacking larger targets)

    Also, because of the sheer randomness, you almost never have more than 1 turrets of a kind. So equipping your ship evenly is downright impossible. It triggers my autism.

     

    1. I’m content without rear-facing engines, but will love them if they’re added. I doubt this’ll happen.

    2. I sometimes cover engines in glass and like to see the exhaust. I admit, sometimes I have to reposition my engines within my ship to hide the exhaust, but I prefer to keep this as it is. Only if engines may still be covered by glass and neon blocks will I accept an engine that doesn’t produce exhaust when fully covered.

    3. I’m open to a weapon overhaul, but weapons are fine as they are, in my opinion, so I’m not interested in planning it. If YOU are interested, join (or begin) a discussion after reading its message history, but do this sooner than later or the developers could update faster than you write, lol.

     

    You should know that as of a recent update, you may now reproduce any of your weapons at turret factories because turrets can be made into blueprints and produced infinitely. Have fun with this! Also, don’t forget about designing turret shapes and projectile color in the fantastic turret editor.

  15. I fly to an area in my ship with upgraded scanners and see hundreds of green/yellow dots. Is there a feature/option (or maybe a mod) that will permanently mark these sectors? It's not like they stop being green later, and I want to be able to go through them with other ships that might not have the same scanning range.

     

    (And no I'm not going to spend hours manually tagging them all.)

     

    No way, unfortunately. That’d be a neat feature, though; post it in the suggestions place. Could either be a part of the scanner system or any ol’ ship.

  16. I would like the disagree with the statement that design has no impact on properties.

     

    While this is true for fighters made of turrets, crew shuttles get more points and much more durability if the fighter design is made of avorion only.

     

    I think you mean that if the material of the turret for the fighter blueprint is of Avorion, then the fighter gets more points. That’s what you meant, right?

  17. I would prefer to have a feature of Scanner System Upgrades, which gives them an ability to mark items in space in the same way the Mining system works.

    At the moment I do not see any point in sacrificing a slot for a Scanner, so maybe that can change my opinion.

    Another good idea. I’d give scanners serious consideration then. For now, I take all loot when I see it in battle.

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