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FuryoftheStars

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Posts posted by FuryoftheStars

  1. Eh, coaxial weapons are just weapons in a fixed position. Fighters technically have coaxial.  Personally, I think they should have smaller ones available sooner (there’s really no reason not to have sized 0.5 iron coaxial).  But by that same token, I do believe they should coaxials on the power level that you describe.

     

    Also, you can’t get coaxials on the sides of your ship?  I haven’t had a problem with this?

  2. 3 hours ago, Ragran said:

    It would be great if we could make the AI miners set to mine certain ore only, mining system upgrade is currently useless so maybe it can be made that it have to be installed to activate the priority set feature.

    Mining system upgrade allows seeing of hidden resource asteroids, for the AI as well, so I wouldn’t call it useless.

     

    That said, I would like to see this feature as well and agree that it should be tied to the mining system upgrade (as that makes the most sense).

  3. 7 minutes ago, kellyR said:

    Yeah, I got it off the workshop, I just figured posting here might get attention since the workshop comments where other people have posted about this issue haven't been replied to.

    Also I figured I'd see if anyone else was having the same problem, other than the one or two comments on the steam workshop.

    Ok, well I can confirm that I am not having the problem.

  4. 2 hours ago, kellyR said:

    Does this mod need an update? It seems like it's not working at present. If I activate the mining or salvaging commands for a ship through carrier commands, the fighters launch but do nothing. If I issue their carrier ship a normal vanilla command to salvage or mine, the fighters suddenly work.

    If you check the bottom of the initial post, it says for game versions 0.23.0+ you need to download the Steam versions and gives links.

  5. Currently, if we upload a ship design to the workshop and then later delete the design from our game (whether this be due to us trying to clean things up/reorganize, accidental deletion, or moving to a new computer, etc), or even simply rename it, we're no longer able to update that design.  It'd be nice if somehow we were still able to associate new designs we save with old workshop uploads, even if the original design no longer exists on our PCs.

  6. On 7/11/2021 at 9:39 PM, russweis said:

    Hi im playing on hardcore mode, lost a ship near the barrier. Have a reconstruction token for it but I cant figure out how to use it. 

    I’m pretty sure that’s because reconstruction tokens don’t work on that difficulty. Expert is the highest you can go before they stop working.

  7. Please include a way for mod authors to specify "must load before" and "must load after" with dependencies.  Dependencies would also then need the ability to specify as being optional (instead of only required or incompatible), and there'd need to be some circular dependency logic detection put in.

    This can help us mod authors manage conflicts between our mods.

     

    Possible implementation:

    From the modinfo.lua files, in the dependencies table, I'd suggest getting rid of the incompatible = boolean field and replace it with something like (for lack of a better term) dependency = string, where string can be "required", "optional" (default option if field is omitted), or "incompatible".  Then add in a new field (not used when dependency  = "incompatible"), loadorder = string, where string can be "before", "after", or "default" (default option if field is omitted).

  8.  

    28 minutes ago, Cryntolov said:

    the degree of injury always varies, sometimes a place simply cannot cater for a person.

    Yes, I think that's what I'm saying, too, but each station would (typically) be equipped to handle what they're most likely to see.

    29 minutes ago, Cryntolov said:

    And what about conflicts with ships? pirates could destroy a ship and then no one would survive because there is no one there to save them except for the player. And hospital ships could still warp in and try to save these people.

    Yeah.  Unfortunately, that would happen.

    29 minutes ago, Cryntolov said:

    I'm just thinking about the gameplay elements this could add and how it would help with reputation gain, and how there could be these hospital stations where crew are dropped off by players for rep and lore wise they are used to help conduct S&R operations. It'd just help give a better urgency, hospitality and humanity element to the game.

    You could still do this without the need of dedicated hospital stations.

    Hospital ships, on the other hand, I can kind of see, but they'd be pretty rare and not always available for this kind of stuff (thinking of like how the US Navy has 2 main ones: the Mercy and Comfort).  They'd also be more for (in my mind) humanitarian aid from one faction to another where the other maybe struggles in this regard or just came under massive pirate attack and is overwhelmed, or may occasionally travel to very remote regions of the faction's territory where supplies are probably harder to get.

  9. 24 minutes ago, Cryntolov said:

    i think it'd really end up depending on where you are. Perhaps they would be more likely to abandon the ship if there were in a sector with other ships or stations in it, and more likely to do a mutiny outside of civilised sectors.

    I agree that this could definitely play a role in it.

  10. Sorry for the delay.

    Here's a screenshot from a water factory.  All factories and mines follow this model (I believe).  This screen is accessed from interacting with the station (F) and choosing Trade Goods, or by using the Trade Goods puzzle piece in the upper right when you are in the station.

    1206702642_Factorytradegoodsscreen.png.e4a14f7130924f5f603a4907ba602cf1.png

  11. 36 minutes ago, Cryntolov said:

    I'm not sure a station would have adequate means of taking care of seriously injured patients though. And given how short of a time it takes a ship to travel between sectors it'd only take 2 or 3 hospitals at most per faction to satisfy their needs.

    You're thinking in terms of the player.  First, again, with the size of these stations, how long would it take them to physically transport the patient from where ever they were injured to a hanger/dock?  Remember... Mount Everest sized.  (If it helps any, too, if you ever watched Babylon 5, at 5 miles long, that station was just slightly shorter than Mount Everest is tall.)  You'd then also have to have a shuttle/ship already there, or deal with the wait time of getting one there.  Second, we get a lot of conveniences in travel cause otherwise we would grow bored and not play.  But if all the benefits we have were "true" within the Avorion universe?  WTF is holding all of these factions back from colonizing every sector??

     

    Also, as I said, the degree of the injury they could deal with may vary from place to place.  Maybe equipment docks wouldn't have the facilities for someone giving birth, but habitats would, or a casino may not have facilities to take care of industrial/chemical accidents, but a factory would, etc.

  12. On 6/28/2021 at 1:48 AM, xexorian said:
    • Make it so you can customize weapons by adding secondary modifiers ourselves (maybe a consumable mod/item drop we can throw into a box when using blueprints?), similar to how other ARPG's allow you to gem or socket equipment it would be nice to throw a range modifier on a nearly perfect weapon to "complete" it for example. You could get these new items from scrapping items with the modifiers you want, for example, scrapping a turret with +18% range has a small chance of giving you that item to be used in blueprint manufacturing, where there would be options to slot in these modifier pieces, or researched pieces, (no idea on what to call this) (Gameplay change)
    • A way to add secondary modifiers such as +%range, +%dmg, +%shooting using blueprints and a new type of items, like a rare legendary mods could add things like seeking on things normally not getting it such as mining turrets, where they bend the laser beam to hit your target, or something like that. I could see some crazy stuff happening with certain combos. This is simply in addition to the other suggestion above about customizing turrets further. (Gameplay change)

    This would require them to make some serious changes to the way weapons are rolled (a change I'd be in support of).  I'm just pointing this out as I'm not sure on the likely hood of it.

    On 6/28/2021 at 1:48 AM, xexorian said:

    (eases the whole research station gambling process to produce purples by a factor of 5)

    I just want to also point out that, in the long run, it's actually better to do your research 3 at a time.  Take 15 turrets.  Researching 5 at a time, you'll get 3 of the next rarity.  Researching 3 at a time, at a 60% success rate, is also 3 of the next rarity, +2 of the same rarity that you can feed back in with your next batch.

     

    (I did +1 your post, btw)

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