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FuryoftheStars

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Posts posted by FuryoftheStars

  1. Please allow us to place turrets onto coaxial designs and coaxials onto turret designs.  Both should subsequently become locked in place and unable to turn.  No changes to damage.

    Both of these provide an alternative means of locking a turret in place while allowing a custom design (seems rotation lock blocks don't allow custom designs).

    For turrets (non-coaxial), this will also allow us to place a turret in a locked facing perpendicular to the ship without the need of the block it's sitting on being protruding or designing a cavity for it to sit in.

    For coaxials, this also allows us to mount them parallel to the ship without the need of doing the same above.

  2. 5 hours ago, Sagitarius said:

    Yes, there is... If you look at my enumeration, I mentioned the cloning pods and the academy... These could be put together into one crew production block. So why not have two or more blocks for production?

    Really. You think that the place where you grow people could double as classrooms?

     

    Edit: Regardless of whether Academies are sit down classrooms with accelerated time frames (I mean, our crew are paid every few hours, right?) or if they're places where people sit in chairs with things hooked up to their heads so they can be "programmed", this process is still quite different from growing a person.  Further, Academies are available a tier earlier than cloning and allow the training of standard crew that were not grown.

    So yes, I do consider those as different and should not be combined.

     

    A configurable manufacturing environment that's available from the start for the purposes of producing goods, however, is totally the same as a manufacturing environment that's available from the start for the purposes of refining ore.

  3. 16 minutes ago, Vis said:

    For the bombs, if you see the attack coming you can just move out of the way. Unlike missiles, bombs will never have any seeking. This also makes the flight path of the bomber very predictable so you can intercept any enemies trying to do a bombing run.
    So there are some down sides to space bombing, but this method is still a billion times better than those shitty bombers in The Last Jedi. Who ever designed those things needs to be fired if they haven't been fired already. I also never saw the 3rd movie, I completely quit watching Star Wars movies after The Last Jedi. >_>

    Yeah, sorry, I wasn’t referring to the bomb idea when I was commenting on the seeking.  The bomb idea actually sounds kind of nice, though I don’t know how hard it’d be to program the AI to use em correctly.

     

    Certainly a lot of design decisions from those movies people should have been fired for. I mean, who ever heard of energy beam weapons that arc in space?!  I stopped watching any more after Last Jedi, too. 😛

  4. 2 hours ago, Sathaerz said:

    Would be nice if we could get some info on exactly how TurretTemplate.simultaneousShooting works. An answer here would be fine but I'd like to see an update to the documentation so other modders aren't as confused as I am when looking at it.

    It looks like it instantly overheats the turret but fires all of a turret's weapons at the same time?

    That means that the tooltips that say that say that it offers multiple continuous shots are wrong, since it only fires once before overheating.

    Hey, I might have some insight on this.

    Some weapons will apply huge amounts of heat per shot, but between the cooldown rate and the firerate, this allows the turret to cool off enough before the next shot, allowing the continuous shots figure you see.  However, I don't believe the vanilla calculations take into account simultaneous shooting.  Or at least it doesn't do it properly.  I believe max heat is 100, so if all weapons firing together are enough, it'll put it over this with ease.

    There's also a mod out there, Detailed Turret Tooltips, I think it's called?  This mod shows the actual heat level applied per shot and the amount cooled off per second.  Might help visualizing it better.

    • Like 1
  5. 1 hour ago, Vis said:

    Looking at you 'MG-100 StarFortress' (worst ship ever and in the worst Star Wars movie ever)... I wish Disney would just die already. >_>

    OMG, I know!  I watched the first 2 + the one about the Death Star but couldn't watch anymore.  I still haven't seen the 3rd or any of the rest.

    Sorry, derailing the topic.  *ahem*

     

    --------------------------

     

    On topic, not directed to anyone specific, don't forget that by increasing their effectiveness against NPCs, you're also increasing their effectiveness against you.  Personally, I find it highly annoying to have something fired at me that is able to track and the only way to avoid it is by running around all the time.  I'm not sure what the "right" way is to make these better, so I'm not going to vote on this at this time.  We may want to start with small tweaks first, though. 😉  My Weapon RNG Wrangler mod, I increased their flight speed by a few factors, but haven't received any feedback on that change.

  6. 5 hours ago, Sagitarius said:

    There are already quite some blocks that only serve one purpose, like the transporter block, the academy block or the cloning vats. Or one of the more undesirable blocks, the computer block. I see no reason why this is a problem for us players.

    Yes, but none of those have a second block that does something so similar that it leaves you wondering why there are two of them.

     

    Again, it makes more sense to just give this property to the existing assembly blocks than creating a whole new block for it.

  7. 38 minutes ago, Sagitarius said:

    One could also make the assembly block do what the suggested foundry block would be able to do, but why not introduce a new block type? Furthermore, the new block wouldn't just be for that one station type, but also for ships to process ores and scrap in place and I think that would be a great feature. 

    Well, because you are asking for a whole new block type for 1 purpose when we already have something that would be suitable for the role.  If we didn’t already have something that would be appropriate for this, then I’d be on board, but we do, so I just see it as bloat.

  8. In regards to the new docking mechanism, please consider reducing or eliminating the clearance for docking blocks.  The current clearance required is so large that it hampers some designs.  It shouldn't be necessary to force a player to have a large open space for this.  If they want to design a ship with a small docking bay, or even a cavity inside it for some of their smaller ships to dock to for protection during transport, then they really should be able to.

    If at some point you all are going to include AI commands for docking, then I can see the AI needing the clear space, but for the purposes of us manually flying our ships in or whatever, we really shouldn't be restricted in this regard.

     

    Edit: So, as there seems to be some confusion elsewhere, I am not talking about the clearance needed for the "docking lane" that you use to interact with a station or that NPCs use to "dock" with a station.  I'm specifically talking about the physical ship-to-ship / ship-to-station / station-to-station docking mechanism introduced in 1.3 where you can then use one ship to drag the other around like in the image below.

    20210720212903_1.jpg.2027f93725beec19e2beab4428abb675.jpg

     

    Only, I'd like to be able to do it in a bay of the ship, like here (small ship in the small forward bay of the Star Destroyer):

    20210720215338_1.thumb.jpg.50683d10ad83affec5f6c33d6292ec6f.jpg

     

    Without the need to extend the size of the dock outside of the bay:20210720215705_1.thumb.jpg.675ecbdbdf091c2376e8bd8c63add4bd.jpg20210720215713_1.thumb.jpg.88645b291b7f71c78f8d0377ac67a345.jpg

     

    What I'm asking for should not have anything to do with AI pathfinding seems we're having to manually fly and line these objects up in the first place.

  9. 1 hour ago, Sagitarius said:

    That resource depots don't need assembly blocks... They actually don't need anything, you can build a resource depot that's just a stone cube. It would actually be nice if resource depots would need foundry blocks to work. I think that would be a really  nice addition to the game.

     

    Then the request should be to have resource depots actually require assembly blocks rather than creating a whole new block specifically for that station type, yes?

  10. Reconstructing a ship can remember what you had for turrets, where, what the turret design was, etc.  But it doesn't remember weapon group assignments.  Please also include this.

    (Edit: Sorry, I may have been mistaken about reconstruction fully remembering turrets.  I just reconstructed one that had an empty turret base with no design applied to it that I could've sworn had something on prior to its fight, so I think it got blasted off during the fight.  If this is the case, that even reconstruction doesn't remember these, it'd be nice if it did.)

    Repairing a ship (at least through the ship builder) does not remember what you had for turrets, where, what the turret design was, or weapon groups.  Please include these.

    Thanks. 🙂

  11. Very simply, would like the ability to make changes to a galaxy's server.ini settings from within the game's main menu vs needing to locate and edit the file directly.  Would also like the ability to set defaults for the server.ini file that new games use.  Defaults should probably be separated into multi vs single player.

  12. 5 hours ago, Ragran said:

    I hadn't played the game for so long I didn't realise there are hidden asteroids. Was that always a thing?

    I'm not sure when they put it in, but I started playing in Aug '19 and they were there then.  Granted, AI miners and Autofire turrets were able to "see" them then without the upgrade.  That was fixed sometime later before 1.0 dropped.

  13. 6 hours ago, amberlyske said:

    Thanks, I'll take a look at that file. As for the mod, I did that following a guide, but for some reason, when I ran it, it stopped any turrets from generating. Even the starting ones. It has the exact same code as the files I manually inserted into the proper directory so I don't know what's going on. 

    Most likely an error of some sort in what you put in there caused weapon generation to bug out.  Bear in mind the code in the game has changed a lot, so you won't be able to copy what a guide shows exactly.

  14. 2 hours ago, amberlyske said:

    I meant coaxial weapons should be able to face a direction while being mounted on a block that isn't facing forward. Like how turrets can be mounted on a horizontal surface but still initially face forward before turning to shoot at something. Coaxial weapons can't rotate at all, so I figured that they would have to be mounted on a surface perpendicular to the one the user wanted the weapon to face. Is that not the case? 

    Oh, I think I get what you're saying.  Eh, it's a difference in style, really.  You can look at it as this is just the tip of the weapon sticking out from the hull of the ship.

    Or, that the blocks of the ship that the coaxial is placed on are a part of the weapon itself.

    2 hours ago, amberlyske said:

    As for the other thing, yes they're just weapons. I just wish there was more weapon variety. I made a mod for myself that changed some of the stats for turrets and I like it a lot, I just can't seem to figure out where coax modifiers are and can't for the life of me figure out how to make the mod itself work instead of just changing the file manually

    In turretgenerator.lua, I believe it's the "scale" function, coaxial turrets will get a x3 damage multiplier.

    To get a mod to work, you want to place your mod in the (on windows) %appdata%\Avorion\mods folder.  Inside that folder, you create a new folder (name it whatever, but typically the same as your mod; spaces allowed).  Inside that folder, you'll need a modinfo.lua file (grab one from another mod if need be and change it for yourself), and then you can create a data folder and just mirror the games directory for whichever files you want to modify (I suggest looking at other mods for examples).  From there it's just a matter of enabling the mod in game (Settings -> Mods).  If using on an existing galaxy, just make sure to hit the little "Override galaxy's mods" checkbox before hitting the load button.

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