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Avitus12

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Posts posted by Avitus12

  1. Hi dev's

     

    My galaxy wont load most of the time, I hose a mp game from my computer so my friends can join me.

     

    I have gotten "server unreachable" error a few times.

     

    The sectors file for my galaxy is 4.5 GB

     

    It has about a two min load time when it dose load, and it loads about one in four tries after restarting my computer or deleting the "globals" file in AppData\Roaming\Avorion\galaxies\DansServer.

     

    I can load my galaxy up in sp sometimes (like 80% of the time) but the load time is still around 2-3 min.

     

    Putting steam in offline mode seams to help sometimes but that could just be a coincidence...

     

    system specs

     

    Prosessor: Intel® Core i7-3930 CPU @ 3.20GHz

    ram: 16 GM

    64-bit windows 10

    GPU: GTX 970

     

    These logs are from my last mp infinite loading screen, there was no "server unreachable error" this time.

     

    server log

    http://pastebin.com/92dgANx8

     

    client log

    http://pastebin.com/QxWMz9xK

     

    Thanks for any help

     

    P.S. EPIC game, loving it to death.

  2. Well to be fair insane difficulty is misnamed.  After all it's the difficultly level in which NPCs start doing 100% damage.  That sounds more like the normal difficulty level to me.

     

    My suggestion was to use multiple difficulty settings so players can make the game not just harder, but challenging in the way they find most interesting.

    Suggestion topic here: http://www.avorion.net/forum/index.php/topic,2350.0.html

     

    Another problem is the game isn't really designed to handle 15 system ships right now.  I consider this something of a soft cap on ship size.  Yet when you get to this point nothing can really stand up to you.  The game should really account for the fact that people are going to build these monsters.

     

    Yeah, I would be down for that sort of a system.

  3. I know this does not apply directly to a game with changeable difficultly in single player but it does apply to the non-PvP aspects of multiplayer so it is worth bearing in mind:

     

    http://jeff-vogel.blogspot.co.uk/2015/09/early-access-difficulty-fetishests-and.html

     

    I'm not quiet sure I'm getting the right idea from the blog you linked, but if you are referring to "The Most Dangerous Form of Feedback" section, all I can say is I understand the consequences of what I'm asking, and I know it will lock a large amount of players out of late game on insane difficulty maybe for ever, and I think that is acceptable, there are 7 difficulty's, with that many you SHOULD be able to please everyone.

  4. nobody is going to agree on this. and in a game like avorion, player mileage will vary vastly due to their own ship design ideas.

     

    the best of both worlds would be an adaptive system upon which the current difficulty systems operate, which will change npc ship designs, strength and numbers based on the players ship or fleet, using the difficulty as a modifier for speed and severity of adaption.

     

    eg,

    -the player uses a single huge ship, with high rof/dps weapons to devastate a few sectors, the game gradually adapts the npcs to use long range artillery and agile ships to avoid getting hit.

    -the player uses a fleet of corvettes to devastate a few sectors, the game adapts to use fewer and larger ships with flack burst weapons that are better for killing these threats.

     

    We will most likely never see a difficulty boost of the 500% that I have asked that would make the game much more enjoyable for large ships, however I think the dev's can clearly see the case I am making and understand that the game is completely broken in some arias now.

     

    An adaptive system would be a nice solution but a lot of work to implement, it can also feel unnatural and unrealistic if not done well.

     

    The dev's have asked to give feedback on weather we think the game is to easy so hear I am saying it is.

     

    At the moment I will take any solution to make the game harder, I don't mind what it is.

     

    Content that will provide additional challenges has been mentioned such as more bosses, but who knows how tough they will be...

     

    I am a game developer myself and I take balance VERY seriously, I'm experienced with balancing how hard the enemy is and it can be a tough job finding the sweet spot, especially in a game like this where there is so much to take into equation.

  5. In my opinion late game on insane difficulty is far to easy.

     

    I soloed the final boss in a few min, its dps...

     

     

    I have spent roughly 323 hours in Avorion now and know the game quiet well.

     

    Judging from what I see so far late game damage on enemy ships needs to be buffed by around 500% and health 400%... even then I'm confident I could build a ship with enough punch to take out an entire alien/pirate fleet with ease.

     

    At the moment its hard to find a ship that I cant one shot...

     

    Now I realize not every one has a behemoth mass of a ship like mine, some people prefer smaller, weaker, faster ships, and that's fine, though I feel they would have at least two options if enemies where far harder to deal with, option one, they could bug bite the larger ships and wear them down or play on an easier difficulty.

     

    A ship that is large enough to have all 15 slots unlocked with as many high level Avorion turrets as say ten slots will allow, lets say around 25 turrets, with that you could easily breach 100k Omicron damage, you might even hit 200k not sure, Health and shields by this point have also become stupidly powerful, to the point where nothing is a challenge.

     

    Thoughts?

  6. It really looks how I envision future dreadnaughts might look like. Also the front section reminds me bit of Donnager class from Expanse, coincidence or inspiration? Looks awesome anyway.

     

    I just noticed lack of XML file... thats bad man, you can´t do this to us! :D

     

    Pretty please? :)

     

    I've never played Expanse but your right, I searched it up and Talos dose have a few similarities to the Donnager class.

    Talos is still currently a work in progress, it might be a few days before I upload the XML, but its coming :)

  7. oh fuck  wow...

     

    Now thats a ship which clearly yells "I am big fucker, dont mess with me" :D

     

    Amazing how you made 9megaton big ship so maneuverable, must be joy to play... Ultimate lategame badass :)

     

    The Mk-I and MK-II where not so meneuverable lol... and yes its epic to play, its a little slow but mops up anything it hits... its designed with ramming through ships in mind, its basically a trireme. XD

  8. This is my ship that I play with on my MP server.

     

    Talos MK-IV Dreadnought

     

    Built in beta 0.10.5.7633 using giros and directional thrusts.

     

    I am using my texture mod hear http://www.avorion.net/forum/index.php/topic,2512.0.html

    XML link https://www.dropbox.com/s/a4zuieu0trjs17a/Talos%20MK-III5.xml?dl=0

     

    Enjoy.

     

     

    vn03nI4.png

     

     

    Dp5j8Gd.png

     

     

    qUiMlhY.png

     

     

    xgXCPZ4.png

     

     

    ______________________________________________________________________________________________

     

    New ship, 666 Armageddon MK-I

    XML link https://www.dropbox.com/s/igdluv5ct2hu8eb/666%20Armageddon%20MK-I.xml?dl=0

     

    GgGiTRx.png

    more pics

     

    RtPHX47.png

    E2myq4H.png

    WXNX27r.png

    NmF3JZc.png

     

     

    5558YIJ.png

    more pics

     

     

    djgMHh3.png

    pdJXUKv.png

    e2iXYV5.png

    PCLZeBs.png

    YLXQ5XZ.png

     

     

     

     

    My new ship built in the Aliance beta

     

    Talos MK-VI

     

    Wp3va4O.jpg

     

    More pics in the spoiler

     

    gmtBK06.jpg

    3AkSiZI.jpg

    7CZvwYL.jpg

    jKkEwTJ.jpg

    S1eolSs.png

    p9pUF4e.jpg

    zVPbRmH.png

    abJh2Um.jpg

    pyWe882.png

     

    download link coming soon

     

     

  9. So not knowing how easy this game is, I was expecting a good fight late game so I set my server to difficult... big mistake, I should have set it to Insane... though I get the feeling even Insane will be far to easy considering how easy it is currently.

     

    I have seen a server command that is suppose to up the difficulty but I cant get it to work, this is the command. (/difficulty [value] difficulty of the server, allowed values are: -3, -2, -1, 0, 1, 2, 3 Default: 0)

     

    Has anyone had any luck changing this?

    Maybe I can changing it in an ini?

     

    Who else thinks this game is to easy late game?

     

    Also is it true that the difficulty only chainges enemy damage and not there health or size?

  10. Hi

     

    This is my first Avorion mod and I have a feeling it won't be my last.

     

    Here is a Dropbox link to the files https://www.dropbox.com/sh/r4ljnpzje7mte0d/AAAa04rzmn8HRqkwiqlu9gkea?dl=0

     

    Mod version: 0.1

     

    I have removed the camouflage from Titanium, Trinium and Ogonite and added scratches instead, scratches have also been added to the hull of the same material types.

     

    Installation: add the files from the zip to Avorion\data\textures (back up originals first)

     

    modded one is on the left, it still reflects as much you just can't see it from that angle.

    TMPTkt2.jpg

     

     

  11. Well, what I'm asking is, has any one found an average block count that bogs there system down, be it sp, mp, low end, high end ect, I just wanted some numbers thrown at me to get a better idea about how system intensive high amounts of blocks are.

     

    I guess maybe I should have added a "?" to the title of this thread?... lolz

  12. What you have to consider, that your ship is usually not only thing on the screen... or you can have more than one of them...

     

    And big question is if you play online or singleplayer - when online, creating ship from lot of blocks can really bog servers down for other players aswell... so yeah, don´t do that :D

     

    I personally have no problem with 8k blocks in SP... but for smooth online experience, I would say quarter of that should be enough.

     

    I host a local server on my computer and two of my friends join, our ships normally have 3/6k blocks and lag is minimal 90% of the time.

     

    You say around 2k blocks is ideal for mp games to keep the lag down, and of course there are a few factors hear but is this estimation from experience or just a general feel from what you have herd/guessed?

  13. So I'm curious, where would the practical block limit for one ship is with a mid/highend PC, I have been up around the 8k blocks mark a few times and all is still smooth, with the exception of it taking a few seconds to compute the AO but the frame rate is fine and there is no lag, I have a beefy i7 cpu with 16 gig of ram and an 4 gig ddr5 GTX 970 gpu?

     

    Sure I could load my ship up with blocks till I killed my pc and derive a number from that, but I feel it cant hurt to ask if someone has already done that ^_^

  14. So I was rebuilding my ship a while ago and I ended up with about one billion engineers...

     

    I think it happened when I transported all my crew members to a new crew compartment and deleted the old one, it was all part of the same ship, the new workers didn't contribute to my payment up keep till I transferred them to a new ship... yes I killed a lot of them when I deleted my old ship...

     

    I have been unable to replicate this bug and it has only happened once.

  15. Something I fine that has no match when working in 3ds max or Photoshop, is layers, being able to assign specific images/models into there own layer and toggle there viability on and off dose not only speed up the work flow but it literally makes some things that would otherwise be borderline impossible a walk in the park.

     

    I request a layer feature for blocks, you would need a list of created layers, a way to name them and maybe how many blocks are in it, a way of assigning a selected block to a selected layer, a way of creating and deleting layers, and most importantly a toggle button for layer viability.

     

    Thoughts?

     

     

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