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Aki

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Everything posted by Aki

  1. Aki

    Server that runs.

    How about having friendly faction that will take care of your ship? With ability to add/remove block in script I could (and, more obviously, you; don't bother with that, I believe you have way more important things to do :) ) actually make an automated station with docks reservations. And this station could have small flotilla of security forces. Similar to new Citadels in EVE. :)
  2. Aki

    Server that runs.

    I'm green and subjective.
  3. Aki

    Server that runs.

    Well always when I'm online then I use chat, but keep in mind that world is persistent and ships are floating or following orders there even when we are offline. ;) And waaaaait, did you destroy my system security ship? :'( That leads to question if we can get "response with fire" order for AI ships. I could just force every player to have negative reputation to me on server, but that's not the way, I believe.
  4. Thank you! So it was Galaxy()... Now when I think of it. It makes sense, because playerIndex is faction (some bug report told me about it) and after all our names are faction names. Now I'm angry on myself for not figuring that out. Thanks again!
  5. There are two lua commands: say and echo. I'm trying to make small script for... reasons. But I'm having hard time to get player object based on name, I have tried various function names on Server() or sender or Player()but none of them was successful. I know that I just need playerIndex from somewhere (based on sender). Thanks in advance.
  6. Aki

    Server that runs.

    Right? Fun? Isn't it? :'(
  7. State as of Steam Early Access. Server is still majorly used for testing but it should be online most of the time. Feel free to check it at: 149.202.65.190:24000. Have fun and see you, Aki.
  8. Why stack? Yep, terrible framerate when recording.
  9. In Avorion Demo, merchant ships are spawning also in pirate "hidden" mother-sector. That usually result in slaughter. It is a bug in lua scripts as far as I remember. It's not important so I didn't post it using Bugtracker. Also I want to bring some life to the forums. :P
  10. Aki

    AI Ships behaviour

    While almost every aspect of NPC ships behaviour is at least weird there are some that may break game for someone. For me currently the most game-breaking bug in AI is "Escort Me" pathfinding and ships' behaviour after hyperjump. Let's start with the pathfinding. Let's build two ships dangerously close (like really, really close) to each other and third ship somewhere else. Then give those two order to escort the third hit. It will take them several minutes and a high number of collisions before they will be able to start moving towards their escort target. That's not all. Sometimes when they reach their target, they will again move dangerously close to each other which will result in another silly situation. Another problem is with hyperjumps. I have noticed that when you give your ship order to escort you, then it will jump with you. Then I have tried to do so with 8+ ships at once. Result was horrible. For some reason the ships after jump started spinning so fast, and they were placed so close to each other, that after one small hit they were destroyed and, almost, everywher (junk created after their destruction, to be more precise). In general I think that collision avoid algorithm for AI could use some work and, when ships are part of a bigger group they should have some different behaviours (formation? distance-keeping? anything that could make them fly safely).
  11. Lovely! I wish luck both of you with the game development. (:
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