Jump to content

Gorbald

Members
  • Posts

    92
  • Joined

  • Last visited

Posts posted by Gorbald

  1. Ships which belong to alliances are not invulnerable when all alliance members are offline.

     

    Steps to reproduce:

    1. On a multiplayer server, create an alliance

    2. Build an alliance ship

    2.5 Leave it in a sector that is NOT a "neutral zone"

    3. Log out

    4.As another player, join the same server and go to the same sector

    5. Wait until the "offline protection" time configured for that server has passed

    6. Shoot that ship until all shields are down and hull is damaged

     

    Actual result:

    Ship gets damaged

     

    Expected result:

    Ship is invulnerable, because all alliance members are offline

     

    P.S. I did not test if completely destroying that ship was possible, as that was another player's ship on a normal public server.

    Edit: In order to reproduce, the ship must not be in a "neutral zone" sector.

  2. Hello!

     

    What do you people think are the best ways to make big money after the release?

     

    I did not have any luck with building and selling turrets. Is it still possible to make profit this way?

     

    What about the relatively new consumer stations? Apparently you can make them consume stuff faster by adding assembly blocks. I thought I could make a research station and an accelerator factory (with some factories for it's components). Anyone can share experience with this? Is it possible to make billions this way?

     

    Thanks in advance for sharing your experience!

     

    0.27

    "simple loading fighter intro hangar is same time increases requirements for officer staff even without hiring pilots"

     

    This is normal. For example when you don't have enough engineers or mechanics, then the missing ones also count for the officers requirements that are displayed.

    However, I think that if you have less officers, you will not lose morale because of this missing crew (not 100% sure though).

  3. Steps to reproduce:

    1. Get attacked by head hunters in a "civilized" sector

    2. Destroy their ships in self defence

     

    Expected behaviour:

    Either the sector does not become "hazardous", or the head hunters jump away when low on health

     

    Actual behaviour:

    Sector becomes hazardous and traders stop visiting it. This is especially not good when it happens in the player's industrial sector, as the factories that rely on NPC traders will stop working soon, causing huge (undeserved and almost unavoidable) financial loss.

  4. Hi,

    I have 3 stations in my sector that need gold. I can't build a gold mine in that sector (no rock), so cargo shuttles are a no-go.

    I don't want to use NPC traders to get gold (I want to set high buy/sell price).

     

    When I order a ship to buy gold in another sector and sell it in my sector, it only sells to one station. When that station is full, it does not sell to another, but just waits until that station consumes 20 gold or so, and proceeds to dock to the same station again.

     

    What should I do?

     

    TIA

  5. Well, that would only help if there is a way to trash a group of turrets (all highlighted turrets, or a way to select some of them) in the inventory/alliance vault. Currently when you filter inventory, you can for example highlight all iron cannon turrets, but if you want to trash all of them, you still need to click them one by one. Or am I missing something?

     

    Another thing: "Dismantle turrets" option in Scrapyard has the same issue. You can only dismantle turrets one by one (each one takes several clicks).

  6. I just tested it with more turrets, also indepent targeting ones. I think I know what is the problem!

     

    The ship moves all the time, so it has no time to aim! The turrets don't turn fast enough to catch up with the ship's movement.

     

    If the AI-controlled  ship stopped for 2 seconds once in a while, it could aim and shoot at an enemy. And I think it would be best if it didn't start moving faster than the turret can turn when it is shooting.

  7. First of all, thanks for making the patch!

     

    Currently it is hard to keep number of items in inventory under 1000, because each item has to be either sold, researched or marked as trash separately, which is extremely time consuming.

     

    Could you please add functionality that would allow players to select a large group of items and either research all of them or mark them all as trash, so that they can be all sold at once?

     

    There are mods that solve this problem (Trash Manager and Auto Research), but with the new limit, I believe this needs to be solved in the base game, otherwise all players that don't have the mods will hit the limit soon and will be frustrated that they have to spend so much time selling cheap items.

     

    Thanks in advance for considering my concern.

     

    Links to mods:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1788913474&searchtext=trash

    https://steamcommunity.com/sharedfiles/filedetails/?id=1731575231

     

    edit:

    one possible solution for selling that comes to my mind (different than trash manager) is that it could be made possible to select a group of items in the inventory/alliance vault (for example with ctrl and shift or dragging mouse, as you would select files in a file manager application on PC, or  just use the existing full-text search), then press some button to mark all selected items as trash.

  8. Tested with trinium armour and with avorion and trinium railguns.

     

    Steps to reproduce:

     

    1. build the attached ship

    2. turn on "damage numbers"

    3. Fly near it in a ship equipped with a railgun (that can penetrate at least 2 blocks). Disable all turrets but one railgun.

    4. shoot the ship, aiming at the huge single black stone block

    5. shoot the ship in the red hull block

    6. shoot the ship in the green armour block

     

    Expected behaviour:

    Shooting at green armour block deals similar damage as shooting at the single block. Framework blocks behind the green armour block are not damaged, because the armour stops the railgun projectile.

     

    Actual behaviour:

    Shooting the green armour block deals similar damage as shooting the red hull block (several times more than shooting the single block). Framework blocks behind the armour get destroyed and the armour falls off, if the damage was high enough.

     

    Edit: I also tested it with a trinium railgun

    RailgunArmorTest0.xml

  9. Increasing the "roll" stat above pi/2 does not increase real roll speed in mouse steering mode.

     

    Steps to reproduce:

    1. make a ship with Roll 3.14 (take any ship that's not too big and stick some thrusters to it)

    2. switch to mouse steering and do a complete 360 degree (2*pi rad) roll (X or Z key by default)

     

    Expected behaviour:

    it takes 2 seconds

     

    Actual behaviour:

    It takes 4 seconds

  10. I went to war with another player by clicking "declare war" in my alliance's diplomacy menu. Both my and my alliance's relations with that player changed to war.

     

    But then we wanted to make peace. It was not possible from the alliance's diplomacy menu (message said "you cannot negotiate with another player" or something like that).

     

    When attempting to negotiate a ceasefire or peace with him through "trade menu", we both agreed on new diplomatic status (we tried both neutrality and ceasefire),  we got an error message "player [his name]  doesn't have enough Naonite.".

     

    We were not sending any materials, just changing relations.

     

    Steps to reproduce:

     

    1. Go to war with another player from alliance diplomacy menu

    2. Try to make peace or ceasefire through trade menu

     

    Expected behavior:

    Diplomatic status changes

     

    Actual behaviour:

    Status does not change, error message "player [player's name]  doesn't have enough Naonite".

  11. I don't know why this happens, but I suggest you use R-Mining lasers and order the ship to mine, jump, refine, jump back, loop. This works very well and you run out of asteroids very rarely. Then you just find another sector with asteroids and do the same. I have 4 mining ships with this order chain and I have to intervene very rarely (not even once in an hour).

  12. Yes, your station can dock to other stations like a ship could.

     

    The station needs a captain, transporter upgrade, transporter block, trading system.

     

    Other station must be in docking distance. To achieve this, you can either add more transporter upgrades (very expensive), or extend your station in build mode so that it's closer to other stations (narrow stone stick is enough and it's cheap, just don't ram into your station later or it will be too far again).

     

    Then you can order the station to buy/sell on loop from the galaxy map.

×
×
  • Create New...