Jump to content

XTRMNTR2K

Members
  • Posts

    18
  • Joined

  • Last visited

Posts posted by XTRMNTR2K

  1. There's no Escort command in RTS mdoe (F9). I am forced to use the galaxy map to remote order my Frigates and Corvettes to accompany bigger ships. But this means I have no overhead visual on who they can accompany nearby.

     

    Think this can be implemented in RTS mode so we can get a tactical view of weaker ships nearby that needs to accompany my beefy cruisers and carriers?

     

    +1 for this! Only just occurred to me that this wasn't already possible a few days ago. Hopefully we'll see this added sometime (soon).  :D

  2. You could argue that the AI tracking system would fire at a lower rate of fire, but the devs just decided to take that off from damage instead.

     

    That said, we have gunner crews on these guns.  There shouldn't even be the need for a fully automated AI system (lore wise) for them to work and track independently, so I'd argue that everything should be capable of independent fire and not have the damage reduc or at the least a much reduced damage reduc (like 25% max).

     

    THIS. With the ability to potentially have dozens of guns mounted all around a ship's hull it doesn't make sense to limit most turrets to manual fire, and gimp those few with independent targeting even further.

     

    The status quo is the reason I consider mods to remediate these issues absolutely vital. I can't even imagine anything other than having dedicated main guns (manual), precise defensive weapons like lasers (auto), point defense (defensive) and r-mining turrets (auto) on my flagship; toggling these on and off whenever I need to is great. I reckon it would make a lot of people very happy to see this implemented in the base game.

  3. 1. How do I move the root block of my ship? I deleted the root thinking it might move to the nearest block, but it went somewhere else and I don't know where. Can I move it explicitly somehow? Does it matter? If it doesn't matter why does safe mode keep you from removing it? If it does matter, why does disabling safe mode let you remove it?

     

    I may be wrong about this, but as far as I am aware you can not move existing blocks or change their shape or orientation. Changing their color, material or block type is possible though.

     

    As for the base block, I think it only serves the purpose of having a starting point. Once you add other blocks to it you can safely delete it or change its block type.

     

     

    2. How do I know what blocks are effected by an integrity feild? For awhile it was showing effected blocks for just a split second after I placed the block but now it's not, and either way it was hard to see what exactly was effected. Is there a way to just see it?

     

    If you open the block list, select any type of Integrity Field Generator and the area covered by your currently present generators will show up in blue.

     

     

    3. I mined some and made a mil helping to kill pirates which got me a fairly functional combat ship. I'm now close enough to the core to be seeing blue asteroids but I can't mine it, and turrets cost a lot. I read about people making hundreds of millions and getting millions of ore. How do I "bootstrap" up from where I'm at to progress better?

     

    In order to mine better materials you need to have at least one mining (or better yet R-Mining) turret of the same material level or one level below it.

    This means that in order to mine the blue material - Trinium - you'll need at least one mining turret made of Naonite (the green stuff) or better. Finding one can either be hard or easy, depending on your luck. It may drop from fallen enemies or can show up in equipment docks, if you are close enough to the barrier for it to show up.

     

    As for making millions, I'm probably not the best guy to ask (since I kinda struggled with that myself) but I found it worthwhile to build at least one or two large mining ships equipped with R-mining lasers. Set those to mine, jump, refine, jump and repeat - it'll save you a lot of time harvesting all those materials yourself. (And it would've saved me a whole lot if I had done so earlier! :D)

     

    As for money... Apparently it used to be that you could more easily raid freighters in hostile territory, but since making too much ruckus will cause a sector to become dangerous (and thus civilian ships will avoid it) raiding stations may be another way to get some money fast, particularly if you happen to have a hostile faction with mining robot factories close to a smuggler hideout.

     

    As for building stations yourself... Based on my own experience it's not worth it for the money. It'll take an eternity for your investment to pay off.

    Having access to their functions may or may not be useful, depending on what you need.

  4. 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!

     

    It's the steam game directory. I'm using this mod myself (and loving it!).

  5. 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.

     

    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).

  6. You think the time it takes to respond relates to the authenticity? I’ve got to try!

     

    This is something I only noticed because I pretty much ignored most distress calls for several dozen hours. Whenever I did respond to one, it was long after it had been sent. During that time all of them were actually pirates lying in wait for an unsuspecting victim.

     

    However, when I started responding more quickly, I started seeing actual traders under attack from the pirates. Considering how often this happened when responding right away compared to not seeing any of this before, it would seem likely that there is a connection here.

  7. How does it work? I get a "!" message that there are special objects in the sector, but I don´t know how to find them?

     

    Also, in general, I do not understand how to find or follow up those "!" messages, e.g. "distress signal".

     

     

    Depending on the quality level of the C43 Object Detector you are using it will scan for the objects within a certain range, i.e. 5 kilometers around your ship. So you basically fly around the sector looking for a white direction arrow/target indicator to appear on your screen.

     

    However, I believe common and poor C43 Object Detectors don't have any actually scanning range; this feature is probably only there at uncommon (green) level and above.

     

     

    As for the messages you receive - like distress signals - those appear in sectors around you on the galactic map. If you open it and look around you'll see them (though some may be quite a few sectors away).

     

    What I've found with regards to those is that there appears to be some sort of time limit, at least for the ones that are genuine. If you react quickly, there will actually be traders that are being attacked by pirates in that sector, whereas waiting for too long will only land you in a pirate trap. At least that's what it appears to be like based on my recent playtime.

     

    Oh, and I think all missions like distress signals should also show up in your mission log (press "i" and look for the symbol with a ! marker, iirc). Each entry should then have the corresponding coordinates as well.

  8. Hi Guys,

     

    First time poster here. Just had a question about mining ships in my fleet. How does it work with the ore that they mine and their cargo. Yesterday I built at a shipyard, 3 tiny mining ships. Had them mining all day and the Iron and Titanium were just counting up to my total.  The ore was automatically going into my total. All was working perfectly. Anyway those three ships were destroyed and now today I have a new miner that is unable to mine because the cargo keeps filling up with ore every couple of minutes. Same size ship as yesterday.  Which is it? Are they able to mine all day with the ore total being added to your totals list or, do they mine for a bit, fill their cargo, you transfer it over and then they continue on? Very confused!

     

    Thanks!

     

    Josh

     

    This sounds like the first ships you built were using normal Mining Lasers. Those have a much lower efficiency rating but immediately convert the harvested ore into usuable resources.

     

    The replacement miner you then constructed was most likely equipped with an R-Mining Laser, which mines *raw* ore that still needs to be refined (and collected) in order to be added to your global resource pool.

     

     

    That being said, I just converted an AI-controlled miner I had working for me into a raw-mining ship yesterday, and it appears that they automatically collect the refined ores after the process has finished. So you basically set up this chain of orders:

     

    1. Mine resources

    2. (optional: travel to sector with resource depot)

    3. Refine resources (includes waiting to collect them afterwards)

    4. (if #2 applies: travel back to mining sector)

    5. Repeat and go back to Step #1

     

     

    Due to the much higher efficiency rating, the raw-mining method should net you much more resources in a short amount of time compared to using standard mining beams. Just keep in mind your miners will need appropriately large cargo bays!

     

    I hope that helps. :)

  9. We still have it in mind! We started with having less colors to begin with, and will try to make them either customizable or provide different color options. Please have patience :)

     

    Thanks a lot for the update! Your ongoing work to improve the many aspects of the game (and in this case make it more accessible for a lot of people) is greatly appreciated. :)

  10. Ah, I see. No there's no such thing yet. Would you need to mark all kinds of objects, or is it more certain specific ones?

     

    Asteroids and wreckages come to mind, though marking specific coordinates within a sector could be useful as well. If a player decides on a particular location for building a station later on, for instance.

     

    In any case, thanks a lot for considering it! :)

  11. While we don't have beacons like that, you could always add a note on the map. With the search bar at the top left you can then search for key words in your notes. It's not exactly what you want, but it should do the trick ;)

     

    I think bjazmoore was talking about in-system, not the galaxy map. Certainly found myself in a similar situation every now and then (like finding something nice and being interrupted by a Pirate or Xsotan attack, and subsequently being unable to find that something again).

     

    Or is there alrady a feature that allows us to place in-system notes via the RTS map?

  12. (Hopefully this hasn't been posted before - I did a quick search and didn't find anything, so I hope I'm not beating a dead horse here.)

     

    As far as I know, Avorion has a couple of keybinds for target selection:

     

    1. Select targets (all valid objects in a sector)

    2. Select friendlies (all owned or allied objects)

    3. Select nearest enemy (or torpedo, if at least one is aimed at you).

    4. Directly pointing at any selectable target and pressing the third mouse button

     

    Basically, this is the bare minimum a game needs in order to provide target selection capabilities. However, I've found myself looking for more nuanced ways more often than not. After some consideration I would like to see hotkeys for these ones added as well:

     

    A) Select hostile targets (when the closest one isn't the one you are looking for

    B) Select player-owned objects (had a hard time finding a claimed asteroid again while in a nebula sector full of allied asteroids, stations and ships).

     

    As a bonus, I think these could be useful as well:

     

    C) Select asteroids only

    D) Select wrecks only

     

    A) is really the one I'm really missing the most right now; I usually check new systems for hostile targets first, and would like to toggle through all of them with the press of a key instead of being limited to the closest one.

     

     

    P.S.: Though I've only had Avorion for around a week or so, I've already played for around 62 hours. The game has by far exceeded my expectations and I am positively hooked. Will probably write a proper steam review soon. :)

  13. Those are some very useful suggestions, Sir Charles! Only gave keyboard steering a serious try two days ago, and it's a great concept that just needs a little bit more love to shine (particularly for bigger, less maneuverable ships where it is really useful, IMHO). So basically +1 to all your points. :)

     

    Two more things I would like to see:

     

    1. Add an option to toggle fixed camera facing (as opposed to being linked to the ship itself). Pretty much what a gyroscopically stabilized tank turrets does. This would make aiming and keeping track of more distant targets while maneuvering easier.

     

    2. Add some visual cues to make aiming in this mode a little easier. In mouse steering mode you are more or less always aiming towards the center of the screen - where the ship's front is pointing. For most ship designs that are longer than they are wide or tall, this means the forward-facing weapons will be aligned more closely. In KB steering mode it feels unnatural to have the mouse cursor show up, and aiming to the sides can be problematic when the guns are spread out wide between bow and stern of the ship; hence I propose adding optional visual targetting indicators (lines) drawn from each turret towards its target as well as changing the mouse cursor to a targetting reticle in this mode (unless the key bound for mouse interaction is pressed).

    • Like 1
  14. Those are some really nice suggestions, +1 from me!

    One more I would like to add to the list is this:

     

    7. Allow mass-recoloring of all selected blocks

     

     

    This would be particularly helpful when attempting to change something like a complex ship's entire armor color (but nothing else). Having to change hundreds or thousands of blocks individually isn't fun. :P (Maybe there is a way apart from changing the entire ship's color, though? At least I haven't figured it out yet, if it exists.)

  15. Any news on this? I'm in the same boat as DoorsMonster. Even though I mostly only have trouble telling certain shades of yellow and green apart, the red color that's used to mark enemies (the squares as well as the direction arrows) is almost invisible to me, especially on a dark background. Using a bright red color as opposed to a dark and muted one would be sufficient; though having an option to display slightly bolder direction arrows as well would also be appreciated. :)

×
×
  • Create New...