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Pob

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Posts posted by Pob

  1. Thanks Haystacks, glad to hear you like it :)

     

    No avorion as I don't tend to build inner core ships, I'm still trying to find the last bits for the smuggler quest, once I finally get in there I'll probably make one.

     

    My tip for docking any large ship, esp a long thin ship like this one, is sideways.

    don't try to go in nose first, you can ether approach then rotate and strafe in or come in at 90 degrees from the port don't aim at the station but to skim it and remember to slow down. ;)

     

     

  2. Well the first concept for the StarStrider 400 has not worked out :( and real life has got in the way of my ship construction efforts.

     

    I've been flying my Nebular class cruiser in single player and personally I'm loving the handling so far.

    If anyone is flying it around then I'd really love to get some feedback on it.

  3. It's quite simple, I make something that looks absolutely appalling, then download all of Pob's xmls, and get a great ship that works lovely.

     

    Started with the Gnat 102, then the 103, then the MFF 201 and am currently rocking around in a Megabee.

    glad you like them :) try out the Nebular next ;)
  4. Great post DerpSuper++ I'd like to add to "3. Practice." with my earlier post of using a sandbox game to build in, as you can practice in there more easily without so many of the games systems getting in the way, not needing to worry about credits, crew and materials, although you need to keep in mind that you'll have to get these thing in a live game so try not to go overboard on them.

  5. The price of turrets seems to be based on type*damage*rarity, so converting low tech to high tech is usually good.

    For one, putting in 5 of the same module or 5 of the same type of turret (5 Chainguns, for example) will always yield the same thing, though the stats or details will be randomized.

     

    For another, there is a decent chance that some beneficial traits will be carried over, though this is far from certain. Negative traits can be carried over, too.

     

    What does seem certain, as far as turrets are concerned, is that the turret you end up with will use the worst material of the bunch. In my experience, anyway, I can put in four Naonite turrets and one Iron turret and reliably predict that whatever stats or traits the new turret has, it always seems to be an Iron turret.

     

    Even putting in turrets of the same material, I think you'd get more money by selling them separately as the increase in value is not that impressive.

     

    I'm more confident that holds true with modules - at least for most Uncommon and Rare modules. If you pay close attention to the buy and sell prices at Equipment Docks you'll see that 1 Uncommon or Rare module is usually worth less than 5 modules of one rarity lower.

     

    (I say that with some confidence because in my old galaxy I regularly bought out all the "cheap" lower tier modules of certain types in order to mix them at Research stations... that is, until I realized that I was spending more money that way than by just waiting to find a higher rarity module and buying it.)

     

    If there is any financial benefit to be gained from mixing stuff at a Research station and selling the result, there -might- be some merit to selectively mixing your cheapest, least valuable turrets you have because the result is randomized. You -may- end up with an especially good result. Might.

     

    That, or maybe mixing "Petty", the cheapest modules, because those are typically worth less than a thousand or so, anyway. Though, to get even one high rarity module would require mixing many dozens or even hundreds of Petty modules. Or, maybe it's worth mixing Exceptionals to get Exotics or mixing Exotics to get Legendaries? I don't have much experience with the really valuable stuff. And one would -hope- that that mixing a module worth over a $million should be worth the ingredients.

    Please note I put Turrets because they have a tech level where modules do not.

    My basic premiss here is the one thing that doesn't get randomised depending on what you put in is tech level, the tech level is always based on the tech level of the zone the research station is in, so take 5 iron white tech level 5 chainguns into a tech level 35 research station and you'll get an iron Green tech level 35 chaingun out, which on average will have far higher damage, and there for price, than the tech level 5 chainguns even if green.

     

    As to material, it's random based on what you put in, and by my understanding of the code, it does seem to be based on ratio, ie 4 Naonite + 1 Iron = 80% Naonite, 20% Iron chance.

    There might be some weighting I'm missing as my understanding of LUA is limited.

     

    This is only on found items, buying to upgrade to sell is another matter as buying price is always higher than selling price.

    I have bought white modules to upgrade but mainly because I wanted a specific type to use, mainly power boosters, because I wasn't finding that many of them, but I've also bought C43 object detectors because I wanted an exotic version as that gives whole sector range, again that was for use not sale.

     

    potentially you could make money by flying out the the rim, farming low level pirates for low tech weapon drops then flying back into the centre and upgrading them to increase the tech level, however compaired to just hunting pirates or trading the returns will not be great.

  6. I keep my mod usage fairly light, here's a list of the mods I personally use (find links in the "List of mods" thread http://www.avorion.net/forum/index.php/topic,3190.0.html )

    Find Station

    Detailed Turret Tooltips

    "Mining System/Module" Balance Changes. - Increases The Distance

    Spawn changer

     

    now you can set your spawn in the latest beta build, however the cost is too high IMHO which is why I've kept using spawn changer

     

  7. Anyway, I got an exotic mineral scanner upgrade in the first system after the starter system (heh, yeah, surprised me too!). The range is only 4.79km / 21 asteroids. My question is: is there any way to increase the range?

     

    I tried using a gold/yellow tier scan range increase (113% I think), but ore asteroids still only show up with the box around them at 4.79km. I'm not trying to get a 100km range or anything, but if I could double it to 8-10km I'd be happy.

    in the base game no, the range on them is way too short, personally I use the "mining system/module ballance change" mod

    http://www.avorion.net/forum/index.php/topic,845.0.html

     

    the Scanner range upgrades increase the range at which you get more details on a target, so the range where you see what a wreckage is made of and the range of how much material it's made of.

    Also the range at which you get the hp and sp numbers of a ship rather than the % and what if any cargo it has

    Also, does the C43 object detector even work? I've had it on for a while but I never get any kind of prompt or alert that it has found anything. Do I have to get into systems with the green ore or better for anything to show up?

    yes they do work, you'll get a message about something unknown detected when you jump into a system, or just before you jump into the new to be accurate (it's a bug showing the message before loading the sector). objects it detects are fairly rare in sectors with jump gates, they are more common in green and yellow blips which are not on the jump gate network and don't have stations in them.

    Again range is an issue but better than mining upgrades and at exotic level it's range is "sector" so all objects are highlighted.

     

    And is there any way to tag a wreck so I can go back and salvage/loot it after a fight? I'm getting into systems where I end up killing 10-20 NPC (or two factions go at it and have a huge fight) but I sometimes can't find all the wrecks, especially if they're in front of a planet (usually a dark planet). Or if there's a ton of asteroids. Or a ton of NPC ships and stations.

     

    If not, is there a feature addition planned to make this less of a hassle? (I get that the ships break up into blocks but maybe the "core" block or something can have a hotkey to cycle through?). 

    Nope sorry, the targeting keys is rather primitive I'm afraid, some wrecks can despawn but only those of npc trade ships that get killed by pirate/xsotan (again I think it's a bug and they jump out of sector as they normally would if not killed)

     

    I'm starting to pick up "force" turrets but they seem utterly useless. I was hoping they'd tractor in loot, but they don't =(.

     

    Speaking of, is there a way to increase the distance at which my ship hoovers up the loot/ore/whatever? I practically have to fly right into an upgrade/turret to pick it up, and picking up bits of ore means flying around a lot. Again, not asking for a huge 10km range or anything, and I get that it's probably like this for multiplayer or some a-hole would run around snitching all the loot, but man... looting takes longer than killing, and when I've just murdered 10 bad guys, I'm there all night salvaging and looting =/.

    Nope sorry, I wish there was a mod that changed this but there's not. :(

    As for force turrets, just sell them they are worth good cash

     

  8. I suspect size is also an important factor, the larger a ship the easier outside first is

    Also reproduction ship ie a design from a different space ship, eg a reproduction star destroyer, you want to build these outside first as getting the outside right is more important.

     

    Personally I'm an inside out builder, I start with the core built from lots of cubes. then merge the cubes, as that makes it easier to replace or upgrade, then I'll skin it.

     

    I used a different approach when I designed Tetralenos. My goal was to build a freighter for trade, so I literally built a ship around a single, cube-shaped cargo bay block. Even so, my initial design and plan changed drastically several times.
    This is the approach I've used for building dedicated cargo haulers, both the MegaBee and GigaBee where built this way.

    I've also been using the cross shape design for my StarStrider series.

     

     

     

     

  9. Nice idea, however I personally think they need to be tuned down a bit to balance them.

    The Xsotan artefacts are already a bit op at +5 all turrets 0 energy cost, considering a standard legendary All turrets gives you +5 at a cost of 0.8-0.75GW they are already better and in many ways easier to get hold of.

    I'd say keep the turrests to All +5 and one only one other bonus at blue or green level.

    ie

    Teleporter Key 1 (Haatii) : All Turrets +5, Jump Range +5

    Teleporter Key 2 (Research Station): All Turrets +5, deep scan +4

     

     

  10. personally, I sell repair and force turrets, I'll also sell mining and salvage turrets below my current mining level, because the damage they do is based not only on the weapon damage but also the material difference.

    ie a naonite turret will mine/salvage iron faster than titanium, and naonit faster than titanium etc

    on top of that they cannot mine/slavage 2 material levels up, so the last thing I want to do when researching is turn 4 xanion and 1 iron mining turrets into 1 iron turret.

    when researching the material is randomly picked from the turrets you put in, so if you want to guaranty the material then you need to only put in that material.

     

    this is pretty much why I sell them, I don't want them in there and accidentally waste stuff when researching, same goes for repair and force turrets.

     

    The next thing to realise is that on average turret damage is based on tech level & rarity, material is also a factor but it's very minor compared to tech level and a research station always converts its output to it's tech level.

    So if you take a bunch of tech 10 turrets to a tech 35 research station you'll get tech 35 turrets out.

     

    The price of turrets seems to be based on type*damage*rarity, so converting low tech to high tech is usually good. 

    As to which is better long term in money making, selling or converting and selling I don't know.

  11. Thing is, I can't tell if that was pre or post patch.  Grr, I hate how they merged the posts, makes it nearly impossible to tell when each ship was posted.  I don't even pay any attention at all to ships that were created before the patch and were never updated to reflect the changes in the patch.  My main focus when choosing to like a ship or not is functionality, first, THEN looks after.

    unless there's been another patch then it's current beta branch build 0.11.7854

    If you look at the my dropbox you'll see I added the build version to the end of each file name, so people can see which version it was designed in.

    The changes and tweaks to the game is one of the things you have to consider with early access game, it's also a major issue with mods.

  12. I would like this script to work in single player is there a way to do that?

    with the structure of Avorion there's no difference between multi-player and single-player, in single-player you're running both the client and server on your pc, the server is running on internal port addresses so no external connections.

    so mods are fully cross compatible.

  13. Quick tip for you, I've found painting the block behind the hangers black helps the look of them, also hangers are linked so you can hide a large hanger inside some place and just have a very thin panel hanger on the outside for fighter access.

  14. there is something about it that just works so well,

     

    She built with love ...

    I pottered about a bit in it on my creative mode galaxy I use for building.

    She's nice :) could do with a couple of tweaks IMHO

    Crew space is a bit tight, if you're using untrained crew it takes just over 200 to basically crew it, leaving less than 30 for gunners+miners+fighter pilots, granted if you use trained crew it's much better, I just prefer a bit more capacity. 

     

    It could do with an extra thruster of two for Yaw.

    I stripped off the girder frame work from the back and bottom of the larger cargo pod at the back and added left/right directional thrusters there, got the yaw up to 0.9ish

     

    Overall she's a lovely ship, with a strange beauty that grows on you.

  15. Thanks, it's still my current ship I'm flying in single player, it really is a good solid player ship, still a bit slidey though.

    However the high rotational speed allows you to manually correct and if you get into a drift I find manually bringing yourself to a stop is the best way to correct it.

     

    I've got a rather unique design kicking around in my head for the StarStrider 400, going for around 9-11 slots, you'll have to wait on that, give the Nebular a go in the meantime it's design isn't great but the handling is.

  16. I picked a matched pair of these lasers, I used them for a bit but had to swap them out as the energy draw is crazy for my current tier.

    please note it's only tech 33 so Xanion/Trinium boarder area

     

     

    edit: I also just killed the mad boss today and apart from the artefact he also dropped an exotic Tech50 Avorion laser, this was in the tech37ish area at the rift ring, why he dropped that I don't know, but unfortunately it's not very good and only worth 75k :(

     

    laser.jpg.979966fd1c70e4dc54f8afbb6380cb10.jpg

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