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LoSboccacc

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Posts posted by LoSboccacc

  1. not saying this is not the case but you need to compare the stat with a full crew in

     

     

    also I agree placing thousand little thruster is not really enjoyable, especially after they lock up your ship build when you lose one of them after a nudge to an asteroid from the wrong angle.

     

     

    if anything buff the force and increase the costs, if you need them pricey to balance capital vessels.

     

  2. sp I went and tried to kill the pirate boss with a buddy of mine.

     

    got it spawning in a sector, then my friends jumped in. another pirate boss appeared and my weapons suddenly stopped dealing damage to enemies.

     

    when the first pirate was killed, he dropped one artefact. when the second pirate was killed, he dropped two artifacts, one bounded to me and one to my buddy.

     

     

    now I know it's alpha etc etc, but is there a proper way to start the boss encounter in a way that works?

  3. linux. just saw the patch now :)

     

    anyway, since I got the mod enabled sector generation is way way slower if I jump in a new sector that turns out to have asteroids

     

     

    would you be able to time initialization times? looks like jumping in a sector afterward is fine.

  4. what about this one tho?

     

    [OOSP] This is not critical on first start:

    Loading galaxyticks failed: data/scripts/server/tickhandler.lua:34: cannot open file 'galaxyticks.txt' (No such file or directory)

     

     

    keeps happening even after many serer restarts

  5. I've a minor issue that's kinda annoying would it be possible to change the salvagers behavior so that if no wreck is in sector they'd idle around the mothership?

     

    Currently they charge into the enemy which is quite annoying.

  6. I axed the asteroid jumping anyway :P

    I hope you didn't delete any files, did you?

    This can lead to inconsistency and crashes on both client and server side.

    If you need to make it inaccessible i recommend going into moveAsteroid.lua in lines 63, 398 and 401 change 500000 to something like 1000000000 (=1.000.000.000). Don't use dots though.

     

     

    no changed the range check to return false always

  7. pitching in: the way to go is for mod to register themselves to listen to game events, so that none needs to drop code on common parts.

     

    also all stuff like crew number spawned per station etc should reside in a dictionary somewhere, so that mod can listen to 'beforeStart' event and change the values without having to change files.

  8. First of all, the thousand slices issue has nothing to do with capital ship balance and capital vs fighter performance.

     

    That can be easily tweaked with the right math and matters none with the issue at hand, which is:

     

    Annoying to salvage a buttload of them

    Annoying to see the fps die as they get destroyed in droves during combat

    Annoying to have one destroyed and now the whole ship can't be modofied

    Requiring a lot of annoying mindless click spam while adding little as gameplay element

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