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Enzo Matrix

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Posts posted by Enzo Matrix

  1. So I thought it would be more interesting to have the turret upgrades have a randomized amount rather than a set number. I have only partially managed this but it comes out to large decimal numbers lol.

     

    The current code is this.

    function getNumTurrets(seed, rarity)
        return math.max(1, rarity.value + 1)
    end

     

    I tried this

     

    function getNumTurrets(seed, rarity)
        return math.random() * (rarity.value + 1) * 1.5

     

    While I had a randomized upgrade it is giving like +3.123433, +3.6346444 .. etc lol

    I know I am incorrectly just slapping this code on and asking for help from the experienced ones to aid me into getting whole numbers and a range based on rarity.

     

    Something like, exotic turret can have 4-7, legendary can have 5-9, and if possible make it rarer to get the higher upgrade numbers

    Would be neat to make turret upgrades have a variable to them.

  2. my Event timer is currently this

    local events =
    {
        {schedule = random():getInt(45, 60) * 60, script = "convoidistresssignal", arguments = {true}, to = 560},
        {schedule = random():getInt(60, 80) * 60, script = "fakedistresssignal", arguments = {true}, to = 560},
        {schedule = random():getInt(60, 80) * 60, script = "piratehunter", to = 560},
        {schedule = random():getInt(25, 50) * 60, script = "alienattack", arguments = {0}, minimum = 5 * 60, from = 0, to = 500},
        {schedule = random():getInt(35, 70) * 60, script = "alienattack", arguments = {1}, minimum = 25 * 60, to = 500},
        {schedule = random():getInt(60, 80) * 60, script = "alienattack", arguments = {2}, minimum = 60 * 60, to = 350},
        {schedule = random():getInt(80, 120) * 60, script = "alienattack", arguments = {3}, minimum = 120 * 60, to = 300},
        {schedule = random():getInt(90, 140) * 60, script = "alienattack", arguments = {4}, minimum = 140 * 60, to = 250},
        {schedule = random():getInt(120, 160) * 60, script = "alienattack", arguments = {5}, minimum = 160 * 60, to = 200},
        {schedule = random():getInt(150, 190) * 60, script = "alienattack", arguments = {6}, minimum = 200 * 60, to = 150},
        {schedule = random():getInt(50, 70) * 60, script = "spawntravellingmerchant", to = 520},
    }
    
    local pause = 15 * 60
    local pauseTime = pause
    
    function initialize()
        for _, event in pairs(events) do
            event.time = (event.minimum or 15 * 60) + math.random() * event.schedule
        end

     

    my alien update interval is this

    function getUpdateInterval()
        return 65

    And

    function update(timeStep)
    
        minute = minute + 1
    
        if attackType == 0 then
    
            if minute == 1 then
                Player():sendChatMessage("Server"%_t, 3, "Your sensors picked up a short burst of subspace signals."%_t)
            elseif minute == 3 then
                Player():sendChatMessage("Server"%_t, 3, "More strange subspace signals, they're getting stronger."%_t)
            elseif minute == 6 then

    Etc. lol Play around with it until your happy with the off time and active time.

     

    Also if I am not alone my events are speed up 25% now instead of 50%

     -- but, if we're not alone, we speed up events by 25%
        if #players > 1 then timeStep = timeStep * 1.25 end

    change this to just 1 if you want no increase in event timer with multiplayer. Although no idea if you must be host for this effect? lol

  3. I had to modify this stuff for my ultimate difficulty mod due to the amount of time it could take on the much bigger spawns. Before I had like 5 events pop up but now events are pretty rare and when they happen you feel ready to tackle it and not burnt out. Lots of time I get to mine and explore but I also can have a large xsotan event that will take me an hour to deal with if I get the extreme spawns lol.

     

    Sometimes it's overwhelming but then it can go silent for awhile and I am out looking for a battle. Tough to balance but I am happy where it's at.

     

    That event schedule plays around with the likely hood of which events happen more frequently than others and at what distances before they even begin to happen.

     

    I'll post my setup in the morning :)

  4. I'm at 1.5 size turrets and they are decently big.

     

    And then.. a turret factory making a size 2.7! Required 15 engineers force turret gun I think it was. But 2.7! That would be massive! Lol. The weapons get bigger the further and higher the tech.

  5. Here is a preview of some turret stuff to my found stuff, There is another turret that makes very good plasmas for a cost of over 4 million and 2.4k dps. While they are awesome I "could" find better on my own still. That is what I was going for, to allow crafting a viable option but not the ultimate option, its to still hunt for the ultimate stuff :)

     

    These looks very good! Yet I managed to find a 5.5k firepower uncommon very randomly from a xsotan, only one of its kind so far lol

     

    5txh15.jpg

     

     

    I am trying to make these now, pretty costly but amazing, miners and salvagers are still best gotten from factory as its really hard to mass good ones from battles, however you can still get better from finds lol

     

    15qf880.jpg

     

     

    2lwooxe.jpg

     

     

    Crazy high stats for a crazy high price lol, I don't use these so I haven't balanced it to much but I have found some very good ones still

     

    qxtk4l.jpg

     

     

    Now compare them to some of my very good finds :)

     

    wlx3bq.jpg

     

     

    1z50yo5.jpg

     

     

    23nr54.jpg

     

     

    The best chaingun I have ever seen, no factory has been this good lol

     

    28ldrg2.jpg

     

     

    Hope that gives an insight, hunting for the ultimate weapons is still king, but crafting is also amazing. They are both great options now and not factory to win anymore lol

     

     

  6. To this :)

    function getBaseIngredients(weaponType)
    
        if weaponType == WeaponType.ChainGun then
            return {
                {name = "Servo",            amount = 15,    investable = 10,    minimum = 3, rarityFactor = 0.55, weaponStat = "fireRate", investFactor = 0.25, changeType = StatChanges.Percentage },
                {name = "Steel Tube",       amount = 6,     investable = 7,     weaponStat = "reach", investFactor = 0.15, changeType = StatChanges.Percentage},
                {name = "Ammunition S",     amount = 5,     investable = 10,    minimum = 1, weaponStat = "damage", investFactor = 0.35, changeType = StatChanges.Percentage },
                {name = "Steel",            amount = 5,     investable = 10,    minimum = 3},
                {name = "Aluminium",        amount = 7,     investable = 5,     minimum = 3},
                {name = "Lead",             amount = 10,    investable = 10,    minimum = 1},
            }
        elseif weaponType == WeaponType.Bolter then
            return {
                {name = "Servo",                amount = 15,    investable = 8,     minimum = 5,    rarityFactor = 0.55, weaponStat = "fireRate", investFactor = 0.2, },
                {name = "High Pressure Tube",   amount = 1,     investable = 3,                     weaponStat = "reach", investFactor = 1.25, },
                {name = "Ammunition M",         amount = 5,     investable = 10,    minimum = 1,    weaponStat = "damage", investFactor = 0.25, changeType = StatChanges.Percentage },
                {name = "Explosive Charge",     amount = 2,     investable = 4,     minimum = 1,    weaponStat = "damage", investFactor = 0.75, changeType = StatChanges.Percentage },
                {name = "Steel",                amount = 5,     investable = 10,    minimum = 3,},
                {name = "Aluminium",            amount = 7,     investable = 5,     minimum = 3,},
            }
        elseif weaponType == WeaponType.Laser then
            return {
                {name = "Laser Head",           amount = 2,    investable = 4, minimum = 1, weaponStat = "damage", investFactor = 0.20, changeType = StatChanges.Percentage },
                {name = "Laser Compressor",     amount = 2,    investable = 3, weaponStat = "damage", investFactor = 0.20, changeType = StatChanges.Percentage },
                {name = "High Capacity Lens",   amount = 2,    investable = 4, weaponStat = "reach", investFactor = 0.40, changeType = StatChanges.Percentage },
                {name = "Laser Modulator",      amount = 2,    investable = 4, turretStat = "energyIncreasePerSecond", investFactor = -0.2, changeType = StatChanges.Percentage },
                {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
                {name = "Crystal",              amount = 2,    investable = 10, minimum = 1,},
            }
        elseif weaponType == WeaponType.PlasmaGun then
            return {
                {name = "Plasma Cell",          amount = 14,   investable = 4,  minimum = 1,   weaponStat = "damage", investFactor = 0.55, changeType = StatChanges.Percentage },
                {name = "Energy Tube",          amount = 5,    investable = 6, minimum = 1,    weaponStat = "reach", investFactor = 0.35, changeType = StatChanges.Percentage },
                {name = "Conductor",            amount = 10,   investable = 6, minimum = 1,    turretStat = "energyIncreasePerSecond", investFactor = -0.3, changeType = StatChanges.Percentage },
                {name = "Energy Container",     amount = 5,    investable = 6, minimum = 1,    turretStat = "baseEnergyPerSecond", investFactor = -0.3, changeType = StatChanges.Percentage },
                {name = "Steel",                amount = 15,   investable = 10, minimum = 3,},
                {name = "Crystal",              amount = 5,    investable = 10, minimum = 1,},
            }
        elseif weaponType == WeaponType.Cannon then
            return {
                {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,  weaponStat = "fireRate", investFactor = 1, changeType = StatChanges.Percentage},
                {name = "Warhead",              amount = 5,    investable = 6, minimum = 1,    weaponStat = "damage", investFactor = 0.45, changeType = StatChanges.Percentage, },
                {name = "High Pressure Tube",   amount = 2,    investable = 6, minimum = 1,    weaponStat = "reach", investFactor = 0.5, changeType = StatChanges.Percentage },
                {name = "Explosive Charge",     amount = 2,    investable = 6, minimum = 1,    weaponStat = "reach", investFactor = 0.3, changeType = StatChanges.Percentage },
                {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
                {name = "Wire",                 amount = 5,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.RocketLauncher then
            return {
                {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,  weaponStat = "fireRate", investFactor = 0.5, changeType = StatChanges.Percentage},
                {name = "Rocket",               amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 0.35, changeType = StatChanges.Percentage},
                {name = "High Pressure Tube",   amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach", investFactor = 0.15, changeType = StatChanges.Percentage},
                {name = "Fuel",                 amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach", investFactor = 0.2, changeType = StatChanges.Percentage},
                {name = "Targeting Card",       amount = 5,    investable = 5, minimum = 0,     weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat},
                {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
                {name = "Wire",                 amount = 5,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.RailGun then
            return {
                {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,   weaponStat = "fireRate", investFactor = 0.75, changeType = StatChanges.Percentage},
                {name = "Electromagnetic Charge",amount = 5,    investable = 6,  minimum = 1,   weaponStat = "damage", investFactor = 0.55,},
                {name = "Electro Magnet",       amount = 8,    investable = 10, minimum = 3,    weaponStat = "reach", investFactor = 0.55, changeType = StatChanges.Percentage },
                {name = "Gauss Rail",           amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 0.35,},
                {name = "High Pressure Tube",   amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach",  investFactor = 0.35, changeType = StatChanges.Percentage },
                {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
                {name = "Copper",               amount = 2,    investable = 10, minimum = 1,},
            }
        elseif weaponType == WeaponType.RepairBeam then
            return {
                {name = "Nanobot",              amount = 5,    investable = 6,  minimum = 1,      weaponStat = "hullRepair", },
                {name = "Transformator",        amount = 2,    investable = 6,  minimum = 1,    weaponStat = "shieldRepair",  investFactor = 0.75,},
                {name = "Laser Modulator",      amount = 2,    investable = 5,  minimum = 0,    weaponStat = "reach",  investFactor = 0.75, changeType = StatChanges.Percentage},
                {name = "Conductor",            amount = 2,    investable = 6,  minimum = 0,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
                {name = "Gold",                 amount = 3,    investable = 10, minimum = 1,},
                {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.MiningLaser then
            return {
                {name = "Laser Compressor",     amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 0.5, changeType = StatChanges.Percentage },
                {name = "Laser Modulator",      amount = 2,    investable = 4,  minimum = 0,    weaponStat = "stoneEfficiency", investFactor = 0.075, changeType = StatChanges.Flat },
                {name = "High Capacity Lens",   amount = 4,    investable = 6,  minimum = 0,    weaponStat = "reach",  investFactor = 0.75, changeType = StatChanges.Percentage},
                {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,},
                {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.SalvagingLaser then
            return {
                {name = "Laser Compressor",     amount = 8,    investable = 10,  minimum = 1,    weaponStat = "damage", investFactor = 0.85, changeType = StatChanges.Percentage },
                {name = "Laser Modulator",      amount = 4,    investable = 5,  minimum = 1,    weaponStat = "metalEfficiency", investFactor = 0.075, changeType = StatChanges.Flat },
                {name = "High Capacity Lens",   amount = 4,    investable = 6,  minimum = 0,    weaponStat = "reach",  investFactor = 0.75, changeType = StatChanges.Percentage},
                {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,},
                {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.ForceGun then
            return {
                {name = "Force Generator",      amount = 5,    investable = 3,  minimum = 1,    weaponStat = "otherForce", investFactor = 0.75, changeType = StatChanges.Percentage},
                {name = "Energy Inverter",      amount = 2,    investable = 4,  minimum = 1,    weaponStat = "selfForce", investFactor = 0.75, changeType = StatChanges.Percentage },
                {name = "Energy Tube",          amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach",  investFactor = 2.0,},
                {name = "Conductor",            amount = 10,   investable = 6,  minimum = 2,},
                {name = "Steel",                amount = 7,    investable = 10, minimum = 3,},
                {name = "Cink",                 amount = 3,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.TeslaGun then
            return {
                {name = "Industrial Tesla Coil",amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 1.25, },
                {name = "Electromagnetic Charge",amount = 2,    investable = 4,  minimum = 1,   weaponStat = "reach", investFactor = 0.2, changeType = StatChanges.Percentage },
                {name = "Energy Inverter",      amount = 2,    investable = 4,  minimum = 1,    turretStat = "baseEnergyPerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
                {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
                {name = "Copper",               amount = 5,    investable = 10, minimum = 3,},
                {name = "Energy Cell",          amount = 5,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.LightningGun then
            return {
                {name = "Military Tesla Coil",  amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 1.25, },
                {name = "High Capacity Lens",   amount = 2,    investable = 4,  minimum = 1,    weaponStat = "reach", investFactor = 0.2, changeType = StatChanges.Percentage },
                {name = "Electromagnetic Charge",amount = 2,    investable = 4,  minimum = 1,   turretStat = "baseEnergyPerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
                {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
                {name = "Copper",               amount = 5,    investable = 10, minimum = 3,},
                {name = "Energy Cell",          amount = 5,    investable = 10, minimum = 3,},
            }
        else
    
    
    
    
            return { {name = "Servo",                amount = 20,    investable = 10, minimum = 3, rarityFactor = 0.55, weaponStat = "damage", investFactor = 0.10, }, }
        end
    
    
    end

     

    And scroll down and change this to this value

     local item = SellableInventoryItem(turret)
        item.price = item.price * 1.35

     

    You will still get very awesome turrets show up that are for sure great to use but then they come at a much higher cost so you can't so easily mass up these weapons. However, you can still find better in exotic / legendary but it takes luck, it isn't easy to overpower very good turret factory stuff but it is possible. So far it has been really balanced for me. Give it a shot, I also fixed I believe all the ones that went negative stats when you increased the material count.

  7. Go into your Avorion > Data > Scripts > entity > merchants > turretfactory.lua and

     

    Change this

    function getBaseIngredients(weaponType)
    
        if weaponType == WeaponType.ChainGun then
            return {
                {name = "Servo",            amount = 15,    investable = 10,    minimum = 3, rarityFactor = 0.75, weaponStat = "fireRate", investFactor = 0.3, },
                {name = "Steel Tube",       amount = 6,     investable = 7,     weaponStat = "reach"},
                {name = "Ammunition S",     amount = 5,     investable = 10,    minimum = 1, weaponStat = "damage"},
                {name = "Steel",            amount = 5,     investable = 10,    minimum = 3},
                {name = "Aluminium",        amount = 7,     investable = 5,     minimum = 3},
                {name = "Lead",             amount = 10,    investable = 10,    minimum = 1},
            }
        elseif weaponType == WeaponType.Bolter then
            return {
                {name = "Servo",                amount = 15,    investable = 8,     minimum = 5,    rarityFactor = 0.75, weaponStat = "fireRate", investFactor = 0.3, },
                {name = "High Pressure Tube",   amount = 1,     investable = 3,                     weaponStat = "reach", investFactor = 1.5},
                {name = "Ammunition M",         amount = 5,     investable = 10,    minimum = 1,    weaponStat = "damage", investFactor = 0.25},
                {name = "Explosive Charge",     amount = 2,     investable = 4,     minimum = 1,    weaponStat = "damage", investFactor = 1.5},
                {name = "Steel",                amount = 5,     investable = 10,    minimum = 3,},
                {name = "Aluminium",            amount = 7,     investable = 5,     minimum = 3,},
            }
        elseif weaponType == WeaponType.Laser then
            return {
                {name = "Laser Head",           amount = 2,    investable = 4, minimum = 1, weaponStat = "damage", investFactor = 2.0, },
                {name = "Laser Compressor",     amount = 2,    investable = 3, weaponStat = "damage", investFactor = 2.0, },
                {name = "High Capacity Lens",   amount = 2,    investable = 4, weaponStat = "reach", investFactor = 2.0, },
                {name = "Laser Modulator",      amount = 2,    investable = 4, turretStat = "energyIncreasePerSecond", investFactor = -0.2, changeType = StatChanges.Percentage },
                {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
                {name = "Crystal",              amount = 2,    investable = 10, minimum = 1,},
            }
        elseif weaponType == WeaponType.PlasmaGun then
            return {
                {name = "Plasma Cell",          amount = 8,    investable = 4,  minimum = 1,   weaponStat = "damage",   },
                {name = "Energy Tube",          amount = 2,    investable = 6, minimum = 1,    weaponStat = "reach", },
                {name = "Conductor",            amount = 5,    investable = 6, minimum = 1,    turretStat = "energyIncreasePerSecond", investFactor = -0.3, changeType = StatChanges.Percentage },
                {name = "Energy Container",     amount = 5,    investable = 6, minimum = 1,    turretStat = "baseEnergyPerSecond", investFactor = -0.3, changeType = StatChanges.Percentage },
                {name = "Steel",                amount = 4,    investable = 10, minimum = 3,},
                {name = "Crystal",              amount = 2,    investable = 10, minimum = 1,},
            }
        elseif weaponType == WeaponType.Cannon then
            return {
                {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,  weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
                {name = "Warhead",              amount = 5,    investable = 6, minimum = 1,    weaponStat = "damage",  },
                {name = "High Pressure Tube",   amount = 2,    investable = 6, minimum = 1,    weaponStat = "reach", },
                {name = "Explosive Charge",     amount = 2,    investable = 6, minimum = 1,    weaponStat = "reach", investFactor = 0.5,},
                {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
                {name = "Wire",                 amount = 5,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.RocketLauncher then
            return {
                {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,  weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
                {name = "Rocket",               amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage",  },
                {name = "High Pressure Tube",   amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach", },
                {name = "Fuel",                 amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach", investFactor = 0.5,},
                {name = "Targeting Card",       amount = 5,    investable = 5, minimum = 0,     weaponStat = "seeker", investFactor = 1, changeType = StatChanges.Flat},
                {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
                {name = "Wire",                 amount = 5,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.RailGun then
            return {
                {name = "Servo",                amount = 15,   investable = 10,  minimum = 5,   weaponStat = "fireRate", investFactor = 1.0, changeType = StatChanges.Percentage},
                {name = "Electromagnetic Charge",amount = 5,    investable = 6,  minimum = 1,   weaponStat = "damage", investFactor = 0.75,},
                {name = "Electro Magnet",       amount = 8,    investable = 10, minimum = 3,    weaponStat = "reach", investFactor = 0.75,},
                {name = "Gauss Rail",           amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 0.75,},
                {name = "High Pressure Tube",   amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach",  investFactor = 0.75,},
                {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
                {name = "Copper",               amount = 2,    investable = 10, minimum = 1,},
            }
        elseif weaponType == WeaponType.RepairBeam then
            return {
                {name = "Nanobot",              amount = 5,    investable = 6,  minimum = 1,      weaponStat = "hullRepair", },
                {name = "Transformator",        amount = 2,    investable = 6,  minimum = 1,    weaponStat = "shieldRepair",  investFactor = 0.75,},
                {name = "Laser Modulator",      amount = 2,    investable = 5,  minimum = 0,    weaponStat = "reach",  investFactor = 0.75, changeType = StatChanges.Percentage},
                {name = "Conductor",            amount = 2,    investable = 6,  minimum = 0,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
                {name = "Gold",                 amount = 3,    investable = 10, minimum = 1,},
                {name = "Steel",                amount = 8,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.MiningLaser then
            return {
                {name = "Laser Compressor",     amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", },
                {name = "Laser Modulator",      amount = 2,    investable = 4,  minimum = 0,    weaponStat = "stoneEfficiency", investFactor = 0.075, changeType = StatChanges.Flat },
                {name = "High Capacity Lens",   amount = 2,    investable = 6,  minimum = 0,    weaponStat = "reach",  investFactor = 2.0,},
                {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,},
                {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.SalvagingLaser then
            return {
                {name = "Laser Compressor",     amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", },
                {name = "Laser Modulator",      amount = 2,    investable = 4,  minimum = 0,    weaponStat = "metalEfficiency", investFactor = 0.075, changeType = StatChanges.Flat },
                {name = "High Capacity Lens",   amount = 2,    investable = 6,  minimum = 0,    weaponStat = "reach",  investFactor = 2.0,},
                {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,},
                {name = "Steel",                amount = 5,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.ForceGun then
            return {
                {name = "Force Generator",      amount = 5,    investable = 3,  minimum = 1,    weaponStat = "otherForce", investFactor = 1.0, changeType = StatChanges.Percentage},
                {name = "Energy Inverter",      amount = 2,    investable = 4,  minimum = 1,    weaponStat = "selfForce", investFactor = 1.0, changeType = StatChanges.Percentage },
                {name = "Energy Tube",          amount = 2,    investable = 6,  minimum = 1,    weaponStat = "reach",  investFactor = 2.0,},
                {name = "Conductor",            amount = 10,   investable = 6,  minimum = 2,},
                {name = "Steel",                amount = 7,    investable = 10, minimum = 3,},
                {name = "Cink",                 amount = 3,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.TeslaGun then
            return {
                {name = "Industrial Tesla Coil",amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 3.0},
                {name = "Electromagnetic Charge",amount = 2,    investable = 4,  minimum = 1,   weaponStat = "reach", investFactor = 0.2, changeType = StatChanges.Percentage },
                {name = "Energy Inverter",      amount = 2,    investable = 4,  minimum = 1,    turretStat = "baseEnergyPerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
                {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
                {name = "Copper",               amount = 5,    investable = 10, minimum = 3,},
                {name = "Energy Cell",          amount = 5,    investable = 10, minimum = 3,},
            }
        elseif weaponType == WeaponType.LightningGun then
            return {
                {name = "Military Tesla Coil",  amount = 5,    investable = 6,  minimum = 1,    weaponStat = "damage", investFactor = 3.0},
                {name = "High Capacity Lens",   amount = 2,    investable = 4,  minimum = 1,    weaponStat = "reach", investFactor = 0.2, changeType = StatChanges.Percentage },
                {name = "Electromagnetic Charge",amount = 2,    investable = 4,  minimum = 1,   turretStat = "baseEnergyPerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
                {name = "Conductor",            amount = 5,    investable = 6,  minimum = 2,    turretStat = "energyIncreasePerSecond",  investFactor = -0.5, changeType = StatChanges.Percentage},
                {name = "Copper",               amount = 5,    investable = 10, minimum = 3,},
                {name = "Energy Cell",          amount = 5,    investable = 10, minimum = 3,},
            }
        else
    
    
    
    
            return { {name = "Servo",                amount = 20,    investable = 10, minimum = 3, rarityFactor = 0.75, weaponStat = "damage", investFactor = 0.15, }, }
        end
    
    
    end

     

  8. Yeah I found insane mode the same where the start was a great challenge and game got much easier as it went on.

    I fixed that by modding it and now its gotta be 5x more difficult than vanilla insane mode. It gets much tougher the closer you get. 2 million shields gone in under a minute if I played my old way lol.

     

    I modded turret factories also so they no longer make redonk powerful weapons. They are in fact broken and it was obvious when I looked at the code. Regarding resources I totally agree about this! I am able to buy up to ogonite so easily getting over a million of each with no effort thanks to stations. Avorion however I am forced to go and mine and honestly I felt so much relief knowing I had to actually work for the material.

     

    I think it should be like this for naonite and beyond!

    Always good to input feedback :) .. I think I will post my settings for others to try out for a much harder game.

  9. use a radar upgrade that has the "shows yellow blips" These are the hidden mass, you actually get one for free from the first jump you make and talk to the explorer guy, be nice to him and he says you know what.. have this.

     

    While in hidden mass areas use the object detector upgrade and they will find any claimable asteroid / ships instantly.

     

    Also if you go and repair a ship.. dismantle it with safemode off for 100% credit and material reward lol

     

    Also.. your ship can already jump 2 sectors(or is it 3?) on its own.

    so you can go to these hidden masses straight from the start :)

  10. Also: Large masses simply require large forces to move. Build more/larger gyros, build your directional thrusters at the corners of your ship, build them larger. You can even cover them up (intentionally) if you don't like the looks of them. But they will be required to make a battleship move. I think you don't realize what dimensions your ship has. A normal window on your ship is ~1x2 meters.

     

    Large battleships will never be as nimble as frigates or corvettes. That's why you can build turrets at every place on your ship, why turrets can turn around, why you can move the camera around your ship, and why you have fighters. Controlling a large battleship should be a small challenge, but it's relatively easy once you know how.

     

    Edit: And it looks pretty cool, congratz on the nice build!

     

    Well... I think I may have disproven this.. I like your current setting though for 10.5! It took serious effort but you still can make a massive ship move very nicely. I have to say "never" should be "possible" when you use alien engineers to make your ship ^_^ lol

     

    4h5mdw.jpg

     

  11. That's the point, no? When you start making really big ships, you can't just slap some volume of gyros and be okay - bigger creation means using more interesting decisions to maintain maneuverability, like directional thrusters placed strategically.

     

    As for me, gyros being weaker for larger ships is wonderful, because making large ships to turn should be hard. Not impossible, no, but you need to think about it and dedicate some of your voulme for this cause.

     

     

     

    Wrong lol.. all gyro's my friend. But I love this "you can't just slap some volume of gyros and be okay" It is like you tested 100% of this game lol

     

     

    4h5mdw.jpg

     

     

    So yes.. you can use volume of gyro.. and be okay.

    Hope this helps Ryugi. Takes practice but it sure can be done :)

     

    Currently working on affording it in my main game. Shes a beaut, but expensive lol

  12. I hope the devs never seriously consider any of the ideas in this thread.

     

    lmao I know right! I see so many people making such limiting suggestions. I quite like the current beta build. Avorion Gyro's are actually amazing and so many people said they were totally useless. Yet I got a 1.6MT ship, 12 slots with nearly 1.00 roll / updown rad and 0.4 left right rad all thanks to gyro's and no thrusters! Then again, I don't even know if most of these suggestions are from build 10.5 because its apples and oranges from 10.2 (current non beta).

  13. Well... for the first time guys.. I had real defeat feeling lol. Just after I finished with an xsotan spawn and shooting wreckages. The worst of the worst decided to finally pop up for the very first time! I panicked, went to military faction with all the good stations hoping for lots of help.

     

    What happen was truly horrifying and left the sector in ruin, I was barely any help.. 2 million shield was gone in under 60 seconds, I tried to take on one at a time but it got even worse.. they were everywhere. I had no control over this situation! Take a look at this unreal event lol

     

    I also have graphics at lowest settings possible due to poor pc specs

    My ship has 2m shield, 200k hull lol, 9 upgrade slot size. Was no match for this.

     

     

     

    xc3mz6.jpg

    -Class 6 spawn!

     

    2qanypx.jpg

    - There is 20 of them. All extreme hard

     

    2rcvkau.jpg

    - yes nearly 2m hp

     

    33u6gsz.jpg

     

     

    msgf3p.jpg

    - opened fire and I got instantly overwhelmed!

     

    25te1sg.jpg

     

     

    24w5b1z.jpg

     

     

    nnobhw.jpg

     

     

    wvwvgx.jpg

    - Stronger firepower

     

    vndsh0.jpg

    - I actually just about died here!

     

    2jcaek6.jpg

    - Heavily damaged, barely dented them.

     

    ieebr4.jpg

    - Serious firepower xsotan

     

    11tyiag.jpg

     

     

    You thought it would be over? No.. now I really felt defeated!

    - Class 3 spawn, also hardest spawn level in vanilla the to strong for your scanner type but modified here to my specs

     

    213fbpl.jpg

     

     

    27xo48y.jpg

    - I lost count lol

     

    a4bu37.jpg

    - Add in another 5 ships!

     

    5p0e51.jpg

    - Fighter loaded to the teeth!

     

    The part I felt real defeat.. they won, even after killing them all after what felt like 2 hours.. the sector was in ruin

    20 million hp stations, gone!

     

    2vx3q8o.jpg

     

     

    So there you have my difficulty.. I take it to the extreme insane mode lol

     

     

     

     

     

  14. It took me a loong time to figure out how to really hide everything. Basically I had to make an outer shell the main body.. and have everything inside the ship.. tons of effort but I pulled it off very nicely lol.. I also cover the thruster holes with 0.05 trinium hull, lightest possible lol

  15. Nice ships! Also creative mode isn't cheating, that's where you wanna go to build really well designed ships to exact specs you want, save it and then play your actual game and buy it by either build a new core block from shipyard, go into that new block hit build and go into saved and apply plan of your ship you built. This way you can make it have a new name. Or, if you already like your ship name don't bother with a new block, just go into build and apply plan. This is what I do. My newest ship is 1.350 million avorion, 800k trinium. It's beast!

  16. After seeing so much people making amazing ships I felt mine were terrible lol...

     

    I spent 2 days learning how to really make shapes, how to hide everything, how to make something seriously awesome and yet have awesome stats! I wanted a mega ship that was so alien and kick butt. I finally did it..

     

    My most amazing creation of all time... I am taking a break after this design because it took so much effort!

    Please let me know what you think! It's so shiny and sleek! I love it! With a spike back end so badass lol to give it oomph! lol

     

    xdt5p0.jpg

     

     

    4h5mdw.jpg

     

     

    2exy1oi.jpg

     

     

    157d8p4.jpg

     

     

    2drb61e.jpg

     

     

    2yoabo5.jpg

     

     

    kdwxzs.jpg

     

     

    2wrhym9.jpg

     

     

    These I took before my last modification on the back spike part

     

    126d4kx.jpg

     

     

    2w6b8xx.jpg

     

     

    15ogwh4.jpg

     

     

  17. Koonschi was at GDC in the US last week and that probably means that there was not a lot of work done in that time. But looking at the last weeks I would guess that tomorrow might a good candidate for a new build. But I have no insights in the development.

    Also he's moving into his new office, so hopefully that goes smoothly (power, network access, furniture, bars, locating restrooms, bed)

     

    *Fixed* Lol

  18. Ok I did this,

    {
        {schedule = random():getInt(45, 60) * 60, script = "convoidistresssignal", arguments = {true}, to = 560},
        {schedule = random():getInt(60, 80) * 60, script = "fakedistresssignal", arguments = {true}, to = 560},
        {schedule = random():getInt(60, 80) * 60, script = "piratehunter", to = 560},
        {schedule = random():getInt(25, 50) * 60, script = "alienattack", arguments = {0}, minimum = 5 * 60, from = 0, to = 500},
        {schedule = random():getInt(35, 70) * 60, script = "alienattack", arguments = {1}, minimum = 25 * 60, to = 500},
        {schedule = random():getInt(60, 80) * 60, script = "alienattack", arguments = {2}, minimum = 60 * 60, to = 350},
        {schedule = random():getInt(80, 120) * 60, script = "alienattack", arguments = {3}, minimum = 120 * 60, to = 300},
        {schedule = random():getInt(90, 130) * 60, script = "alienattack", arguments = {4}, minimum = 130 * 60, to = 250},
        {schedule = random():getInt(100, 140) * 60, script = "alienattack", arguments = {5}, minimum = 140 * 60, to = 225},
        {schedule = random():getInt(120, 160) * 60, script = "alienattack", arguments = {6}, minimum = 150 * 60, to = 175},
        {schedule = random():getInt(50, 70) * 60, script = "spawntravellingmerchant", to = 520},
    }

     

    Gonna give that a try.

     

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