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deep

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Posts posted by deep

  1. -Prefix for Bad * ss ships' names

     

     

    E37C1B6B84B8F5BCF037A965A69620E335423539

     

     

     

    -special offers text and  License icons.(and the name of the fighter still in error.)

     

     

    1E661E5DEB399E85858D10C6252F2582B745708B

     

    0185EF15BEFB3525B8C9FB793ADF6BCD717E7F30

     

     

     

    -New Damage Type

     

     

    9E9C15CBFC65306AE222CF409AD23FC8B5FA2BF9

    ECCC521F04E7B3801E96CFB37FB903072DABBE54

     

    Physical and  anti........and more.

     

     

     

     

    strange text in new lua.

     

     

    0DF1057274FA1F3E60D82BD050E1450E9DE13B40

    ./data/scripts/events/waveencounters/piratestationwaves.lua:

    The <server> says...

    Was <server> a pirate?

     

     

     

     

    Bounty hunter chat, mission email, mission guide ...

    We're also waiting to fix a lot of old errors.

    Cheer up! :)

     

     

     

  2. ./data/scripts/player/missions/coverretreat.lua:

     

    After they have lost a crucial battle, ${faction} need help slowing down their opponent to bring their main fleet to safety. Their rearguard is gathering in sector (${x}:${x}) in order to intercept the enemy. Go there and support them.

     

    wrong place

    -(${x}:${x})

  3. Too many asteroids in sectors have been a problem for a long time.

    They stack traders and warships.

     

    How about adding a new ship to the galaxy?

    In the real world, there are special ships called icebreakers.

    It is a ship making a route in the sea of ice.

    I think we need such an asteroid crusher ship.

    It's a special ship that spawn like an NPC merchant and docks to a station.

    The special thing is that it has a mining laser and a force (Push) turret that actively destroys rock asteroids and debris blocking the path.

    The ship doesn't have to be active all the time.

    Sometimes the ship cleans the NPC route.

     

    On large NPC ships, the range of mining lasers and force (Push) turrets is too short to use.

    The ship needs to be a little small.

  4. -Cannons and Rail Guns at High Difficulties

    It's about NPC's AI.

    It is an AI called "Enemies try to take full advantage of long-range weaponry".

    I was observing this carefully and happily.

    The battle between NPC and NPC has become more exciting.

    Ships with lasers or volters approach and fight enemies.

    We've seen more and more cannon and rail gun NPC shooting at each other over long and medium distances.

    It's simpler than human tactics, but it looks like a rational fight.

    But Vanilla's Cannon bullet seems slow and weak.

    And the number of NPC fighters seems to be small.

     

    -NPC personality

    This may already be in a minor update plan.

    The way of fighting like a pirate.

    The way of fighting like a military ship.

    It's a bounty hunter's way of fighting.

    I never saw them.

    NPC identity needs to be updated.

     

    -gate problem

    This is an old problem. "Escort Me" command.

    Anyone can play Starfleet now. (the benefits of a great tutorial.)

    The vanilla gate is too small for the size of the player's ship.

    Large ships stop avoiding collisions with gate frames.

    The big ship of the fleet does not enter the gate.

    The strike zone of the gate is very small. And it's hard to understand.

    A light dot guides the station dock.

    A similarly blinking light should assist the strike zone of the gate.

     

    This is also a Persecutors problem.

    Small ships that can pass through the gates are attacked by Persecutors.

    To avoid that, if you enlarge the ship, the NPC captain can't use the gate.

     

    The Vanilla Gate needs to get bigger.

    At least four times.

    The strike zone of the gate must be larger.

     

    - Universal Create enhancements

    There is an intense discussion in the discussion.

    the speed of the ship, the size constraints of the ship, the various balances

    I also played a lot of games. Other players are the same.

    There was a myriad of the same arguments in those games.

    Some people say, "No!" when it's updated to the new balance.

    They're arguments that don't answer.

    It won't end forever.

    It tends to favor a complex balance, a tight balance.

    They're not compatible with creative, free imagination.

     

    These are the problems that Mod needs to solve.

    The solution is for the player with the idea to create that balancing Mod.

    That's the only solution.

    But the big balancing Mod is very difficult.

    AVorion does not have a construction kit like TES (The Elder Scroll)

    How about adding parameters other than difficulty level when creating the universe?

    maximum speed of the NPC and the player's ship

    hull endurance scale (High durability even in small hulls)

    Maximum size of NPC ship to be created (NPC other than the boss)

    I think it's good to let the player choose freely.

  5. - Mission

    There are some interesting accidents.

    Some NPCs have a conversation menu when they enter the sector.

    In 0.30. 0 b, they start with the green name "friendly".

    But the autofire turret attacks and kills them.

    swoks are the most severely damaged.

    Players don't choose from a menu.

    He can't move during the conversation. They die. It dies with "friendly" .

     

     

     

    C6B2C48F59396B7405AD4C0E3192172A6E496009

     

    C734248F026391E46E2BCF1E61FEF2ACB662C810

     

     

     

    - Chat Bubble

    I know there are more chat bubbles that stations talk about with each update. I translated them a lot.

    But you can't see them in the game.

    The stations and trading ships remain silent.

    For the past few months, the universe has been as quiet as a cemetery.

    The game hints in the chat bubble are hidden.

    (For example, a 10 jump rule that encounters a boss)

    Some chat bubbles are normal.

    Only ships of several missions use the chat bubble.

     

    - Mod support

    The sound effect of the weapon has been restored.

    This is very helpful.

    But when Modder adds a new weapon, there is no new sound.

    When you change the WAV of one of the sound effects, the sound of the vanilla weapon also changes.

    Can you provide a blank weapon sound that Modder can use freely?

    It is a WAV called "extra1.1" "extra2.1".It needs to be a WAV that is not used by vanilla weapons.

    Official example SFX Mod is required.

     

    - Stations that consume goods

    There are some unnaturalness. But I love this attempt.

    We built several consumer stations.

    And the question is:.

    Where do consumers live in the station?

    Where are the animals in the biotope?

    Do they fit in a really small station?

     

    This requires a new block and a very simple new parameter.

    a count of the number of consumers and their happiness.

    "block of consumer area" like the crew quarters.

    A happy giant colony (Casinos and biotopes) yields many benefits.(It needs a lot of goods.)

    An unhappy small colony (Casinos and biotopes) has a small profit.(it requires only a few goods)

    Very simple things are enough.

  6. I experienced this accident in the past.

    It all happened right after the sector was loaded, when the load was high.

    The FPS was low and the Frame Time Graphs were bright red.

     

    I hide the torpedo block with a thin block. for defense.

    And a torpedo passes close to the intricately shaped hull.

    However, the suicide bombing of torpedoes is known only by this trouble.

     

    I use web translation. Sorry for my bad English. :'(

  7. "Search".

    It's a very simple problem.

    There are "search" that require different translations in different LUAs.

    But it uses the same translation.

     

    -./Client/ClientUI/GalaxyMap/GalaxyMap.cpp:

    -./Client/ClientUI/Menu/ServerBrowserWindow.cpp:

    The translation used in this LUA has the same nuance.

     

    -./data/scripts/player/missions/searchandrescue/searchwreckage.lua:

    The translation used in this LUA has a different nuance.

    Different words are used in Japanese translation.

     

    I think Lua of the mission needs to be changed.

    For example, "Detect the debris with sensors"

     

  8. It's an old problem. It was a low probability.

    Since 0.29. 0, it has increased.

     

    When the fleet of factional wars spawn, they stack up.

    Because they have a big ship and a small fleet formation.

    They cause a traffic accident.

    The big ships collided and couldn't move.

    Also, the number of times that it spawn and stacks near asteroids and stations has increased.

     

    Xsotan ships, pirate ships, merchant fleets don't stack up.

    Their ships are small, their fleet formation is big, and they seem to have enough space.

     

     

    D00A3440459F370CCC251C997CE54B8B6B940FBB

  9. The currency symbol position appears to have been modified in v 0.29. 1B.

     

    And another problem,

    The name of the item is not translated in the new menu of station economy.

    There seems to be a currency symbol problem in the menu.

     

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  10. Suppliers with errors in 29.1 B have been fixed

    The turret factory is also normal according to the saved data of 29.0 B.

    However, the error which occurred on the old save data seems not to be fixed.

    In my oldest save (Probably older than Combat Update 2) turret factory error continues.

    Also, there are some errors where the territory map does not work because the save data is limited to very old versions.

     

    I think v029. * needs to warn about old save data.

  11. That's all I noticed. There may be other problems.

    These are Lua's problems.

    - Gate fee

    - Recruitment of crew at stations

     

     

    6088D28B882D975B0D0345F57987325EFC1193A1

    2B5124B3FA3BEEE22320657628ACF60ED5D36884

     

     

     

    These are translatable but problematic places.

    If it's a system message, if it's hovering over the mouse, there's a lot more to it.

    - Status of the ship's menu

    - Fighter factory

     

     

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    C6756576BCB0FDA861B878E753A12CC3C742DCE1

     

     

     

    Another problem is with older save data.

    Old Silicium and Aluminium and new silicon and aluminum.

    They exist at the same time.

    The old Silicium and Aluminium mines remain intact.

    The materials of the old factory require old trade goods.

    But traders don't seem to have old trade items.

     

    Warn of trouble and encourage more new save data and new games. Or you need to convert saved data.

     

     

     

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    18C34A8412A18D0CE7F16CEF20E00FF9672331E9

     

     

  12. "¢" is convenient

     

     

    Text using this currency symbol is very effective for translation.

    However, some Luas use the "¢" European style. (the symbol is usually placed after the amount).

    They have no translation specified.

    Japanese language uses a currency symbol before the amount. it's American style.

    Therefore, the translation cannot be unified.

  13. Turret Factory and Supplier TradeGoods Crash

     

    The generated factories and suppliers are initially normal. You can buy goods.

    However, if you quit the game and load the saved data, the goods will crash.

    I have tried new games about 5 times.

    All the goods have crashed.

    Save data with broken trading goods will also crash the newly generated factories and suppliers in different sectors.

     

    C7B70D42961D9B88ADE75B727B895562E3D1B725

  14. Custom turret and turret prefixes do not match.

    I understand why I was confused for such a long time.

    The parameter of the invisible "simultaneousShooting" was not correctly understood.

    It didn't solve the question. That's a new question.

    The problem of turret prefixes is very minor (I understand very well.)

    It's because it works.

    You can't see a shot of [simultaneousShooting] on a simple barrel of the Vanilla Turret (It's simple, beautiful, and I love it.).

    However, with a custom turret, you can see a shot of [simultaneousShooting].

    A double, triple, or quad-barrel turret that is not [simultaneousShooting] to the player is the same as a single barrel.

    It's a single turret by name only.

    This prefix is meaningless. Do you need this?

    I think only the [simultaneousShooting] turret needs a prefix.

    There is Improved SFX in the small update section of the roadmap.

    You need to add a prefix for [shotsPerFiring] and [simultaneousShooting] which matches the barrel and the prefix corresponds to the customization turret

  15. The build mode UI in 0.28 is great.

    There is only one thing that I regret.

    The view's Hide Specific Blocks option is not available in turret builds.

    I know there is a different function in turret build mode.

    However, in 0.28 you can select from the UI panel.

    This is not working, but it is confusing.

    Panels and options that are not available in turret builds should be grayed out.

     

    Since the customization turret was implemented, there have been some errors that I have been wondering about.

    This may be an error, but it is not reproducible.

    It's an accident.

    Effect of the number of barrels (Double, Triple, Quad) in the turret prefix.

    In the case of customized turret with a lot of barrel in vanilla.

    A double turret can shoot only one bullet from three barrels.

    Some triple turrets only fire one shot from three barrels.

    However, there are very few differences.

    One double turret shoots two bullets from three barrels.

    One triple turret has three bullets from three barrels.

    Turret of the same kind and prefix.

    But there is a difference.

    This is all vanilla.

    It is also 0.28. 1.

    I don't have enough information for the bug report.

     

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  16. [0.27] Error from Beta Test

     

    There is an error in the build mode game pause function.

    When the pause function is turned on during the build mode in the game setting, a mission occurs and NPC starts.

    As a result, a large number of NPCs will freeze when exiting the build mode. It causes the game to crash.

     

    1.There are so many mobile merchants.

    2.NPCs of pirate attacks, exotans and events appear in large numbers.

    "3" "Urgent delivery" "and" "searchandrescue" "missions occur during the build mode pause function.".

     

    E9CB16B40F8673B7E9778108922C65F28D4829A5

     

    I use the build mode for a very long time.

    I cannot play the game in 0.27.

    A large number of NPCs in the same sector crash when exiting build mode.

    I'm playing a game at 0.26. 1.

    The same error does not occur in 0.26 .1.

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