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Gorbald

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Everything posted by Gorbald

  1. By the way it was a level 3 captain, in case it matters
  2. A ship with AI captain that has railguns, when ordered to attack enemies, fails to hit any enemy ships for a long time and flies in a stupid way. It would take long to explain so I've made a video: https://www.dropbox.com/s/7cblfa1upzsqaqb/stupidShip3.mkv?dl=0 I have also attached the turret I'm using. The ship had 3 of them. Steps to reproduce: 1. Build the attached ship 2. Add 3 identical railguns (not independent targeting, not burst fire) in front (no other turrets), crew, captain, generator upgrade (ship design requires it to work) 3. Fly to a sector with many enemies (for example "distress call" mission) 4. Press F9 5. Order the ship to either "attack enemies" or attack a particular enemy by right clicking it 6. Observe what the ship does for a minute or two Actual behaviour: Ship flies wildly and almost never shoots. If it does shoot (once per minute or so), it does so from a weird angle and it misses, despite the turrets' high accuracy. Expected behaviour: Ship chooses an enemy and tries to keep the part with the most high-damage turrets (front in this case) pointed towards the enemy, so that it can shoot at it most of the time. It shoots as much as it can. If the ship is equipped with teslas instead, it becomes a little bit less stupid. It stills manoeuvrers and flies wildly, but quite often it actually shoots at enemies and hits. Still I have never seen it shoot at something continuously for more than 2 seconds (the turrets don't overheat that fast). Is it possible that this wild manoeuvres are meant to escape enemy fire? If so, then I think this strategy should not be chosen when the ship is at full or almost full hull and shields. It should focus on hitting enemies instead. shipForCaptains.zip
  3. I disagree with the solution that the goods should be "untouchable" because there are several ways to take goods from that station (transfer, delete cargo bay, delete station), and all would need to be taken into acount, plus it's not logical. I think the player should pay for the goods when they are delivered to the station by NPCs and then get the money back for a profit when the "consumers" buy them.
  4. Thanks! I think the culprits are the "buy goods from others" and "sell goods to others" options in the factory settings. I noticed that if "sell goods to others" is turned on, then alliance ships buy the goods. I think there is some logical bug that causes the game to think that ships from the same alliance are "others".
  5. I have the same issue. The problem is that Avorion does not consider the memory that is being used as disk cache as free memory, but it should as that memory can be used at any time. Explained here (the devs probably know this): https://www.linuxatemyram.com/
  6. Military outpost has the same issue. NPC traders deliver goods to it for free, player/alliance can take them and sell them to an NPC Military Post, usually at about +20% price. I would expect the same issue with other "consumer" stations like Research Station. Proper solution In my opinion: Both Trading post and consumer stations: the alliance/player always pays for the goods when they are delivered to the station (customizable price like in factories). Trading post: sells everything it has in inventory, for a customizable price. That way the player gets the difference in price for which the post bought and sold the goods. It would be reasonable passive income. Consumer stations: Player/alliance pays when an NPC trader delivers goods to it (customizable price). The "inhabitants" then consume the goods and pay the player/alliance for them (either customizable price that would impact consumption rate, or a fixed price like +50%). This way would be the most logical I think, as no money would appear out of nowhere and no goods would be free, but the stations would still make a good and no less importantly passive income.
  7. I now have several factories, and this behaviour is pretty much random. At one time buying from first factory works and from second factory does not work, and the next day it's the other way around. Hopefully you'll be able to reproduce it.
  8. Unfortunately this is not deterministic. I reproduced it on a public server and in my own "creative mode" galaxy, but then on that public server it mysteriously started working again when I logged in after an hour or so. Sorry that I can't provide more useful info :/
  9. Steps to reproduce: (0. found an alliance) 1. Build a factory that belongs to your alliance (I tested this on turbine factory) 2. Put all the ingredients there, or wait for NPC traders to supply it with ingredients 3. Build an alliance ship that has a cargo bay, captain and trading system 4. Option A: Dock with the ship to the factory manually and try to buy some produced goods Option B: Order the ship to buy 1 produced good from the galaxy map view Expected behavior: Produced goods get bought (for free of course) Actual behavior: Option A: the buy button in trading menu looks as if it's being clicked, but does nothing Option B: if the ship has transporter software and block, it flies to the factory and then just stands there. If not, then it repeats the blue and yellow "docking beam" animation (probably indefinitely). Unfortunately no message appears in server or client logs when this happens. This bug makes creating "production chains" very difficult, especially on servers that have fighters disabled or limited (cargo shuttles cannot be used instead of captain-flown ships that haul goods between factories)
  10. I have also encountered this bug. While flying an alliance ship, I asked an enemy freighter to drop cargo. They did and I was not able to pick most of it (pick up stolen cargo was turned on). I got a few units (124 acid) but judging visually, vast majority was not pickable.
  11. I confirm that this is fixed. Good job and thanks!
  12. Ok thanks for improving it. In the current version ship is not being attacked when the boarders are inside (although it still is when cargo shuttles are flying towards it). Sadly the fighters attack and destroy it right after it's been captured, all boarders dead - can you please fix this? Optional improvement suggestion: as enemies can easily destroy the captured ship (because it's low on hull), it would be nice to transfer boarders automatically to safety of their original ship right after the fight. Or maybe only if the ship is in "transfer crew/cargo/etc" range? Currently it's possible to do it manually, but it would be frustrating to lose all boarders just because I was not quick enough. Also I think this would make the game more interesting as it would make boarding usable in hard battles.
  13. Great mod, thanks! Saves a lot of time. Small issue: ships don't wait for fighters before going in a wormhole, leaving them in the sector. I haven't tested this with a regular gate.
  14. Another test: I had 1147 boarders, 440 left the ship per wave (2 squads of crew shuttles). Enemy ship had about 90 security and 100 other crew, so they were outnumbered 6:1. During the fight, my casualties always appeared lower then enemy's. However, after the fight, there were 523 boarders on the captured ship (more than the ship's crew capacity) and none on mine. So I lost 624 boarders to capture a ship that had 90 security. But the casualties that were shown as red numbers were less than 90. What happened to my other boarders? Is this the way it's supposed to work?
  15. I tested boarding a ship again. I had 99 boarders with enough shuttles to transport them all at once. I boarded a pirate ship that showed a pistol icon and numbers 20-30. I had a message "lost 99 boarders" which I guess meant that they left my ship in the shuttles. Then it said "entering" for a while, then a red bar indicating my boarders over a colourful one with the ships crew. Once in a while a red number appeared, I assume that it indicated that my boarders died. Sum of all those red figures was 17 or 18. The ship was captured, but there were no boarders on my ship and only 38 boarders on the captured ship. So if I had 99 boarders and 17 or 18 died, what happened to the rest of them? Thanks in advance for your answer.
  16. Thanks, I will gladly test the other scenarios (allies, autofire turrets etc.) after the next update if needed.
  17. (I also posted this as a comment below release notes on steam) I had a figther squadron attack a ship. Then when it was below 30%, I ordered boarders to board it. The fighters however continued to attack it. I set the fighter squadron to defend, they didn't stop attacking the ship. After a few seconds the ship was reduced to 0HP and all boarders died. Could you please add safety measure like this: when a ship is being boarded then fighters, torpedoes, autofire turrets, other ships from player's fleet and ideally even allies do not target/attack that ship? Also could you make it so that when the ship is reduced to 0HP, not all boarders die, and it's possible to recover most of them? I would imagine they could use the ship's escape pods, hide in places where there is no fire etc. so it would make sense IMO.
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