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unbekannt1984

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Everything posted by unbekannt1984

  1. Hi, I think it's time to increase the rotation-speed of all laser-turrets, since you don't have to rotate a heavy gun - you just need to rotate mirrors and maybe a few lenses to point a beam into a different direction, the laser-emitter itself can be stationary (doesn't need to be moved at all). Well, I'd recommend this change for all lasers - including mining- and salvaging-lasers, but also point-defense-lasers. I think the code-snippet for this change is already used (found the following in ~/.steam/SteamApps/common/Avorion/data/scripts/lib/story/the4.lua): turret.turningSpeed = 2.0 Problem is: Changing it in the turret-factory and/or turret-generator would only affect new turrets.
  2. Hi, I've got a problem with the target constantly switching between ships/stations. Reproduction: Open the Player-Overview (press "I"), switch to the Fleet tab and select any ship/station in your sector. The bug occurs, if you switch to the Alliance/Ships Tab and select another ship/station in your sector. If you select a ship/station that is not in the current sector in one of the lists, the bug doesn't occur. The bug exists in the current Beta-Branch. Und nochmal auf Deutsch: Ich habe da ein kleines Problem, das Ziel ändert sich dauernd, es wechselt zwischen unterschiedlichen Schiffen/Stationen im Sektor. Reproduktion: Spieler-Übersicht öffnen ("I" drücken), zum Flotten-Reiter wechseln und ein beliebiges Schiff/Station im Sektor auswählen. Der Fehler tritt auf, wenn man nun im Reiter Allianz/Schiffe ein weiteres Schiff/Station im selbem Sektor auswählt. Wählt man in einer der Listen ein Schiff/Station aus, das nicht im Sektor ist, so tritt der Fehler nicht auf. Der Bug existiert in der derzeitigen Beta-Version.
  3. Hi, I've taken a look at the Shield-Upgrades... Well, although there are 3 different Upgrades for shields, the most important seems to be missing. What would you think about an upgrade that gives your shields some regeneration, but drains some power? I was thinking about something like: 50k Shield-Regeneration per second 5 GW Powerdrain -50% Hyperspace Recharge Power (to compensate for the Powerdrain a little) Maybe +25% Shield-Capacity (Well, currently 2 out of 3 Upgrades have capacity, why shouldn't this Upgrade get capacity?) This Upgrade would allow stations and cruisers to sustain some incoming damage, on the other hand they loose a TCS and have a little less DPS. What do you think?
  4. Hi, a) I'd avoid building stations in the center, except you can build enough (if there are enough stations in a sector, pirates and xsotan usually don't attack). I'll attach a basic station that I usually use, it is ok outside the core, in the core you should at least turn it into Avorion and use a shield-booster (with recharge - fix installed in that station). You can also add a hangar and fighters to it, but as far as I know those stations are unable to use weapons (if they are able to use weapons, they'll most likely shoot freighters that are currently docked). Important: Add a Captain and order it to attack enemies. If you want a lot of HP, build yourself a Mine (Gold/Platin, ...). At the center (got currently a station at -1:0) you can't expect freighters from NPC-Factions. So, you need to get a lot of stuff there yourself and export produced goods, too. Profitability is another point. You can't make that much money with huge HP-Monster Stations (except it is a huge Complex - another Mod...). Another point is power. If you've got enough power to supply your station, what could you do with the rest? The typical solar-farm has got a power-generation of round about 60 GW, that's enough to supply 2 or 3 of those small stations I use, but there's no way to utilize it except for a really big shield-generator. We really need some game-mechanics to utilize excess-power. Has anybody built Energy-Containers on stations? - Well, for what should you build them? There's no need to boost and weapons is a point that I already dealt with... The only advantage of stations currently is: They don't need to move their weight, no need for engines, thrusters, gyros, inertial dampeners,... b) The light-lines on the docks are about 5km long (if I'm not mistaking), you should leave at least that much space between the stations. c) The distance to interact (transfer crew and stuff like that) is just the same as between ships. It would be better to have a check 'if (Distance==0 OR docked)' There is a mod by shrooblord, that does auto-docking for you (just like for the NPC-Ships) and Freighters controlled by goodshauler use that docking-method, too. d) You should get some kind of notification. e) You don't really need to rename a ship or station... It doesn't matter for me. Teleporterfabrik0.xml
  5. I just had to screw-up your pattern a little :P Well, you forgot that there were 2 different series of Windows-OSes at some point, 2000 and XP were part of the professional series, while 95, 98 and so on were part of the home-OSes. And you could also include Win 3.11 (for workgroups) and older releases, too.
  6. Hi Kamo, are you playing single-player? In single-player games your computer has to run a server in the background, too, so it uses more processing-power and more ram. Have you had a look at the ram-usage? Well, how much ram has your computer got? 4gb seems to be just enough for the client, for single-player I'd recommend more like 8gb+. Well, if you've been playing on your local pc (single-player), you could try to play on a server (maybe an older computer that is able to run a console based linux with the avorion-server, or a server on the internet).
  7. Hi, I'm sorry to say it, but I think it is your computer. Avorion is not just one program, it has a server and a client (the server runs in the background on your computer during single-player games). The client is what you can see of Avorion. Now in single-player games Avorion needs a lot of Ram, both parts (server and client) need to run on high priority, and depending on your OS and other software, there could be some funny-stuff running in the background. An Internet Security Software could do behavior analysis on these (relatively) unknown software, windows could be installing upgrades,... Well, the easiest test would be playing on a dedicated server, one on the internet or one running on older hardware. It's enough to use an Athlon AM1 5350 with 4gb ram and Debian linux without desktop environment for the server. The same machine with desktop environment and 8gb ram is running Avorion in single-player mode just fine by the way. Set any Antivirus to gaming-mode, silent-mode, "don't annoy me mode" (or whatever it offers) to reduce its' systemload, too, and you should find the cause for your problems.
  8. Hi, I think a few ideas around here are quite good, may I add a few ideas? Would you prefer a system like in Star Trek Online? There you can utilize an ability called Evasive Maneuvers, it boosts your turnrate and speed for 15 seconds (or something like that) and then goes on a 90 second cooldown (well, I don't really remember the numbers). Full-Impulse (an ability that works almost like our Boosters in Avorion), can be used just while not in combat. On the other side, Star Trek Online has got a different approach of energy-systems, too. You can choose the energy-levels for different subsystems (Engines - also increases turnrate, Shields - recharge and a little damage-resistance, Weapons - damage of energy-weapons - and Auxilary-Systems - many healing-abilities, hangar-recharge and science-stuff), normal presetting for each system is 50, but you can use sliders to set the system up to 100 or down to 25 (it drains/boosts the energy of other Subsystems). With a system like the one of STO, you can boost your engine-power to twice the normal to fly faster (well, not twice as fast as normal, throw a little diminishing returns on top). Another system that I liked was the one of the old Star Wars games (X-Wing, Tie-Fighter, X-Wing vs. Tie-Fighter and X-Wing Alliance). You were able to set Shields-, Weapons- and Tractor-Powerlevels, each of those Systems had its' own buffer, the left-over energy was your engine-power... If you were in trouble, you were able to transfer energy from the weapons or tractor to your shields, or the other way around, if you needed firepower. With this system you were also able to adjust the top-speed of your fighter/ship. Like energy-setting (or energy-level like in the X-Wing games) for an energy-weapon? Both systems would make things a little more interesting... On the other side: You'd need to sacrifice speed, shield-strength or anything else, if you want to increase your firepower. If you chose to run away from your enemies, you wouldn't mind firepower that much. Yes, power-consumption is mostly a joke, except you get a mining-/salvaging-turret with massive power-consumption. I got one of those and made a salvaging-fighter out of it... No need to worry about the power-drain anymore and at least not completely useless. There is little use for batteries at the moment - especially if you think about stations that usually don't move (and don't use boosters). If we were able to transfer energy for example from the battery to the shields (for a quick recharge), this might help to promote different styles of playing the game. Some more dynamic energy-options would help you to escape (if you need to), tank enemies or increase your firepower (well, at least for energy-weapons). Weapons are another point. Especially Coaxial Weapons are not as useful as they should, anything except a Coaxial Seeker-Rocket Launcher fires in a straight line forward. Well, that works in games like X-Wing, but in Avorion the ship doesn't point exactly where you want to shoot at and you can have difficulties to hit a Station with your Coaxial Railguns from 20 or 30km away (yes, such strong weapons should have lower range). Give those weapons a little targeting-angle, something like 45° (22.5° to each side) to the surface they are mounted at (so usually a 45° cone in the front). This would make small and maneuverable attack-ships (should I name those Escorts?) useful (well, at least to a certain degree). But those Escorts need to be able to escape, too... They need to be faster then bigger ships - that's another point DivineEvil pointed out: But currently we have buffs to bigger ships (scale a ship up and it is faster then the original).
  9. Hi Kamo, first thing to do after installing Windows is installing a good firewall (at least since Win 98... ). Windows Defender is weird - try something like zonealarm free or any firewall you can get for free and your problems should be solved. The other solution is: Get rid of Windows (and Windows Defender) and try Debian or Ubuntu :P Avorion is working fine for me, using Debian testing.
  10. Hi Rinart, why so complicated? Spawn ship when the loading-screen disappears (by pressing space-bar, if configured). Wouldn't that be enough? Do you want a warp-in animation on top of that?
  11. Hi, if I'd make fighters (mining and salvaging fighters) out of reflector-blocks, would those be immune to the lasers of the other fighters (also mining and salvaging), too?
  12. Hi Werner, since you are able to play singleplayer (and on other servers) just normal, I'd expect something strange on the server-side. Maybe you could try to contact the server-admin outside the game and ask for the serverlog. You could ask him to remove the sector you are in, too (don't worry, everything you own should have a copy in your playerdata, so you will get it back, when you enter the sector).
  13. It is: I switched to an alliance-ship and took those screenshots for you: As you can see, the sell-buttons are not greyed-out or anything like that.
  14. Hi Kamo, Well, the original Author of the MOD doesn't play atm and the MOD is maintained by whoever finds a problem. I now understand at least one part of the problem: The MOD uses one Dispatcher (tells the clients/freighters where to go, what and how much to transport) for the sector, not one per faction. The other part might be in the (vanilla-) game. It should still not allow the freighter to sell its goods.
  15. Hi Alfred, Yes, there are many options. Depends a little on your PC. I didn't have trouble running the game a whole day non-stop on Debian Testing. Steam says 994 hours atm. But I also chased the 2 billion cash achievment. * Building ships/stations can be a PITA, but that's also some kind of fun. EDIT: * Opps, it was just 1 billion... But I've got 2 now, so never mind...
  16. Hi Devious, hmm, or just aggressive factions... Just imagine those starting a faction war and you just see them killing all those RNG generated ships... :)
  17. Hi, could you take a look at the economy (well, I know that the economy is just an RNG)? The following occured for me: I've got a station set to not buy any goods (the goods needed are produced in the same system and I've got a few Freighters controlled by Goodshauler that get those to the station). Now a freighter owned by an alliance (also controlled by Goodshauler) was able to buy the goods from my other stations and deliver those to the station that shouldn't buy anything. So, is the "don't buy goods" working as inteded? Is it just meant the way that the station is not buying stuff from NPC-Ships (Freighters from the nearest Factions)? Or is it more like unintended behaviour? So the station should really not buy anything, if you selected it.
  18. Hi Dyderich, you are playing single-player? Well, I noticed that the 4GB Ram needed for Avorion is a little low. On Debian I was constantly swapping (=using virtual memory on M$-Windows). There are 2 solutions: Buy more Ram or use another PC as server (well, you could also start playing on a gameserver on the internet, if your connection is good enough).
  19. Hi Hammelpilaw, I know, procedurally generated... Based on the seed of your galaxy. And the savegames (galaxies) can become a little bigger.
  20. Hi, so you want your own little Death-Star? Well, drawback is: A single fighter can kill you :) Have you tried Coax Railguns? There are a few that deal 60k damage per hit (yes, if it hits anything).
  21. Hi, just 11 MB?!? That's the whole update? Let me guess: Existing Upgrades don't receive those bonuses for permanent installation - so we've got to farm the bosses again... Existing Sectors don't get ancient gateways, so we need to reset the server/start a new game... Which files contained everything the player owns? Maybe I could copy at least those to the new galaxy... And what about alliances? Is there any file that contains everything the alliance owns?
  22. Hi, so, when is that Gamescom-Stuff coming to the beta-branch? :)
  23. Hi Kamo, there are just 2 types of automated cargo runners: Cargo-Shuttles (which you can't use without hangars) and Goods Hauler (MOD https://www.avorion.net/forum/index.php/topic,2896.0.html), the rest of those freighters is just the RNG trolling you. Well, Goods Hauler won't work for you, if you want to get stuff from NPC-Stations, it is currently not allowed to make losses (so the selling faction would need to use Goods Hauler).
  24. Hi Devious, nice :) Would you mind testing a little? If you revert those changes and increase damage to shields by a factor of 100, wouldn't that be about the same without 1-shots? EDIT: Well, just revert the changes to the weapon damage (buffs to reach, accuracy, RoF and so on don't matter that much)...
  25. Hi, from 0.18 Patchnotes. Well, "massively increased"... But by a factor of 100?!? That seems to be a little too much.
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