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DoorsMonster

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Posts posted by DoorsMonster

  1. Okay, I reported this issue at version 0.10.5.* and at version 0.12.5 it didn't work either. I felt as if it weren't going to be fixed ever and I just decided to never open the energy tab. I was sooo disappointed.

     

    Today I opened that forbidden tab and, surprise, this was the first time I saw the energy tab. At version 0.12.6.* ... I have the impression that it was not deliberately fixed. Bad experience.

     

    Hello, same bug, i can´t look in the energy tab.

    Venue Tablet CoreM, Windows 10

     

    Wishes

     

    @SUperpete, does it work for you know? maybe you should give it a try now.

  2. I post this:

     

    [...] I really hate those (IMO) stupidly long Xsotan ships (yeah, the ones that spin). I don't even know if it's possible to eliminate the code of those crap ships in lua scripts, but I'd prefer to know if that would affect achievements (yes is what I'm afraid I expect)

     

    By the way... Come on! Anybody inside those large things would die instantaneously due to high centrifugal force. Just imagine the huge mess inside those ships: the kitchen! the bathroom!!! Nobody would build a ship like that  >:(

     

    And this guy post this:

     

    Anyone who has played this game knows about the dreaded ships that are as thin as you can make them. They are incredibly hard to hit unless you got lasers or whatnot, and they are just generally annoying. Does anyone else think they should be taken away and hidden in the closet forever?

     

    Side note: When I see factions using a lot of stick-like ships, I literally do my best to kill them all

     

    (I'm quoting to attract attention of devs of the relevance this annoying thing)

  3. [...] I really hate those (IMO) stupidly long Xsotan ships (yeah, the ones that spin). I don't even know if it's possible to eliminate the code of those crap ships in lua scripts, but I'd prefer to know if that would affect achievements (yes is what I'm afraid I expect)

     

    By the way... Come on! Anybody inside those large things would die instantaneously due to high centrifugal force. Just imagine the huge mess inside those ships: the kitchen! the bathroom!!! Nobody would build a ship like that  >:(

     

    I post something similar before. I'm completely agree with you, I hate those ridiculous long ships, but actually I have not engaged toothpick ship recently, I thought they had dissapeared... I been playing in a multiplayer server, though.

  4. You can't build a trading empire because the station and trading system is incomplete at this time

     

    I think this is the main issue. You can't build empires because stations don't work when you jump out of a sector.

    Also I'd love to have big pvp battles with many ships, but servers lag with 5+ players.

     

    1) Implement 'Save Zones' asap.  Places not too hard to find, fairly common, server option for On/Off so no PVP exploit.

      Rationale: If players are logging out, just to log into a Creative world to work on their ship, guess what, they have -logged-off-!!  bad! now they can go to dinner, watch TV, talk (ack!) to their kids ???

      All of those are un-nessesary! Stay logged into Avorion(&T@#!!

      --Seriously though, bio break anyone? Escape doesn't halt game running, so not safe to leave. forcing a log out.

     

    This is a big problem. Actually there's 'neutral' zones, but any player can easily use force turrets to crash NPC ships against players' ships to provoke faction's anger, or simply move a player's ship through a gate to kill him in a vulnerable zone. Logged off players in neutral zones should be completely immobile and immune to faction rep decreases.

  5. Hello! I'm happy to find a post related to my problem I can join.

    As the OP I'm playing on a server and I found 5 stations on an already populated sector with 4 default generated stations. NPC freighters come and try to trade with my stations, some success but some just got stuck. They get stuck in front of docks when they are practically ready to trade (at least in my case).

     

    The solution I found is to delete temporarily the dock block which forces the freighter to try another dock. But it is a little tediuous when you have many stations.

     

    I have the hypotheses that this happens with heavy freighters because, according to lines 45-46 of  'data/scripts/entity/ai/dock.lua', freighters deaccelerate when they are at a certain distance, but because they are heavy they stop completely before being able to dock, so they accelerate again... but because they are heavy its inertia makes them get <0.01 velocity as marked in dock.lua so they enter stage 2... so they accelerate again but inertia again makes them get <0.01 vel... and we have a loop so that's why they get stuck. That's what I've observed in the sector 10:165 of a galaxy with seed = 2p97rqmq3q

     

    I'd suggest to give npc freighters a bigger docking range than players have, that'd be cheating for ai but greatly improve station-building experience.

     

    Thank you for reading this. I love this game :)

     

  6. Hello, it's me again. I was thinking on give up and never open energy tab again because I had concluded that it was my fault because I'm using ubuntu and I have an integrated chip.

    But, recently I played in a multiplayer server and I found a guy who says that he experiment the SAME BUG but he has Windows 10 and a different chipset! That changes everything. He also says that he filed a bug report, too, so I'm going to look for the post in the forums and I'm going to link both posts.

    So, resuming, this bug occurs, even on Windows 10, in the same way like me (only energy tab) with another guy. I'll find the post of that guy and I'll paste a link here.

     

  7. Okay. Here's the updated clientlog. I also started a new galaxy to try it.

    By the way, I noticed what seems to be another bug (in fakedistresssignal.lua script) while I was reading the clientlog... (but I think it is independent from the bug I originally posted). I will try to fix the second bug (as it is related to a .lua script) in the afternoon and I'll  leave a message here if I succeded.

    clientlog_Mon_Mar_20_16-15-44_2017.txt

  8. From what I have seen we have no direct access to the plans or scripts that involve the procedural generation, so it will probably not be possible yet to mod those. Modding the scripts we have access to does not interfere with the achievements, our server is heavily modded and we are still able to earn them although some seem to be bugged.

     

    Thanks for your response. I'm happy to know that achievements are not affected! I have to destroy 2 more stations to get a new achievement.

     

    In my opinion the toothpick ships are due to the procedural generation being somewhat limited, hopefully, the current generation process is just a placeholder for one that allows for more realistic and intricate designs.

     

    By the way, I found a file <gamedir>/data/styles/templates.xml It seems to describe 8 different templates which I think could be freighter, trader, miner, fighter, carrier, pirate, station and xsotan (not necessarily in that order). These are just some kind of "limits" of shape, I think. I'm going to try to modify them and see if I can see a diference in the next xsotan ships generation.

  9. Hi!

     

    Maybe that's a stupid question, but I can't find the answer: Do mods affect steam achievements?

    I prefer to play under game's default rules (I am a survival games player), but I really hate those (IMO) stupidly long Xsotan ships (yeah, the ones that spin). I don't even know if it's possible to eliminate the code of those crap ships in lua scripts, but I'd prefer to know if that would affect achievements (yes is what I'm afraid I expect)

     

    By the way... Come on! Anybody inside those large things would die instantaneously due to high centrifugal force. Just imagine the huge mess inside those ships: the kitchen! the bathroom!!! Nobody would build a ship like that  >:(

  10. I don't have an answer, sadly. But I am very interested in finding out if there is one.

     

    As I just explained in my Enemy of my enemy suggestion, my current singleplayer galaxy has the condition where normally friendly factions are now allied with bandits. It's such that for every bandit ship I destroy, I lose over 13000 rep with any faction in the system! Yet these waves of bandits keep coming for my blood, like clockwork.

     

    Are those factions allied with pirates? They could have the "Empathy" trait instead. In my galaxy I have one of those empathic factions. But they still fight pirates, so I just weaken them and wait. Alternatively, I eliminate those pests hitting them with asteroids or with each other (force turrets). First option is easier.

  11. I am agree with that. I would add Gas Collectors (Oxygen, Hydrogen, Nitrogen). Nobody mentions this station, could you confirm if you are able to found this one? Because I can't and I think this is not implemented, too. Oxygen is the base for many factory chains and I would like full autonomy in my controlled sector.

  12. I would also recommend you to use more solar panels, I have noticed that to produce the same amount of energy they require less maintenance. Also solar panels look almost the same for any material, so you can make them of iron what would be cheaper. Finally, you'll have a more realistic station.

  13. No, no, no, dude! Use rock. Rock is cheap, has huge amount of mass (and your station won't be flying on your sector everytime you ram it accidentally), adds lots and lots of HP and doesn't need much maintenance.

    I add ogonite rock as a filler and my stations are super tanky.

  14. Hi!

     

    A clear description of what happened.

     

    First, I'm playing Beta Patch 0.10.5.7633

    Game closes immediately after I click on "Energy" tab from Ship's (P) Menu. After checking my current processes, it seems that only client crashes, because server still working.

    I can still play the game with no issues if I don't touch that creepy tab.

     

    Step-by-step instructions on how to reproduce the bug.

     

    [*]Open Ship's menu by pressing "P" key. Alternatively, open Ship's menu by clicking on ship's top-right icon

    [*]Click on Energy Tab

    [*]Crash

     

    Your client and server log.

    Attached

     

    Your system specs:

    • Operating System: Ubuntu 14.04.5 LTS
    • CPU: Intel® Core i3-2370M CPU @ 2.40GHz
    • GPU: 2nd Generation Core Processor Family Integrated (yeah, I know, it's an horrible chip, but it was working fine)

     

    Additionally, I was able to open Energy tab on previous patch. I'm willing to offer more details/logs if you guide me.

     

    Edit: We are now on path 0.11.0.77* and the bug still occurs. I found a guy who says is experimenting the same bug,  but on windows 10.

    clientlog_Mon_Feb_27_16-25-40_2017.txt

    serverlog_Mon_Feb_27_16-29-04_2017.txt

  15. Hey! I have a solution to big vs small problem!

     

    There's a game on steam which name I'm not going to type (because it would be rude, or is not allowed) but is of space/strategy genre. It has found a nice balance on sizes and each type of ship has a role:

    • Battleship: It's main role is to destroy enemy stations and other battleships, these tough guys are expected to run like little girls against swarms of corvettes
    • Carrier/Cruiser: Support in destroying stations stations, counter other carrier/cruiser, counter destroyers, point defense against fighters/corvettes. These guys are like battleship bodyguards
    • Destroyer: Counter smaller ships, part of main offense against other fleets, like corvettes
    • Corvette/Frigate: Main offense. Almost no armor, but focused on speed and shields. They hunt battleships

     

    How do these roles are possible? Accuracy. Big ship turrets have more power than their small counterparts, but have really bad accuracy, so they perfect to take down those enormous stationary targets stations are. Small ship turrets have a buff on accuracy.

     

    What do I suggest on Avorion? Actually, I don't suggest to modify the actual turret accuracy, what I suggest is to make turrets firepower related to ship's volume, and most importantly adjust turret reticle movement velocity A turret in a bigger ship should have slower movement because it's bigger and heavier. A slower turret would make smaller ships hard to hit, which would make fighters really feasible. This also wouldn't hit experienced players who deserve the right of being able to kill smaller ships if they have enough experience with timing.

     

    That's why I think that adjusting turrets reticle movement would balance things with ship sizes.

  16. Hi everyone!

     

    I was trying to found a Gas Collector, specifically type 3 collector (4,215,000 credits Oxygen, Hydrogen, Nitrogen), but the game tells me: "Production line you chose doesn't exist". I googled about this, but I only found a guy who has the same problem (http://steamcommunity.com/app/445220/discussions/0/135508031949258984) and his post is not solved.

    I don't know if this situation is intended and you need a specific type of sector or if it is some kind of bug.

    One more detail, I'm playing on the beta branch 0.10.5.7633.

     

    Happy Piracy, Argh!

  17. Yeah, UI allows you to change its colors, but not things like object indicators (around enemies, stations, asteroids). Often I am in a situation like trying to find out where's the enemy ship that is shooting me, looking desperately at all sides because I can't see red squares in the border of the screen in a greeny environment. I think that red indicators are my issue.

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