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Ravien

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Everything posted by Ravien

  1. I don't know if mods can modify the server config file.
  2. I know they talked about adding specialized ships for the ai like long range, anti shield, anti fighter, etc. Hopefully that helps increase difficulty and fun.
  3. Anti-station torpedoes. Too big, dumb, slow, and easily shot down by enemy ships but can deal massive damage to a big target like a station. Boarding: take control of the station once you've disabled its shields. Could have a high cost involved (hey, boarding parties are expensive!). I found a turret factory that made laser turrets with 15,000 DPS. That is so broken, especially if I turned them into 120x 4,500 DPS fighters.
  4. You can deliver goods to npc stations using cargo fighters but I don't think you make money that way. Not sure if you can also request resources from them.
  5. I agree. If there's a way to make the early game enemies easier while keeping the mid and especially end game enemies hard, that would be perfect. Enemies near the core should be very very difficult but combat should still be a viable option in the early game.
  6. Ah I noticed when I installed it, no files were overwritten at all. The in game command /fleetcontrol is recognized and it says it's enabled when I type it but nothing else happens. I'll have to figure it out later though.
  7. they didn't specify how asteroid spawn. please give detail because my mining ship said. there are no more asteroid. Large asteroid fields will respawn after a certain period of time. After your ship mines all the asteroids, you'll have to wait a bit, then when you go visit the sector again it might be regenerated with new resource asteroids and you can just tell your mining ship to mine again.
  8. I am having the same problem but I'm on the beta branch so that might be why.
  9. Totally going to try this. Mining is not as profitable compared to salvaging and maybe this can help fix that at end game.
  10. This mod might be of interest to you. I haven't tried it yet but it looks really useful.
  11. Large asteroid fields do respawn. The claimable asteroids don't but the resource ones do.
  12. Looking forward to that mod! Are you able to use the docking tractor beams for it? I think those look cool.
  13. Things definitely feel better with the extra ships in pirate and alien attacks.
  14. Check out this mod. Gives you much better tooltips on turrets, including DPS when taking overheating into account. http://www.avorion.net/forum/index.php/topic,1635.0.html As far as stations go, I never destroyed one so I'm not 100% sure but you get the cargo it has on it and you can also salvage it for resources. It will also mean traders will no longer spawn to trade with it. I think most people go after the cargo ships instead of the station itself. I don't think anything happens if you wipe out a headquarters. I believe though if you destroy every station in a sector and then build your own station, that you'll "own" that space. I assume they have some faction warfare and territory control stuff planned for the future because a lot of the base features needed are already in the game.
  15. I can't speak for how it worked in the past in Avorion, but a deposit is typically supposed to be worth equal to or more than the goods you are transporting. It's meant as an insurance policy that helps protect the customer from having their cargo stolen by the person doing the transport and that only works if the deposit is at least equal to the value of the cargo being transported. Source: my time playing EVE Online. Both games have an economy (EVE's run by players, Avorion's simulated). in EVE, if you want to do cargo hauling, you typically need to pay a deposit worth more than whatever you're hauling so the client is covered in case you steal their cargo. So it would make sense from a lore and maybe game balance perspective. Not saying that it's intended though.
  16. About the windows: There are "blank hull" blocks that you can use for the outside of your ship that do not have any windows. You could cover the parts of your ship that need it in a very thin layer. I too love putting windows on the outside of ships, gives your ship a sense of epic scale and makes it seem like a lot of people actually LIVE on it. I would love for more textures but I'm sure those things will come in time. The lack of textures is one of the few things I think the ship editor is lacking in.
  17. Here i make this very simple : 1. NPC sell their goods to your trading post 2. You come closer and you transfer cargo/crew/fighter. 3. Take all the goods from station. 4. Sell it somewhere else. I got 1 billion from this exploit alone. I think they should balance it out so you can still earn a profit, but much less of one. I wouldn't call it an exploit, more an overpowered thing that needs some nerfing. Maybe reduce the amount of goods that are sold to the trading post so you don't earn a completely broken amount of profit?
  18. Oh that's amazing. Thank you! I hope they make that baseline soon so we don't need a mod for it.
  19. That is excellent news! Thanks for all the updates!
  20. As far as I am aware it is based on the sector (X-Y) values. That makes things easier. Thanks!
  21. I think he means that when your trading post buys trade goods from NPC haulers, you can then use the "transfer cargo" option to move the cargo to your ship and then go sell it elsewhere.
  22. Yeah that makes sense. And I did notice the dreadnought and have even seen a few pirate motherships and even a xsotan one! Pretty cool! I don't know if there's a way to make some of the attacks still spawn greater numbers of weaker ships to give some more variety to the attacks or if you want to do that for your mod. There's something satisfying about fighting off a dozen alien ships. Liking the mods so far!
  23. I thought it was circular (direct distance from the core)? That's how bosses spawn at least.
  24. I'm not sure if your mod is the cause, but I had a "massive" alien attack warning but only 4 alien ships showed up. I know in the past there would be a whole fleet of like a dozen ships. I hadn't played in awhile so forgive me if that is a change in the base game since I last played a lot.
  25. What about a new type of "turret" that some AI ships can spawn with that reduces the effectiveness of your boost and maybe also blocks your hyperdrive? Make it a very obvious and distinctive visual effect so you know which ship(s) you need to either kill or get away from. Said turret could also pull you towards them (or combine with other ships that have force turrets to pull you in). Of course your engines can fight against it, you should never be in a situation where your unarmed trading ship has NO chance to escape, but it should be something to look out for. These new tactics should probably only be used by pirates who live in mission sites or in more dangerous parts of the galaxy.
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