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Warrax

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Everything posted by Warrax

  1. I hear you, Blondersheel. I had to figure out Wingpods when I did my early and subsequent attempt for the Jackal. My first first attempt met failure (yup - gouged my eyes out) - things did not line up, i got frustrated and started over. In building the wing pods (the second time, lol ::) ) I used a tonne of copy and paste, and was extremely careful about placement, and not passing small glitches. The results seemed ok - the ship - the Jackal - needs an overhaul, but the techniques I discovered, may serve me well on my next efforts. Here are my wingpods developed for Jackal. If I can find the post where someone posted a Tie Fighter (that Blondersheel referred to) i will drop the link here.
  2. Aegis Took some fine tuning, and I am pleased with the results. Boasting thirteen (13) upgrade slots, ample power generation and capacity ... and almost 9500 Cargo Capacity !! The Aegis compromises a little on maneuverability, but this ship is a workhorse - a real powerhouse. Of course, another version of the same could swap out much of the cargo for shield. (If I do that, maybe I will repost with the Cargo Hold swapped out !!) In-game, I cannot yet afford to build her yet (other than my creations server), so I do not yet know the full price. In the event someone downloads the XML and determines the exact cost, please post it here. Main features (with no upgrade cards) 13 Upgrade Slots 17 Sector Hyperspace Reach +9400 Cargo Capacity +1.5 Million Shield (trinium, so ample room for enhancement) Ample power generation Ample power storage +1150m/s on base engines, over 5000m/s on boosters +210 Brake Thrust Optimized crew efficiency at only 1100 Crew (that's Engineers + Mechanics) In-game stats XMLs
  3. Hey, Jester, as a matter of fact, i do. Check out the fine video that Dad put together for Algaard. http://www.avorion.net/forum/index.php/topic,3221.msg17853.html#msg17853 Cheers
  4. Wow, Dad!! I am very impressed with your format and the presentation. I look forward to your other videos featuring ships from other designers. Keep up the good work !! Cheers ;)
  5. Hello, Dad. This is a great opportunity. I hope you are able to present many ships from many different designers. For now, let me offer up the Algaard. Here is the XML: https://drive.google.com/file/d/0B0U2m7lZM_RJampiOHFhSUc2dzQ/view?usp=sharing Thank you kindly for doing all this, and for promoting Avorion this way. Brilliant !! Cheers 8)
  6. Hi everyone The XML for the Audax has been updated and placed in the collected message here And finally, I have added the XMLs for Aegoran and Algaard. Each of these files are located in this thread, here: http://www.avorion.net/forum/index.php/topic,2539.msg13053.html#msg13053
  7. Got your message Thanx for posting this ... I am going to update the Audax XML to the main listing on the first page of this thread.
  8. So, with the Starstrider, is part of your design goal to optimize your pitch, yaw & roll?
  9. I wont normally log in while at work ::) - Nice work !! I like the Snow, the Succubus, and the other Succubus. The space station is cool too. I look forward to seeing more from you, when you have the chance :)
  10. One effect i often use is the "centre block" - Not quite what you're after, but often useful in a tight spot. I also use templates - which i will delete after.
  11. I think your vantage point is determined in part by the highest element on your ship. What you could try is to place a tall, yet tiny framework at the most forward position of your ship.
  12. I too like the idea of linking Upgrade Slots to the classifying convention. I borrowed many ideas from others, including EvilChef. Likewise: Patrollers, Carriers, Cargo Haulers, etc fall to function and gives no indication as to size. i am in agreement with those who have outlined this idea before me. Another idea in my class-system is that anything less than 4 upgrade slots is a Scout. My Classification System is thus: [*]Scout I (or Skow) [*]Scout II (or Shuttle) [*]Scout III (or Voyageur) [*]Fighter [*]Heavy Fighter [*]Corvette [*]Frigate [*]Destroyer [*]Cruiser [*]Heavy Cruiser (or Assault Cruiser) [*]Battle Cruiser [*]Battleship [*]Dreadnought [*]Titan [*]Mobile Fortress
  13. I wonder, would it be possible for the galaxy file to draw from a prepared list of Faction Names? As well, if the devs are interested, i would post my list of "names". The list is clean and does not contain copywritten material.
  14. This one is a real pain. After about 30 minutes of game play, my player set hotkeys for various turrets gets jammed up. The issue is i am not able to turn turrets on and off. Or, if i just press and hold down the "1", all others will turn off and just "1" is turned on. The issue started with the recent update
  15. Yes, i am also experiencing long delays for screen loading. It happens in each instance, even in Creative. It does eventually load, and then runs fine. The time for loading varies, between 20 seconds to 120 seconds. The issue started with recent update - sorry i did not post technical details
  16. (Answers for above) 9 Upgrades on the Algaard. I just wanna get some game time in to take a few screenshots before I post it. Yes, please. If you have a chance to post the update to Audax, much appreciated :) Yup, same for the Aegoran. I will try to post later its XML file today or tomorrow. - As soon as I have some time to ramble thru the details. Cheers
  17. Group shot, only the Jackal is not shown.
  18. Well, from my own experience, I find that once I complete a ship, i find little nuances to improve it, but I wont go back to that same because of time. In working in a class or style of ships, I find that the "next" version, bigger or smaller is easier to build and challenges are more easily overcome. I hope that is your experience when you move onto your next ship or back to remake a familiar one. Good luck ;)
  19. I posted a Crew Calculator, here: http://www.avorion.net/forum/index.php/topic,3133.0.html
  20. I wanted to find a Crew Calculator, but could not find one i the forums, so I built one myself. It accounts for leveling bonuses (Level 1, Level 2 and Level 3). I still need to verify the accuracy of the "30%" bonus for Engineers and Mechanics - but its there. I like that the requirements of large ships turn out to be way less scary once you see the bonuses applied and calculated. Instructions 1. Put your root numbers into the highlighted yellow cells for Engineers, Mechanics, Gunners and Miners - that's it Crew Calculator file (Excel): https://drive.google.com/file/d/0B0U2m7lZM_RJTkhkTWFMQTV3ZDA/view?usp=sharing If you find errors, or have improvements, please post 'em. Cheers :)
  21. Mmm ... Another downside might be completing the look. By that i mean, once you tilt somewhere, how will you ever line it up to close it off? And ... Imagine the complexities if you tilt 10 degrees one way, and 10 degrees in another? If you've ever built a staircase or installed a door - in real life - you will know exactly what i mean
  22. Great ideas - the cryogenic is interesting. I would also like to suggest a heat disruptor weapon (or cold). The heat weapon would start off with no damage, but as it heats up the target point, the damage scales UP. I suggest no numbers here, because this would come down to balance. Of course, this idea would have to consider whether the effect is additive/cumulative? Like if i use 10 heat weapons, can i heat my target faster? Would i also magnify my damage by using multiple heat turrets? Dunno. Again, a question of balance. Anyway, all food for thought ...
  23. Interesting, But certainly something i would not want to manage during my ship design
  24. Woot !! I will try these. Thank you
  25. Either a module or upgrade, but definitely not both
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