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Warrax

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Posts posted by Warrax

  1. Korr & Jester, sent you both early pics of the Avorto.  Just the Sauron-type Engine to finish.

     

    Please pm me, or post your comments, thoughts, or final change suggestions.

     

    Total price:  +525 million credits

    Shields:  +75,000,000

    Hull:  +11,000,000

    Maneuverability:

        L/R:  +0.46 rad

        U/D:  +0.46 rad

        Roll:  +0.50 rad

    Hangar:  Large, fits ~400 Large Fighters

     

    Posted pics will follow, once all is complete

     

  2. Good ideas, thanx guys.

     

    Umm, Korr ...

    I am midway thru my build on the Avorto ... so far 388 Million.  It's an end-game ship, and uses over 16 million Avorion.

    The shield endurance is over 78 million hp (Avorion Shields).  When I swapped Shield material to Trinium the shield strength dropped to 22 million.

  3. So, per my last post, I have a new ship on the way ... Avorto.

    If you know your Latin, avorto is a play on the verb which translates to parry, divert  or disturb.

     

    Jester, your suggestions are most welcome, and I thought these profiles might help us along ... lemme know your thoughts ...

     

    Avorto in sillouette and top-down.

    Overall, the base drawing sees Avorto at 450 long and about 250 wide (in blocks).

    The main hull has a block height of about about 72.

    The tie wings coming at a total of about 140 block height.

     

    813pCEu.png

     

     

    J9zOUPa.png

     

    For comparison, I have included these sillouettes ...

    Algaard II silouette

    X977zep.png

     

    Unpublished design

     

    NSZjQ9G.png

     

    Of course, I am open to suggestions from other players ...

    Thanx, cheers

  4. I had missed the elevator shaft ... what a cool idea ...  :o

     

    I have been thinking to build something similar, but have not yet had a chance to focus on the "Economic" part of my game.

    Your design is great, in my opinion, because it uses Iron and Titanium - which would otherwise be useless.

     

    My of my design efforts have been on building optimized fighting ships and freighters.

     

    I look forward to your further postings.

     

    Cheers  :)

  5. Another thought I had concerns managing ships that are in sleeping sectors. As you know, currently, attempting to give commands to a ship in a sleeping sector will result in an error message. This is particularly irritating when I'm in the middle of consolidating my mining operations and one of the sectors involved gets unloaded with one of my miners in it.

     

    As a user, I would prefer a warning, and for the cursor to become a spinner indicating the sector is loading and may take a few seconds, while the sector is loaded to allow me to interact with it.

     

    I encounter the same error message.

    To alleviate this, I click away from the ship and re-issue the desired order.

    The second try always works.  Sure, its a bit annoying, but so long as it works, I am happy.

     

    I hope this applies to what you described.

     

    Cheers

  6.  

    I am wondering though - do you still have plans to make an interpretation of the Tie Interceptor.  With the good execution of design in the Algaard, I would love to see what you come up with next.

    You had posted comments on the Tie Interceptor in a former post, and wondered if I could send you or post some design suggestions here?

     

     

    Yes, absolutely, please post - thanx for the offer, Jester.

    My game-play has recently re-visited Fighters ... so I am in need of a ship to play that role.

    Fighters are now a must for me  ;)

     

    My next efforts will be looking at a Titan-SE design, which is a recent update in my Ship Classification System.

    As a heads up, here are my intended ship features:

    • As an end-game ship design, it will specifically consider and apply what certain the Xsotan Artifacts (XSTN-K) bring;
    • Hangars will be featured;
    • Hull endurance will be exceptional;
    • Shield endurance will be exceptional;
    • High maneuverability and top speed;

     

    So, basically, everything offered by Algaard will be enhanced further.

     

    Other design ideas are welcome from other Avorion Players and Ship Builders.  Please post your suggestions. 

    The final XML will be made available to all contributors.

  7. To start things off, I always play on insane. That said, I have breached the core and I am starting the process of gearing up to fight at 0:0, but I am stumbling on gathering enough cash and resources to force this effort to expand to meet my quotas in 24 or so hours rather than 40-60 I am dreading grinding out.

     

    I currently have 15M Credits, 4 ships with 5 R-Mining Lasers (see details below) each, about 1.7M Avorion, 2M Ogonite,  and a handful of the other resources from 1M to 100k, and a steel factory.

     

    Mining Laser:

    Ogonite

    56.8 DPS

    97.5 Efficiency

    2 Slot

     

    My goal is

    ~500M credits

    ~20M Avorion

    ~5-6M Ogonite

     

    With trading and raiding being an absolute slog for almost no profit, being where I tried initially to make any sort of cash (along with mining robots being useless), stations that are barely feasible, it seems that mining is my only option, but I am only pulling about 100-300k resources per hour. I am hoping to get this to 1M resources per hour. I am no expert on what the AI does in the background where nothing is rendered.

     

    If I increase the number of mining turrets on my ships, will my mining rate go up by about a linear factor?    I believe so, yes.

    If I increase the number of mining ships, (my current number already drains 2-3 sectors before they jump to refine the ores), will that also increase the rate.

    Yes.

    And along with that, will they still work if I split them into numerous sectors even if I am over the "sectors active limit" placed on me?

    This one, I am not sure of.

     

    Should I give up on mining for money and do something else?

    The way I play, is Mining is passive, or a background activity.  I would suggest, stay at it.  And because its running in the background, you can do other things.

     

     

    Really big money, is in Factories and Mines.

    Here is a link you can check out for a variety of info (vids) (Shrike Gaming).

    Maddog has some decent vids as well, here.

  8. Hey ZiggyD

     

    First of all, thank you for creating and posting your comprehensive video series.  Even as a veteran Avorion player, I enjoyed hearing about your approach to things.

    With particular reference to your 4th in the series Part 4 - TRADING - How to Get Rich Playing Space Trucker, I wanted to offer your audience an expanded approach in addition to, or substituting for early trading efforts.

     

     

    Criticism for early-game trading efforts:

    Very early in the game, players just do not have the cash resources to make any substantial amounts of money from trading.

    Early in the game, trading may not be the most profitable use of your time.

     

     

    Alternate method for early money-making:

    Take that early ship which you get for free, convert it into a passive miner.  Then, as soon as you have that ship (LadyBug or whatever its called) making a few bucks from mining, get another ship, and repeat.

    As soon as you can, swap ALL of your mining turrets for R-Mining Turrets.

    Admittedly, R-Mining early on requires a little more micro-management (emptying of small cargo holds, etc), but once you get an enhanced set up with dedicated miners with cargo holds above well 3000 capacity, there is no limit to Mining.

     

    Plus, as an in-game activity, this will place you extremely well as you get into Naonite, then Trinium, then Xanion.

     

    Let me just mention, that prior to v1.0, I was a huge trading advocate.

    Now, I find that R-Mining will easily outpace other early money making methods - and best of all ... Mining can be done passively.  So while you are pursuing other things, you can get rich by letting your fleet do the tedious mining stuff in the background.

     

     

    Cheers - and thanx again for your video series !!  8)

     

  9. Æristo

          Titan - Freighter,    Elite Titan - Freighter  and    Super Elite Titan Freighter

          15, 15+, and 15++ Module Upgrade Slots

    nNtmInX.jpg

     

    The Æristo is loosely modeled after the Reugeot 905.  It has been a bit of a journey to complete her.

     

    In the end, I am quite happy with these three freighter sister ships (additional stats are below - all stats are un-adjusted):

    • Æristo as a Super Elite Titan has  1,600,000  Cargo Capacity
    • Æristo as an Elite Titan has  672,000  Cargo Capacity
    • Æristo as a Titan has  196,000  Cargo Capacity

    My purposes and use of this ship has changed in recent weeks of playing.  I do not trade as much any more ...

    Now, I mine my @$$ off with a small fleet (4 ships) of Ærduus and I build factories and mines.

    Boasting a substantial hangar bay, and a tonne of crew - I use this as a platform to stock new factories and stations with cargo shuttles and any needed crew.

    Its a blast playing this way, and the Æristo is now an essential part of that style of play.

     

    What surprised me the most was her handling ... despite her huge proportions, she is extremely maneuverable and stops quickly.

     

    When not actively using Æristo, she sits in one of my sectors, functioning as a massive warehouse.

    In her hold, I keep a variety of things, including a massed inventory of all the parts I need for Turret Building.

     

    [Post Design Comment:  The lights on the storage panels, and the front and rear of the ship function as indentifiers for my various Freighters/Miners, so I can visually distinguish various ships.  This is particularly helpful with my four (4) Miners, where I use the Arduus design.  I will highlight this in a separate post. 

    However, in-game the lights indicate the status of the cargo - what exactly it means, well you will need to consult the LoadMaster, the ship Captain, or their procedures guidelines.  lol]    ::)

     

    Æristo pics

     

    FVLM0db.jpg

     

    IwHCEfI.jpg

     

    yNSHH8F.jpg

     

    sDQ4FJk.jpg

     

    TNeRvC9.jpg

     

    pAHa0FN.jpg

     

    JpltooK.jpg

     

    vzKkWFK.jpg

     

    3hWksrH.jpg

     

    fNcpvd8.jpg

     

    vQdMpz6.jpg

     

    Stats for all three classes of Æristo

     

    Titan Class

    SSVtXfk.jpg

     

    Titan, Elite Class

    FTk0rQr.jpg

     

    Super Elite

    7Jwmkq7.jpg

     

    Æristo at her maxxed out cruising speeds

     

    Engineers at 100%:

    dLLpjML.jpg

     

    Engineers at 130%:

    nx21OSa.jpg

     

    Æristo mixing it up with Crab

     

    WWtG0vU.jpg

     

    EzvrPU7.jpg

     

    sDVbsnJ.jpg

     

     

    aNVueQv.jpg

     

    Loving this game !!

    Cheers  ;D

  10. You can also tractor by not using turrets at all - for your own mines, I mean.

     

    Enter your MINE, shrink it down, then exit onto your hauler ship, which you can design to "haul" your mining base away to where you want it.

    No turrets required ...

     

    Mind you, if your collision damage is cranked up, this wont work so good.

  11. Hi Gorbald

     

    There may be an in-game partial solution for you.

     

    If you build your own Resource Depot, you can install a chunk of Assembly Blocks.

    Depending on the amount of your Assembly Blocks, your Refining Speed will improve.

     

    I need to do further testing on this, so I do not yet know if the advantage tapers off or whether it is on a linear scale.

     

    If anyone knows, please share  :)

  12. Tie Wings Building - One Approach ... Part 2

     

    Hey Korr

    Sorry about the delay in a full response, I had to get another screenshot to explain this next section.

     

     

    EtHVBFb.jpg

     

    In your Build Function, lay out a series of beams or parts or whatever, and inset them in a consistent manner.  In the pic above, I think they are 15 long, and 1 wide and 1 high each.

    The various parts are inset by 1 block in two dimensions.

     

    Steps:

    1.  Ok, with this set up, add edged pieces where you can (short sides and then the long sides);

    2.  Then, using Corner 3 pieces fill in the gaps.

     

    Now, this is the tricky part (see pics below) ...

    3.  To finish the underside (inverse), you will likely need 2 pieces of Corner 3, because the angles of your two Edge Pieces will not match up.  Play around with it, jiggle the pieces around. 

    To guide your fitting, you basically wanna link your corner edges ...

     

    xuOTfVq.jpg

     

    WwT1Oyx.jpg

     

    This one is key - see the doubled up Corner 3s?  The two Corner 3s are facing alternate directions, but link the corner tips ...

    The reason, again, for the doubling up of the Corner 3s is because of the Inverse angles of your two edge pieces - they are not slanting in at the same direction.  You need to adjust for this ...

     

    z8tZWHw.jpg

     

    Very hard to explain, but that's how I approach it.

     

     

    And, a finalized build ... (this is the initial build of Algaard)

    BpnNDoP.jpg

     

    Good luck, lemme know how ya make out.

    Cheers

  13. The Praetor looks great Maddog.  Nice work !!

     

    Your new vid is interesting.

    Thank you for sharing the base and pirate capture.  This is something I still need to exploit in my own game.

    I like how you are showing your World Building in general.

     

    I will keep watchin'  ;)

    Cheers. 

  14. Tie Wings Building - One Approach ... Part 1

     

    Hi Korr

    First of all, thank you for your question ... I am sure there are other Avorion Players out there, and Ship Builders, so they are welcome to augment what I am suggesting here as technique.  What I am about to share is just ONE way to do it - certainly, its not the only way (or even the best way).  Of course, the BEST way is the one YOU are most comfortable using.

     

     

    Let me start by saying that I can only show you how I learned how to do the wings.  The reason that I wanna talk about learning is because the technique of building the Tie-Wings follows the skill elements that allow me to build the Tie-Wings.

     

    Bear with me, but the learning process leading up to Tie-Wing is a bit like this:

    • Build Planning
    • Break-down and elemental build of Corner 1
    • Break-down and elemental build of a Corner 2 (not in this post)
    • Angled Wall construction (not in this post)
    • Angled and Tapered Wall construction (not covered in this post)

     

    Build Planning

    So, if you look under Core Plan in this linked post, you will lsee examples of a high-level plan and a detailed plan.  To do the Wings, I need to plan it out.  Scales, heights, depths, width, when does this start, etc.  Surely, some people can do this on the fly, but I cannot.  You might be able to skip this, but for me, its an essential.

     

    Another thing about planning it out, is that this leading effort, this little bit of extra effort saves me hours of building time (I think).

     

     

    Now, onto ...

    Corner 1

    To build the Tie Wings, I needed to develop some foundational skills.  Of course, I did not know what the end result would be when I started building ships in Avorion, but this my journey, how I taught myself, and the only way I know to help some one else.

     

    In the series of pics below, you can see a uniform cascade of little squares.  In the end they are covered in a smooth surface that appears to be one solid piece of Corner 1.

     

    So, in this example, the Corner 1 I was trying to scale up to was 12 high, 24 wide and 24 deep.  So, each piece within the Corner 1 was 2 wide, 1 high and 2 depth.  When placing these blocks in series, you will eventually bump into the edge.  This is when and when I place the Corner 2 and finally the (smaller) Corner 1s.

     

    onJ7pks.jpg

     

    sg8Fwe0.jpg

     

    vso0S19.jpg

     

    Fmp8giq.jpg

     

    9VSrM5T.jpg

     

    As you can see in the pics, to build up your Corner 1, you will need smaller Corner 1s and similar sized Corner 2s.

     

    Tie Wings

    From here, once you get a firm grasp of doing Corner 1s, try building up a Corner 3.  Once you master both, you will be ready to take on a Tie Wing.

     

    So, Korr, i hope this is making sense. 

    Of course, if other Builders are passing thru, you too are welcome to post questions or to outline your technique/approach.

     

     

    One final tip - while building - MIDDLE SNAP - is my best friend.  Middle Snap allows me to flow through the whole build, to easily align my parts, and allows me to keep my mind on other details.

     

    Thanks

    Cheers

  15. Hello Shadow

     

    Good lookin' ships.  I wondering if you could share the ship stats, please, and the costs for your builds?

    And yes, ship building can be a bit of work - but at least you get what you want.

     

    Cheers  ;)

  16. World Building    :o

     

    Hello everyone

     

    I found this resource on youtube this morning - Shrike Gaming.  Content-wise, some of his videos focus on World-Building and Economy.  I value Shrike's ideas and insights, because I do not know the game that well.  I know a bit about ship-building, and I am eager to learn more about the world-building elements.

     

    So, thank you Shrike !!  I enjoy your video posts !!

    Here, below is a brief listing of his more recent videos. 

    If you check'em out maybe drop in a like, or even subscribe to his channel.

     

    Shrike Gaming Video Links

    • - Ep. 15.  The Brotherhood. Artifact Delivery
    • - Ep.13.  I Am A Bloody Pirate Pt.2 . Boarding Stations.
    • - Ep 12.  Fighters
    • - Shrike's Ships On Steam Workshop
    • - Setting Up A Home Base

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