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xisec

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  1. LA QUINTA ALIANZA. We (LOVELY_CALF, Plaka, and me) have started up a new discord servers as main operations center for an avorion alliance of spanish-speaking players. We would like create a little community and a powerfull ingame alliance to play online, together. I know that the Avorion community is not too big like in other games, but if we achieve to create a nice group of people, we think that could be a nice experience. Anyone (spanish-speaking or not) is invited to our discord server: https://discord.gg/eNPsJDk We have also created a little lore for the alliance. Here is the google translated version, sorry xD: https://docs.google.com/document/d/1qYXFDO6uUFsr7dvR2CJWpNHUT1Tox9eV0cWlmEVN_3w/edit?usp=sharing Now, allow me a bit of spanish please 🙂 : ------------------------------------------------------------ ESPAÑOL: Una tresena de jugadores (LOVELY_CALF, Plaka y yo mismo) hemos decidido crear una alianza para jugadores hispanohablantes de Avorion. El objetivo es hacer un poco de comunidad en discord y crear ramificaciones de la alianza en los servidores más estables del momento en los que vayamos jugando. Si queréis pasaros a echar un vistazo o incluso a uniros a la alianza, aquí estamos: https://discord.gg/eNPsJDk Un poco de lore: https://docs.google.com/document/d/19WgdUOx_fMpZ-tDzVQTu9vSuJxyw-fkJZ0oPaWzazZk/edit?usp=sharing ( Tags: Alianza Avorion Español )
  2. Oh, I see. And here there is a mate that says that the IFG not only multiplies the block's health, but also spread the damage if the piece is destroyed (which is most cases is a bad thing, in my opinion): So if I have not IFG and I hit an asteroid at 5000km/s, I only will break one of my pieces and I will not dead? :D After testing it seems that it is not the case. Maybe the collision mechanics are different?
  3. Hello guys. I am interesting in how the game health mechanics works. I have a lot of doubts, but the most important are this two: Question number 1: The damage taken does depends of the piece beaten? For example, if someone hit me on the generators, do I receive more damage than if someone hit me on the armor? Question number 2: If someone hits a mall piece of my ship with a huge damage, what happends with the excess of damage that exceed that little piece health? I have readed this two posts that contain information about this issue: https://steamcommunity.com/app/445220/discussions/0/135510393198186982/ https://www.avorion.net/forum/index.php/topic,2219.0.html If you have any other information, I would like to know it too :) Maybe we could make this post like a summary of the health mechanics and then put it into wiki ;D See u o>
  4. First of all, I would like to say that I love the last movement update (inertia, gyros, and so on). It creates a nice range of movement opportunities and fix some other issues. But, along with that nice update, other issues was highligned. What is the issue exactly? It is simple: thrusters do not thrust our ships forward. The forward thrusting is disabled for them. It is this really a problem? OMFG OF COURSE: a) It causes balancing disorders. At first, I would like to make some differentiations about efficiency: Some thrusters are more eficients (in terms of EAS) than others. Directional thrusters on axis X and Y contribute with N thrust in the two movement senses, while the directional thrusters on axis Z only contribute in one movement sense, so it is half as efficient. This way, give to our ships backward thrust is a painfull waste; and for braking, inertia dumpeners are much better. b) It causes a common sense distorsions, confusing people. Why can we not build a small ship (like a drone) with only thrusters? If we build it, we would find that it moves backwards, sideways, but not forward. It has not a lot of sense. c) It is not only a practical issue, but an aesthetic one. On my point of view, this forward thrust exception breaks the game symmetry in many ways. It is Ugly. And I don't know why, but humans (ones more than others) have symmetry in a high esteem. Solutions: 0) Thrusters should be able to forward thrusting. And then, tune and balance as desired; the movement system is much more easy to balance now. However, I think there is not much threat of thrusters to become more powerfull than engines, replacing them. Anyway, I will leave here some balance ideas: 1) The main idea is that engines increase the max speed, while thrusters do not do that. This would be a main incentive for using engines. Thus, the thrusters EAS and E1D over engines should not be a problem. A ship with thrusters is agile, while a ship with engines is faster. The only thing that is common sense, is that engines should have a better E1S than Thrusters. 2) To incent the engines use, if needed, its max speed function could be soften a bit (from current blue line to something like the bad drawn red line, for example). 3) And about the current balancing, I find thrusters a bit underpowered to move our ships horizontal and vertically.
  5. Oh, it has been publicly, or privately reported? I have searched, but I could not find it :(
  6. Expected Behaviour: -According to the mouse steering movement style, the player hasn't to press the oposite key of the ship's current movement sense to brake (it brakes automatically). BUT he can do it, and he presumably will do it if he desires to continue accelerating in that oposite sense after braking. -For example, if my ship has inertia dampener and thrusters, and I am moving forward to +z, and I want to change the ship's movement sense to -z, I would be able to press the "s" key to perform that maneuver. During the braking time, pressing "s" key won't have any effect, because the inertia dampener and thrusters activate automatically, but after braking, being pressing it will allow me to accelerate to -z without delay. Unexpected Behaviour: -If I press the "s" key during the braking time, the inertia damapener does not activate (only thrusters does). -So to perform the maneuver efficiently, I have to wait (not pressing any key) untill the ship is still, and then, press "s" to accelerate; which is not intuitive nor coherent with the mouse steering movement style (and creates a maneuver delay). *** This occurs in any active change of sense (x, y, or z axis). I have not tested this behaviour with keyboard steering movement. See u ;D
  7. Well, although linear, the rest of formulas have to be calculated. Energy consumptions and crew requeriments, for example, could be important. And I think that the ideal would be to put all of them of the wiki. I have not seen the formula for thrusters for example :-[
  8. omg xD Ok. This is definitely not intended. Should we post it into suggestions or bug reports or something? :/
  9. Holograms are like non-psychic blocks that will break if they lose their anchorage. And you can't attach regular blocks to them. All right till here. But... we are able to place weapons on hologram blocks! And weapons neither have colision. So we are able to do things like create an aura of hologram blocks arround our ships, attach some vigilance towers (made of hologram too, of course) arround the ship, and place our weapons there. This way we have a lot of range of vision to our guns, and they will be very difficulty to destroy, because to lose them the big aura have to be unatached from the ship (you have to be nearly dead). Do you think that this mechanics are intended? Do you think that this makes sense, should be fixed?
  10. I am with the hyperspace cooldown now, but it seems a hard nut to crack ::) Anyway, if I would find something, I would put it into the wiki. About angular movements, I have no idea, and I have not planned to investigate them soon xD. This community have to move on! there are very few deciphered mechanics ;D
  11. I am making a program to create ships in Java, but it seems that it is needed to exit the server and enter again to reload the saved ships in your /ships folder. So it would be nice if we could reload our saved ships with a script or something. Thx for reading, see you :)
  12. First of all, I would like to advice you that my english is not the best, so my apologies for that :) ----- SUMMARY: 1) The formula to calculate the increment of the hyperspace range for each group of hyperspace cores of the same material is: or, which is it the same: with: Naonite K= 1,45597631 http://prntscr.com/hp8plk Trinium K= 1,666669836 http://prntscr.com/hp8psz Xanion K= 1,907852049 http://prntscr.com/hp8q24 Avorion K = 2,499968584 http://prntscr.com/hp8q6x legend for this and other formulas: I = increment of hyperspace range V= total volume. K= some numeric constant. round['x']() = a function that rounds the number at 'x' zeros: if 5 or more, rounds up, if not, rounds down. M= a number correlated with a material: it is 6 for Avorion, 5 for Ogonite, 4 for Xanion, 3 for Trinium, 2 for Naonite, 1 for Titatnium and 0 for Iron. 2) this advices for formula seeker players: 1- Danger, THIS DEVS ARE EVIL and can introduce some random changes to formulas just to mislead us ;D 2- Try to find some kind of introduction of the famous constants into the formulas in order to fix/tune them. 3- Use functions like round() and truncate(), because devs usually use them. ----- BODY I have started to try to investigate some formulas and mechanics for this game. I started with Integrity Field Generators and the Crew Quarters formula, and yesterday I started with the Hyperspace cores. First of all, I wanted to find out the formula for calculate the increment of hyperspace range provided by the hyperspace cores. After a lot of time watching and calculating numbers in a spreadsheet, I figured out that the formula to calculate the range for a particular volume of a particular material of hyperspace core was: I started to calculate the K for each material: naonite, trinium, xanion and avorion. The successful values were: Naonite K = 1.4560 http://prntscr.com/hp808d Trinium K = 1,66666 http://prntscr.com/hp81lv Xanion K = 1,90785 http://prntscr.com/hp82dq Avorion K = 2,5 http://prntscr.com/hp82dq Comparing this numbers, I realized that there was a progression: and, if ogonite hyperspace cores would exist, the progression would be clrearer: And then I asked myshelf, why that 14,47% extre for each material? I figured out that 1/7 (seven, because there are 7 material) was 0,1428571429, so I though that I had found the logic of the number. I could calculate, then, all the Ks from the Avorion K, that was exactly 2.5, and create an unique formula: This formula also gives us a new calculable K for each material (except for Avorion, that it is the same): Naonite K = 1,458333333 Trinium K = 1,66936875 Xanion K = 1,910943102 Have you seen that they are a bit different? yes, they are. And the worst of all: the numbers fails sometimes :( But why? it is a really nice and rounded formula! Here are the errors: Naonite: http://prntscr.com/hp8fep Trinium: http://prntscr.com/hp8fl0 Avorion: http://prntscr.com/hp8fsp Then I thought... Are this devs evil enough to add some random numbers to formulas just to mislead the players? Is this possible? And I started to play with the numbers to find somekind of patron trying to fix this... And I found this encouraging thing: (this are the results of dividing the "experimental Ks" by the "calculated Ks"): Do you see that? 1.62, 1.62... It is Phi? Phi divided by 1000? Then I figured out this new formula: And yes! the numbers were very accurated... This are the results with the new calculated Ks: Naonite K= 1,456007726 http://prntscr.com/hp8kfc Trinium K= 1,666701252 http://prntscr.com/hp8kmh Xanion K= 1,907883465 http://prntscr.com/hp8kyc But have you seen that right? It still failed at highest numbers... :( I started to play with numbers and Ks again, and I saw this: I said: why not? lets try with pi. And new formula: After this, the numbers were accurated in all cases: Naonite K= 1,45597631 http://prntscr.com/hp8plk Trinium K= 1,666669836 http://prntscr.com/hp8psz Xanion K= 1,907852049 http://prntscr.com/hp8q24 Avorion K = 2,499968584 http://prntscr.com/hp8q6x --- I have thought that, maybe, the way I have found to solve this formula could help other players to find/solve other ones. I will also add this formulas to the wiki, as well as I have made with the IFG and CQ. See you guys :)
  13. Yah its small! Its just a custom ".bat file" setup to automate the install process. Its been downloaded over 1000 times so I'm assuming its working for most. If issue persists let me know. Also corrupted for me :(
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