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Pob

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Everything posted by Pob

  1. Then the cost might be scaling with distance to the centre, which I don't mind, But I do think it needs looking at
  2. I've been killed a couple of times by asteroids and once by a station, it was a very foggy sector and the station had a long thin aerial/spike sticking out that I didn't see. the one thing in common with all these deaths was the space bar, it only ever happens when I'm boosting and hit something when going too fast, if I'm not boosting and hit something I'll take some damage but never kill myself. When watching let's plays I've noticed people seem to use the boost way too much/for too long, this might be part of let's plays, people wanting to cut down on boring travel time to keep the video more interesting. My tip is to use the boost only in short bursts, keep it to 1-2 seconds only, use it to accelerate up to the normal top speed quickly and to quickly get out of weapon range between you and an enemy but rely on your normal engine to put distance between you. If you're in an asteroid field never boost unless you have a clear path and are not drifting.
  3. Quite boxy but a lot of small details brings them out. funny thing is that from the back your LC Galileio reminds me of an old 60's cadillac
  4. Looks interesting, can we get some stats? and which version are they designed for?
  5. Pob

    Pob Heavy Industries

    New in the MFF-202 Same as the mff-201 however I've replaced the hull blocks with armour and added a hyperspace cube, it's range is only 6 but I find that enough for the Naonite stage and can always add an upgrade for more if needed. Hard points are 2x single gun under the nose (up to 0.5 size), 1x double small (it should just fit two 0.3 weapons) on the tip of the nose and 1x tripple block on the top (big enough for 3x 0.5 side by side)
  6. Oh yes, let the modders at the AI please That's an idea I can get behind.
  7. I have on my single player, I removed the middle 2 armour plates on the bottom and stuck it there then added a few slops so it matches the gryo on the top. It's only a 5.6 reach though.
  8. I think it looks really good, decent stats too
  9. Pob

    GUI scaling

    Is it possible to get some form of UI scaling? It doesn't need to be a sliding scale, just a smaller option for those of us who are on lower res monitors or who want it. I'm on a 1680x1050 monitor and I find the GUI at that res is too big, esp after seeing it at 2560×1440 that's the size I want my GUI just to see what I mean 1680x1050 http://images.akamai.steamusercontent.com/ugc/82591828976644180/1D0B2AB6BBE24E2DD59E83275C2CAF166765FB1F/ 2560x1440 http://i.imgur.com/nZRp6dP.jpg The GUI elements are the same size just on the higher res they take up far less space. It'd need a smaller font and icons, just trying to place turrets can be a bit awkward some times as the windows get in the way on lower resolutions. Minecraft and it's GUI scale options are a good example to look at for what I mean.
  10. I too like the change, if I need to see the totals just need to hit P or I to bring up the player or ship menu and there they are. The only thing I'd really want always displayed would be credits although again that's really only in the early game, once I've got 100k or so then gate fees and crew pay is less of a worry. What I badly want is UI scaling, I'm on a 1680x1050 monitor and I find the UI at that res is too big, esp after seeing it at 2560×1440 that's the size I want my UI just to see what I mean 1680x1050 http://images.akamai.steamusercontent.com/ugc/82591828976644180/1D0B2AB6BBE24E2DD59E83275C2CAF166765FB1F/ 2560x1440 http://i.imgur.com/nZRp6dP.jpg The UI elements are the same size just on the higher res they take up far less space . . . ok I think this needs a new topic
  11. One thing I've found to help sometimes is to exit and re-enter build mode, this clears the undo cache. Also try to minimise intersecting blocks. When painting you can hold down the mouse button and drag it about you don't have to click on individual blocks. However my biggest tip, is make a note of which colours you are using, as there's no way I've found of seeing which exact colour a block is painted, so if you paint something the wrong colour by mistake you might not remember what the correct colour was.
  12. Personally I'd like to see some more variation, a larger pool of different encounters & events. Especially thing that make the galaxy seem more "alive" By this I don't just mean more variation is the pirate attack waves but more variation in the types of encounters/events Let's make a list of ideas for the dev's to borrow/steal/use here's a couple of ideas and I'd like to throw out to get this started and I'd encourage others to add to this. 1 - NPC faction wars, at the moment if two NPC factions are at war then any time you are in a sector controlled by faction X, then you might get an attack wave by faction Z, this seems to occure at any time in any controlled sector even if it's on the far side of the faction or deep inside the faction territory. This generates a 2nd event where X sends in reinforcements, Z forces are defeated (I've never seen them win) and that's the end until the next attack. I'd like to see this changed/expanded, limit the events to a battle front, draw circles around controlled sectors in the same way territory is done, all sectors controlled by the opposing faction inside the circle become the battle front/area. Give the NPC's a way to conquer sectors so that the war can progress and one side can slowly consume the other. Players can help in the war in different ways, war effort missions from station bulletin boards - Shipyards can request materials that would give an increase in the number of ships in attack/defence waves - Military Outpost can ask the player to be a mercenary and go help in an attack or defence of a sector - Equipment Dock can request materials that would give an increase in the weapons of ships in attack/defence waves Other effects - cost of armed turrets increase, both selling and buying - mark battle zones on the map - let the player know the war is going on 2 - stranded ship distress call, this is a variation of the under attack by pirates, if it's not an ambush then a ship that's stranded by equipment malfunction and needs extra crew to repair, you'll need to transfer Mechanics or Engineers (not generic crew) to get a reward
  13. ;D thank you koonschi, this is something good to here. It's very hard to balance something like this when there's so many factors that players can influence and min/max. From my personal experience players min/max'ing is a major factor in breaking a games balance/difficulty, a min/max'ed player always finds it too easy but if you base difficulty on that then all you do is encourage everyone to min/max as the only way to play. Another thing I'd like to point out is that the late game/galactic core seems rather half done atm. ps spellcheck want to rename you Moonshine ;)
  14. That's the down side of random generation, you've got an impossible to complete galaxy. Any idea what the seed was? Is there an easy way to see the seed after a galaxy has been generated?
  15. Stone blocks are just too heavy for my liking, I just use a hull block, this also goes for naonite. One thing I like the idea off is making turret points, although I've got to do more in terms of working them into my designs, Turrets are still too much of an after thought mainly because the number is module dependent. One Idea I'm kicking about atm is a 0.5x0.5x1or2 block sunk into the hull/armour layer with some angled armour blocks around it, so only the side that the turret goes on is exposed. I wish Hull didn't require so much crew&power I love the look of xanion and naonite hull :(
  16. Pob

    Pob Heavy Industries

    Question: What do people think of the Bee series designs? I've made a new Bee-103, only using Naonite & Titanium although the total cost is nearly double that of the Bee-102 It's got a hyperspace core, a big chunk of the cost, so it can follow along and scrap/mine, they are meant to be drone's that's why I named the series Bee. Only issue is that I'm not that happy with the look and I'm thinking of a total redesign. Yes they are cube's but I tried to make them interesting cubes.
  17. As the title says, I've got into the Naonite area I'm at a factions home sector, co-ordinates 7, 312, tech level 20 My rep with the faction is 84,109 The cost to set my reconstruction site is $7,762,000 That's rather excessive in my opinion.
  18. no problems fox, you did a great job explaining it all. "Scaling" isn't really the correct term for what it does, however it's probably the best name for it, "Block Bigness Steps" doesn't quite cut it. ;)
  19. You need to fill it with crew to get the true stats on it ;) If you're making ships in a creative galaxy, the grab the commands mod http://www.avorion.net/forum/index.php/topic,830.0.html and use a "/crew fill" command to fill it with a basic crew very useful when designing as you can run that command without having to leave build mode
  20. For tips on building, especially in manoeuvring thrusters, mass and position are key. In build mode you'll see a small red/yellow/green cross, that is your centre of mass (CoM), the greater the angle between the face of the thruster and the CoM the better for yaw/pitch/roll so a directional thruster pointing directly at the CoM will give you 0 yaw/pitch/roll but will still give you break thrust/strafe in that direction. The amount of yaw/pitch/roll is equal to thruster placement + thruster volume / total ship mass. As to using "actual shaped ships" I take it you mean used by NPC factions, not as far as I know or at least not in the current state. Currently NPC ships&stations are generated via random seed, personally I like it.
  21. Block scaling in not quite right, it's not how big the increase/decrease is, it snaps the size to a multiplier of the number set as a base, so if you start with a 0.5x0.5x0.5 cube and a block scale of 1 then the moment you try to scale it then the block will snap to 1x1x1 as the closest multiplier of 1, it'll then snap to 2, 3, 4, etc You cannot get a cube 1.5 if the scale snap is set to 1 One thing to note is that local gird is based off the face of the block you are placing the new block against, so if you've got two blocks making a corner then the alignment is also dependent on which of the two you are trying to build on. Same thing goes for the Match block tick box, it will match the size of the block you are trying to place on.
  22. Pob

    Pob Heavy Industries

    MF-201 finalised, I'm really happy with how it's come out although I think I might of gone a bit overboard on the shields, maybe reduce them slightly and fill the space with some hyperspace cores?
  23. nice to know angled hull doesn't need power. What about crew requirements?
  24. Nice idea :) Although I think you need to work more on trying to put the engines and thrusters inside the mech and not on giant pods on the legs.
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