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MrVorgra

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Everything posted by MrVorgra

  1. I like these, they are the right balance between simple, and detailed, and they also have a distinct styling to them, unlike most slapped together boxes.
  2. Make a really tiny one that fits nicely with the largest available turrets..... probably only work with a swarm of them tho.
  3. Try trading, just wander around with the trade system from sector to sector, sooner or later you'll find a place that makes some ludicrous profits.
  4. Ive been working on a halo esk ring in singleplayer, albeit its only about 2km diameter so its a METRIC SHIT TONNE load smaller, but Ive only managed to get enough resources to build a quarter of it, and that's just the basic shell shape, it already requires about 500 crew per 1/4 of the shell, and costs about 1million per hour on crew, about 250k material to build the quarter shell, so its taking its time. I intend for it to be get around only via jumping through hyperspace, and mainly as a distraction for the enemy AI factions, Beyond that with only 100 possible fighters per craft, and the limited number of weapons one can fit on this I doubt it'll be anything offensive. Also have you tried swatting enemies out of the (was gonna say sky but....) space, its hilarious, bit of pain in the arse to pull off.
  5. I love it, I feel menacing with 5 cannons that fire all barrels at once, has some serious kick to it. It'll be up in 2 hours, yeah I'm a fan of the fighters, but on this lil sucker I've decided to forgo the hanger (in my gameplay) with more hyperspace core.
  6. Yep!, albeit I didn't feel like directly copying off the tekkadan, mainly because I was already going for a mix between tekkadan and silvius, I thought I put up the XML, ill put it up soon, however the hanger is broken due to this http://www.avorion.net/forum/index.php/topic,1681.msg8175.html#msg8175 If you want the hanger to work, you could rotate it around so it faces forward.
  7. There is a post atop the creations page that outlines how to properly set sizing for Imgur.
  8. This occurs regardless of hanger size. This occurs regardless of the Shape of the hanger. This occurs regardless of wether they need to thread the needle or not. So long as anything exceeds the Clear entry path of the hanger the fighters will not enter, nor even attempt to land, they will simply taxi in circles non-stop. Different ship, massive entry point, no possible object preventing entry or causing issues of "threading the needle" Bar on-top exceeds clear path of hanger, no hangers on that axis work now. Very long hanger, relatively speaking this hanger has a very long clear path, although I failed to show that in the picture, the bar a-top also exceeds this clear path, consequently and once again the fighters simply taxi around in circles and will not attempt to land. I have relocated the bar to ensure there is nothing obscuring the entry to the hangers, as you can see all fighters are ordered to return. Here you can see how far the clear path expands, still the fighters won't return.
  9. If you can make a bounding box in the game for the approximate size your after, and if that bounding box isn't too big ill build it for ya, though unlikely with the detail as, well I don't feel like investing that much time into it.
  10. In rare cases where for some unknown reason your Game seed changes by a little bit and they can move a little bit, but they are not coded to actively move and relocate.
  11. When a fighter has been deployed, target the/a fighter and press 'T' to enter it, from there CINEMATIC DOG FIGHTS with other fighters. It can sometimes be a pain to get close enough if your still controlling the parent ship, so try exiting to your drone, they won't run away from that.
  12. Reputation loss is relative to damage dealt from my observations, so for every point of damage you loose 1 rep, so you must have done at least 200,000 damage.
  13. After obtaining control of a fighter you can dock with the station and safely purchase: Weapons System Upgrades I am unsure about: Fighters I assume not due to fighters having no hangers Cargo I assume not due to fighters having no cargo Crew The crew are assigned to the fighter, I don't know if they are transferred to the parent ship when the fighter docks This is great for those with big lumbering ships and all you want is that gun or system. If you are unaware you can pilot fighters, you can also manually dock fighters.
  14. If the Hanger "Clear Path" outline does not protrude beyond the relative axis' greatest extent then the fighters won't return to the hanger As you can see in the above image the Clear path does not exceed beyond the greatest extent of the ship on its corresponding axis. As seen here I have removed the bottom half of the "tail" to verify this wasn't the cause of the Fighters not returning to the hanger, as you cans see the fighters are still hanging around the back of the vessel. In this photograph I have removed the tail that exceeds beyond the extent of the "clear path" of the hanger, and immediately the fighters all rushed to dock. I added another hanger to test this bug, As you can see the fighters are returning to the hanger which is unlike the first hanger I have been mentioning and has a clear path with nothing extending beyond this clear path axis. Now that I had confirmed the new hanger worked outright, I added a bar extending beyond the "clear path" of the hanger on one side. As you can see A single fighter is returning to the hanger as expected on the side of the hanger that has no purple bar. In this picture you are able to observe that the fighters are not returning to the hanger on the side with the purple bar. I believe that confirms my observations. Now I don't know how often people do or will build things beyond the extent of this "clear path" however I can see this hindering many of the Randomly Generated vessels.
  15. There seems to be no way to rename a player station, It seems as though they are automatically chosen as Craft 1, Craft 2... and so on. Okay, I just noticed the Station name is accurately chosen, however weather its just a bug or not, I have the number of Craft #, corresponding with the number of stations in that sector, however it definitely aren't any craft in this sector with those names.
  16. Make a ship large enough as to when they bump into you, you don't even notice it.
  17. An indication when a Escorting/Accompanying vessel is ready and Capable of jumping to chosen coordinates. A bar in the entity target box of your own vessels indicating Jump Drive charge. A Colored bar when the Jump-drive is charging, just like on the main play UI. Have the bar Flash green when the Jump-drive is charged and capable of jumping to selected coordinates. Have the bar Flash Red when the Jump-drive is incapable of jumping to the selected coordinates. This would greatly assist in jumping fleets of vessels.
  18. Yep, and I was an idiot for having some 30 repair fighters on my support vessel, needless to say that was a long contracted fight before I realized what was happening.
  19. Repair Fighters on AI vessels Repair the Enemy while in combat. I'm not sure there is anything more to say about it really.
  20. Pretty much the same for me, the prevalence of Pirates and few security vessels is problematic, and due to the randomization you can't be sure those ships of faction xyz can adequately defeat pirates while also fighting off the near endless hordes of Xsotan ships, And if you decide to fight off those same Pirates you also have to fight off the Xsotan. Now if fleet control was improved and various fleet commands where implemented and automatic trading was possible it would great, I could set up a trading empire, while staying neutral and safe and constantly fleeing from every threat, then I could afford a large fleet to constantly protect me and sectors/ships/stations of value.
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