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FuryoftheStars

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Everything posted by FuryoftheStars

  1. Yeah, it would be good to give folks things to do past end game. That said, it'd still be nice if everything was balanced for where you were in the game.
  2. Agreed! I'm actually using a couple of mods that I found on Steam that makes every turret independent, and then another one that removes the damage penalty cause, yeah, 50% damage reduction is a bit harsh imo. Especially if what I'm getting from other people's comments is true in that this reduction applies regardless if you're actually using the turret as an independent or not.
  3. Seems others answered 2 & 3, I'll just answer 1 with what I have learned through testing and reading of other stuff, though mind you I've only been playing a couple months. Apparently, if my understanding is correct, with the way this game keeps track of the ship structures/block layout is through an xml file that lists everything out in a tree format with one "root" block for the whole tree. This block is required for the game to keep track of how your ship is laid out. Now, you can destroy this block and, provided there is another block adjacent to it, it will merely shift the root block to this adjacent block (if you have more than one adjacent block, I'm not sure what system it uses to determine which block is lucky enough to become the new root, but it does do this, trust me). If there are no other blocks, then destroying the root block results in you destroying/scrapping your ship. Some 2+ year posts I had read suggested that back then, the root block was also a vulnerability to your ship. If this block was destroyed in combat, your whole ship would be destroyed, regardless of remaining health. Thus at the time, it was recommended to keep the root block buried deep in your ship and possibly make it armor. That said, I did some testing a few weeks ago. Either that information above about the root block being a vulnerability was false, or it has been changed since. From my testing, this block cannot be destroyed until your ship's HPs reach zero. It essentially has infinite durability/the durability of your entire ship (which ever way you want to look at it). I even went so far as to make this block framework and then attached a good sized ship to it so it'd have a decent amount of hit points, then focus fired on it with only salvaging lasers so I could better control where I was hitting. Never popped until the ship's HPs hit zero and it became wreckage. Yes, this does mean that, with careful copy/paste/delete, you could design a ship that is essentially immune to penetration/block destruction from one side (or maybe more with proper planning and exploitation of other things). Ultimately, though, why have it so you can't delete it without safe mode off? Either because it's a hold over from when the block was a vulnerability, because it used to be that deleting it would result in the whole ship being destroyed (ie, maybe the game didn't used to move the root block), or because this is a special block and maybe the devs figured the players wouldn't want to accidentally move it in certain circumstances. But basically, as far as I can tell, not for an extremely good reason.
  4. Some random thoughts regarding crew requirements on turrets. As one thought, I kind of feel like the crew requirements on at least some turrets may be a little high? I mean, in a space fairing future, I'd expect computer and automated advancements to be to the point where you don't need tons of people to operate and maintain them? Even small turrets requiring 2 crew I feel is high (you should only really need one... the one doing the shooting). To go along with that thought, what are we paying the turret crews for if only certain ones can be assigned independent targeting? Final thought (for now... 🙂 ), should we have turrets require mechanics/engineers (depending on the turret type) just like how blocks on the ship do? So not a full mechanic or engineer per turret, but something like 0.1 or 0.2 or more (depending on turret size).
  5. Oh yeah, certainly not needed, but if we're going to have crew to the detail they have done so far, then it might as well be rounded out with the officers, too. :) I feel as though that if these end up being implemented as just generic specialized officers that you hire to fill the roles (and they decide to introduce the minimums) just like many of the other crew positions, then yeah, they should be very plentiful and hired the same way as regular crew. If these are implemented more as unique individuals, then I feel like the minimums may be a bad idea and the bonuses could be better and the officers a little bit rarer, but not a severe amount. There could be multiple ways of finding them, from finding one sitting around on a station, to random solicitation, to even rescuing one from pirates (liberating them directly from a pirate ship or a ship under attack (and disabled/destroyed) by pirates, etc), finding them on random wrecks, etc. I actually have some visions of Masters of Orion 2 as I say all that, combined a little with Star Trek Online. Also in this case, I wonder if it'd be better if instead of the stat amounts being randomized, it's just which stat types the officer has that are. Then the leveling system for the officers allows for increasing these stats and the rarity of the officer, so that in the end two officers with the same stat type at maxed level will have the same bonus value on that stat? Well, maybe there should still be some randomization between the stat values, but yeah, they shouldn't be worlds different at max level (50% vs 200%, instead be more like 50% vs 65%). EDIT: I also wonder if something like this could/should be extended to include the Captains, and maybe the other higher level crew (lieutenants, commanders, etc), and, and, and.... I'm getting too carried away now. :(
  6. Beta 26.1 I jumped into a system, my ship being followed by 4 AI piloted ships of mine and while I sat there waiting for the hyperspace cool down, a military ship approached and a message displayed on screen saying I lost rep. Took me a bit, but I figured out that one of the ships in my fleet had picked up a dangerous item somewhere along the way that I didn't know about. We seriously need cargo filtering options to prevent our ships from picking up items that could result in fines or whatever when we don't have the proper licensing.... EDIT: And it looks like I had a second one that was carrying dangerous and illegal goods. By the time I was able to dump all the cargo and get my ships out of there so they wouldn't just pick it back up, I lost close to 55k rep. :/
  7. So just got this mod working. Playing single player, but using the "/tmod" command in chat wasn't doing anything. When I made the edit to the admin.xml file as if it were multiplayer, that put the icon on screen without having to enter the command, so good to go. Some quick feedback, though. Would be nice to have sorting options (if possible). And it'd be nice to still be able to see the favorite star icon on the turrets (that way I know which ones I've been favoriting for whatever reason). Haven't had much else for time to use it yet, though, but looks good otherwise! EDIT: Oops, bug? When playing on a Creative galaxy, credit only options (like scale) won't work. Says I don't have enough credits. EDIT2: Just to throw in another quick observation, the scale slider is difficult to read. The little block indicating where you are on the slider is super hard to see, and you can't tell what the current position actually relates to size wise.
  8. You know, I am curious... is there a reason weapons get that powerful? Are the ships you'll encounter in the core that tough, or are things just not fully balanced out yet (and planned to be delt with)? I've been floating around in Xanion space lately and the weapons I have now are so powerful that they shred everything I encounter. :/ I can't even image getting ones that're almost 50k or more....
  9. Edit July 8th, 2021: A quick TL;DR (sorry, I posted this almost 2 years ago). Basically, this was a suggestion for something similar to the new Captain system coming with 2.0, but also covering lower tier officers. My original inspiration was a combination of Star Trek Online (multiple officers per ship; rank/level up) and Masters of Orion 2 (just flat bonus stats or abilities). Not the idea of special combat moves or whatever that you can only achieve by having one of these officers and training them in these abilities, etc. Original post follows: (This post originally was going to be multiple suggestions on crews (such as decreasing crew requirements of turrets, notably low tech/small turrets... throwing that out there cause this suggestion results in an increase of crew), but after seeing the wall-o-text this turned into, I've decided to just do this and will post the others at a later time in separate threads.) My suggestion is to add special officers that the player can hire to gain bonuses for their ship/station (from here forward just referred to as "ship") in various areas. For those that have played Star Trek Online, that game's Bridge Officers is where I'm pulling this from, though mind you it has been years since I played (a quick read through their wiki suggests that they've changed a lot since then). Basic concept would be the ability to hire officers to fill certain stations/roles (Tactical/Combat, Engineering, Science/Navigation, etc (don't know if mechanic type stuff should be rolled under Engineering or as a separate position?)) that would then give minor (but worth the trouble) bonuses respective to the position being filled (ie, Tactical/Combat would give bonuses to damage, rate of fire, etc, while Engineering would give bonuses to speed, maneuverability, etc, etc, etc). These positions should require officers that have been trained specifically for that position (so no using untrained crew or generic officers). They should require and use available crew slots. If you really wanted to get fancy, make it so each officer is their own unique individual, each having their own set of bonuses and quality (much like weapons and system upgrades) and allow them to level, resulting in improving their given stats. Having their stats randomized would be good, too, but the range that the RNG can pull from would need to be kept in check to keep them from becoming too overpowered (like some turrets...). There can even be negative stats for some lower quality officers or officers with super strong bonuses, but these would need to be kept in check as well to not completely offset their bonuses. There should be a maximum number of officers for each station/role (variable, see below). Anything over this maximum adds no benefit (much like overstaffing the other crew positions). As an optional, have there be a minimum requirement as well (variable, see below). Rather than affecting moral like corporals, etc do, not meeting the minimum requirements for officers should result in some performance degradations related to that station. The performance degradations should scale with the minimum requirement, though. IE, instead of having a -50% damage debuff for having zero Tactical officers regardless of the minimum requirement, it should be something like -10% for having none when you only require one, and -50% for having none when you require 20, etc (and these values should have diminishing returns with a theoretical limit to avoid greater than 100% (or a lower figure) debuffs). The maximums and minimums mentioned above should be based on ship size (determined through volume or other metric, like processing power/system upgrade slots) and current crew requirements, and applies to each officer station individually. So for example, a small ship with a small crew probably shouldn't require any officers and only allow one or two max per officer station before capping or whatever, while a really large ship will have minimums and higher maximums, but these figures for each officer station will vary based on their respective crew compliments (example, a ship with 25 gunners/miners and 100 engineers/mechanics would have a minimum requirement of 1 Tactical and 4 Engineering Officers, and a maximum of 2 Tactical and 6 Engineering Officers). I feel as though these numbers should not scale in a direct X for every Y (like corporals, etc), but rather more like how processing power and system upgrade slots are where each subsequent one requires more than the previous. Minimum and maximum officers should also scale separately, not a direct min * X = max kind of deal, and perhaps even differently between each officer station (so a 5 slot, 25 gunner, 25 engineer ship could have a different Tactical Officer min/max than Engineering). As another "if you really wanted to get fancy", also allow the player to specify a "focus" role of the ship, thus giving a boost to the min/max officers of that respective focus, perhaps at the cost of the min/max of the other officer stations. Suggestions for the different officer stations/types and the different types of bonuses their type awards: Tactical/Combat/Weapons Officer Related crew positions: Gunners and Miners General bonuses to turrets, to include damage, RoF, overheat/cooldown, rotational speed, range, etc General bonuses to torpedoes, to include the above plus flight speed, acceleration, maneuverability, HPs, etc General bonuses to security and boarding crew General bonuses to hanger capacity, # of simultaneous launches per hanger (maybe a more rare trait if using unique individual officers?) General bonuses to fighters, to include similar stats as turrets and torpedoes General bonuses to pilots Shield penetration chance (of your weapons to enemies)(I feel as though this shouldn't apply to weapons that wouldn't normally get this property, like chainguns and salvaging lasers?) If "getting fancy" and using unique individual officers, then some rare/high quality traits could also include more drastic things like Individual Targeting for all turrets, etc If using unique individual officers, then I feel as though weapon related bonuses should apply to all turrets, regardless of their crew requirements (ie, even turrets requiring mechanics/engineers should receive the bonuses to keep things simple), otherwise turrets that require mechanics/engineers should get these stat boosts from the Engineering Officer position (below) Potentially separate the fighter/pilot/hanger related stats to a new Officer position (like Flight Officer) and similarly for security and boarding crews (though I'd suggest using existing Lieutenant/Commander/General positions?), but don't know if that might be starting to make things too complex Could potentially also separate out miners to their own officer position with correct stat bonuses, but as with the rest, I don't know if this might be getting too complex [*]Engineering Officer Related crew positions: Engineers and Mechanics General bonuses to hull/shield HP, regen, etc (perhaps even to individual block durability) General bonuses to speed, acceleration, maneuverability, etc General bonuses to energy and energy storage amounts, rates, etc General bonuses to production capacity, speed, etc Shield penetration chance (of incoming fire on your ship)(should basically reduce (or increase if a negative trait) the chance of enemy fire with a chance of penetrating the shields of actually doing so, not a straight immune or not, if possible) If "getting fancy" and using unique individual officers, then some rare/high quality traits could also include more drastic things like Shield penetration immunity (more so if the above percentage reduction of incoming enemy fire is not possible) or mechanics being able to replace destroyed blocks on a ship, etc If NOT using unique individual officers, then general bonuses to turrets requiring mechanics/engineers similar to the general turret bonuses given by the Tactical Officer [*]Science/Navigation Officer Related crew positions: ?? (maybe there doesn't need to be for this one to make it different from the others?) In sector scanner range Radar sector scan range of energy signatures (green dots) and mass (yellow dots)(potentially separate traits if using unique individual officers) Loot collection range Hyperspace jump range, cooldown, and calculation speed (though for the calculation speed, the base value may want to see an increase to be of value) If "getting fancy" and using unique individual officers, then some rare/high quality traits could also include more drastic things like detection and highlighting of valuables in a sector, jumping rifts without the need of an Avorion hyperdrive, etc
  10. I'm still fairly new, so not sure what constitutes as OP, but this is what I've gotten so far from a lot of research (haven't reached core, yet): Cannon, Tech 17, Naonite, 12k DPS (Burst Fire), size 1.5 Cannon, Tech 17, Naonite, 3k DPS, size 1.5 Chaingun, Tech 37, Trinium, 11k DPS, size 1.5 PDC, Tech 37, Iron, 189 DPS, size 0.5 Though I realize now you're asking about crafted and I haven't done those yet due to the component requirements (finding it a pain in the neck flying around trying to find someone who sells the different parts).
  11. It's the steam game directory. I'm using this mod myself (and loving it!). Thanks!
  12. I noted this while playing Beta 26.0. I haven't had an opportunity to retry this on 26.1 and didn't note anything in the change log that makes me think this may be different. Started a new creative galaxy, got involved in a faction fight (couldn't stand by and watch a faction with Titanium ships get slaughtered by a faction with Naonite ships :P ), and ended up with my first non-pirate faction hostile to me (and at war). Later, headhunters started spawning and attacking me. Assumption is that it was this hostile faction that was paying their tabs (seems they were still the only non-pirate faction I was hostile with). Any time this happened (and I destroyed them) in a sector owned by the hostile faction (that presumably hired them), it caused a rep gain with said hostile faction. I think it'd be better, if anything, that this still resulted in a rep loss with said hostile faction (as they are watching an effort fail). To go along with this, I've noticed just about all factions give a rep gain when you destroy headhunters? This should probably be changed to result in no change in rep as the headhunters are after you, not the faction of that sector (exceptions should be as mentioned above when the faction of that sector is the one that put the bounty on you (loss), or the faction of the sector has a thing against headhunters (in which case they would never hire them)(gain)).
  13. I've noticed an issue like this, but only when issuing the order from the map screen (if I directly target and communicate with the ship and give the order via this method, it seems to work/stick). Although I thought in my case it extended to all orders via the map screen, but I may be mistaken. May be a different issue, anyway, not sure.
  14. Just to throw my two cents in here, I agree with this solution as it makes the most logical sense. Allow the player to run negative credits if needed (line of credit) for a time so the stations can buy needed items to then resell.
  15. Hi, This is the first mod I'm attempting to install for this game that is not Steam Workshop. By "the game directory", I'm assuming you mean the \Steam\steamapps\common\Avorion location. However, I've noticed that the %appdata%\Avorion location also has a Mods folder, so I'm just looking for a confirmation/clarification on the install location. Thanks!
  16. If I understand the OP of the mod correctly, this allows resource asteroids to respawn when entering a sector, correct? Based on the dev reply in the below linked thread, is this even needed anymore? Or am I misunderstanding something? https://steamcommunity.com/app/445220/discussions/0/3211505894133543844/
  17. \o/ Been waiting for this... ;D
  18. I believe that once your relations with a faction are above a certain amount (I don’t remember what), you can go to the screen that shows faction relations (it’s one of the tabs in the player menu (default key “I”)) and when you select that faction there should be a new button option on the right to negotiate becoming allies.
  19. I've been seeing something similar. However, upon closer examination it turned out that the ship(s) in question had actually been multplied. One sitting there in the system, not following any orders (in fact, unable to accept any orders and not showing up on the galaxy map either) and one that's going about it's business as usual. Not sure what could be causing it, though I assume mods could be involved (my game was heavily modified when this happened). Interesting. In my cases I can definitely say there was no duplication going on and I can directly communicate with the ship and issue an order (and it will stay following that one), but doing it from the map is hit or miss.
  20. An odd thing that I've noticed when giving orders to ships via the map is that sometimes they "forget" or stop following the orders you gave. I've run into this a number of times where I've simply issued a patrol sector order from the map, then a few minutes later will see the ship just sitting there. If I go back to the map to look, the icon on the ship's portrait to indicate what orders it is following is gone.
  21. Certainly sounds like an interesting idea. Looking forward to seeing the mod.
  22. Rather than doing an actual quote of each piece of your post, I'm just going to write it all below with quotation marks around it. When I did it out originally with the quotes and then previewed it, it was kind of hard to look at. :/ "warn when leaving sector without fighters" Yup, this needs a fix. Something else that could use a confirmation warning is permanent dismissal of crew.... "npcs need to be able to scale into bigger ships. it doesnt take long to have a ship 3 times the size of an enemy battle ship in the most difficult parts of the galaxy." I think a lot needs to be done in regard to NPC ships more than just scaling with the player(s). Because of the way resources are distributed and that the factions use the resource their home system has access to, this results in some imbalanced stuff. Faction wars for example, between two factions that are on either side of a resource line. "easier copy pasting of custom turrets. Maybe I did it wrong, but i had to manually edit each custom turret." OMG, please!! If you have a lot of turrets on your ship this becomes tedious as $@&%! "allow "switch to" and "buy insurance" on right click in ships in fleet menu." I feel like there are a lot of improvements that need to made to ship/fleet management still. Also things like being able to see current health, manage installed systems, etc all remotely. "Stations should automatically adjust price margins when stocked or short on goods if they have trading upgrade installed" I haven't done much with stations, yet, but I remember building one, once, that had options for automatically adjusting prices. I think it might have been an ore mine? So maybe extending these options to all stations? "There is no way to unassigned turrets or torpedos without uninstalling them" By unassign, are you referring to the numbered group assignments? I discovered that 0 (zero) does this. "NPC factions will still hail you for bad cargo even if you own the sector if it was previously theres." :o I haven't run into this, yet, but yeah, that's definitely going to be annoying....
  23. Yeah, I have to say that while I love this game's system where you can build (or edit) ships however you want (and the block system allows for great destruction mechanics ;D ), I also really love where in other games you can just hop into great looking ships that are already available and just go. For those of us that are... uhh... "design challenged", it can actually take a really long time to design and build stuff (I've been working on a 2-slot starter ship (with its 3-slot upgrades with Titanium & Naonite) for over a month). While there are a lot of ships available here or on the Steam workshop, and some do look great, this requires the player to search for them, weed through the not so great ones, maybe only be able to find one or two ships of this style they like and another one or two of that style, load them in game and have them apply only to the player's ships, maybe find that there are some design choices/flaws with the downloaded ships they don't like and are not easily fixed, etc, etc, etc. For a casual player, this can be a bit of a turn off.
  24. Yeah, it would be good to be able to get the camera to push forward as well. Long ships are a pain to maneuver with a camera position at the rear.
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