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Dinosawer

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Posts posted by Dinosawer

  1. Had a server crash yesterday and could not play for about 15 minutes. With the crash, my spacecraft disappeared and I was cash-stranded.

    Why does the game need to connect to a server when I just play in a single player galaxy? It´s the same annoying habit which Elite: Dangerous has.

    Not quite - Avorion connects to a server running on your pc and thus works offline too.

     

     

    Salvaging seems to not work right now? When I work on a wreck with a mining laser, neither does the ore count increase nor does special equipment appear.

    For salvaging you need a salvaging laser, not a mining laser

     

    It is not very clear when and how many turret slots your ship gains.

    Only when you add turret system upgrades, and how much can be seen in the ship builder (armed and unarmed turrets)

     

    The crew tab does not show how many crew I have on board.

    Unless it changed in the last patch, it does?

  2. As a temporary solution, if you want to upgrade your entire ship material, save it as xml.

    Then open the xml in a text editor. Look foor something that says material="4" or something (number depends on the material, iron = 0, titanium = 1 etc)

    Then, use the "replace all" function of your text editor to replace all occurrences of material="some number" with material="some number +1"

    e.g. if my ship was iron and I want to upgrade to titanium, I replace

    material="0"

    [/size]with

    [/size]material="1"

    [/size]Save the file in your Avorion ship folder. (give it a name you recognise)

    [/size]In game, it will appear in your ship plans, so just select it and apply plan, and if you have enough material it will work.

    [/size]

    [/size]Note: this doesn't work to upgrade to the orange stuff (forgot the name) as there are no orange stuff shield generators)

  3. Actually, just tried in offline mode and it does the same thing, so it can't be steam.

     

     

    client:

     

    Connecting to server at 127.0.0.1:27000:27000

    Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0

    [...]

     

    UDP closed

    Fri Dec 30 20:25:35 2016| Client UDP: Connection closed

    Fri Dec 30 20:25:35 2016| desired: ip, init: ip

    Fri Dec 30 20:25:35 2016| Client: attempting to connect to 127.0.0.1:27000

    Fri Dec 30 20:25:35 2016| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0

    Fri Dec 30 20:25:35 2016| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0

    Fri Dec 30 20:25:35 2016| UDP closed

    Fri Dec 30 20:25:35 2016| Client UDP: Connection closed

    Fri Dec 30 20:25:35 2016|

     

     

    Server:

     

    Fri Dec 30 20:25:15 2016| Server UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0

    Fri Dec 30 20:25:15 2016| Server UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0

    Fri Dec 30 20:25:15 2016| The server will not be authenticated via Steam and won't show up in public server lists.

    Fri Dec 30 20:25:35 2016| Connection to player established

    Fri Dec 30 20:28:44 2016| <Server> Player Dinosawer joined the galaxy

    Fri Dec 30 20:28:44 2016| Player logged in: Dinosawer, index: 1

    Fri Dec 30 20:30:12 2016| Server: connection 127.0.0.1:62543 was closed by remote

    Fri Dec 30 20:30:12 2016| Server UDP: Error receiving from 127.0.0.1, error: No connection could be made because the target machine actively refused it, received bytes: 0

    Fri Dec 30 20:30:12 2016| Server TCP: Error occurred in send: An existing connection was forcibly closed by the remote host

    Fri Dec 30 20:30:12 2016| Server TCP: Error occurred in send: An existing connection was forcibly closed by the remote host

    Fri Dec 30 20:30:12 2016| <Server> Player Dinosawer left the galaxy

    Fri Dec 30 20:30:12 2016| Player logged off: Dinosawer, index: 1

    Fri Dec 30 20:30:12 2016| Server is shutting down.

    Fri Dec 30 20:30:12 2016| Saving factions...

    Fri Dec 30 20:30:22 2016| Saving sectors...

    Fri Dec 30 20:30:22 2016| Saving jumping ships...

    Fri Dec 30 20:30:22 2016| Saving settings...

    Fri Dec 30 20:30:22 2016| shutting down networking...

    Fri Dec 30 20:30:22 2016| UDP closed

    Fri Dec 30 20:30:22 2016| Server UDP: Connection closed

    Fri Dec 30 20:30:22 2016| UDP closed

    Fri Dec 30 20:30:22 2016| Server UDP: Connection closed

    Fri Dec 30 20:30:22 2016| cleaning up communicators...

     

     

    Game eventually says "Avorion is not responding" and windows closes it.

  4. Very odd problem - game was working fine yesterday, but today it consistently gets stuck on "loading".

     

     

    logs:

    client https://app.box.com/s/fov3g49nnq3md832dadt2nmkudzcxfd0

    server https://app.box.com/s/0v529kqcvdw9xm0ss9rlx15d4d1olnlr

     

     

    says

    Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0

    [...]

    Querying for an authentication session ticket

     

     

    and then just does nothing.

    Server doesn't give any problems.

  5. What about stations?

    Meant frequency more - I only very rarely attack stations (aside from the loot there's not really much incentive to - they don't shoot me and aren't target of any missions) so it hadn't even occurred to me to add some missile launchers for when I do.

    Might be my playstyle, of course.

    (Actually, a mission "wipe out pirate system including stations" might be nice as step up from "kill pirates")

     

     

    - The names of the tesla turrets should have been fixed, are you sure those aren't just old turrets from previous versions?

    Ooooooh, yeah, that'll be it. Just happened to switch regions with a patch inbetween.

     

    - Whats the exact issue you have with the AI ships keeping up?

    Well, I last tested it with a previous version (so grains of salt all around), but

    -had to "babysit" their system upgrades to make sure the jump range was the same as my ship or they'd just stay behind

    -they always flew half as fast as I did (even in the same ship)

    -When I was travelling (i.e. multiple consecutive jumps or jumpgates) I had to make sure not to get more than a system ahead or they'd get lost, which combined with the previous item meant half of my time was spent waiting for the other ship to catch up

    -When mining they'd try to pick up every bit separately instead of grabbing "clouds" making them a lot slower than when I mined

    -And then there used to be an issue that AI ships would sometimes just start spinning instead of doing whatever you ordered them to do (might be fixed by now)

     

    - Performance: That would just be a hack and not a solution. The right way is making the performance during larger battles good enough so pirates/Xsotan can attack during battles without issues.

    True, but one does not exclude the other - making sure performance is always good on every potato playing the game (or with any amount of players) is tricky.

     

    (want to make clear none of all this is meant as harsh criticism or something - I really like the game :D )

  6. 2: Normal missile launchers are for stationary targets.

    There aren't really a whole lot of those, though

     

     

    6: I never had this problem and I think a visualization of the area that should remain free for hangars is the easiest solution. It's not that hard when you know what you have to look out for.

    Aye, that would help - it happened with my battlecruiser and I had no idea what I was doing wrong. I now see a small part of another block is a bit in front of the hangar, so that's probably the issue.

     

    1: Can you tell me how exactly you'd imagine the filtered selling to be like?

    The easiest solution would probably be a set of checkboxes - for material, rarity, and turret type.

    That way, I could just check "common, uncommon, rare" and "iron, titanium, trinium, naonite", "all types" to sell old redundant stuff,

    "common", "xanion", "all types" to sell all low-level stuff

    and e.g. "all rarities", "all materials", "force turrets" to get rid of all my force turrets if I don't use those.

    And something similar for upgrades.

    Optionally you could use those for selecting turrets, and then have a "sell all selected" button, allowing the player to exclude or include individual turrets in the selection as well.

    6: Enemies with fighters are actually already in there - at least they should be. You can expect them in the next patch for sure. Definitely agree on collecting fighters as loot.

    If they are, I haven't seen any in 95 hours (or I didn't see the fighters) :V

     

     

     

     

    Some other things I forgot:

    -tesla turrets are for some reason named "lightning turrets" for materials below ogonite (or avorion, forgot which)

    -Being able to apply system upgrades to a ship you aren't piloting would be handy

    -AI piloted (player owned) ships always have a hard time keeping up with me, which is the main reason I prefer to play lone wolf (aside from some AI bugs which might be fixed by now)

    -For performance, maybe hold off pirate and Xsotan invasions in system where a large battle is already taking place

    -What is "a fully functional battleship"? I appear to need one for an achievement, and apparently my ship which I battle with isn't a battleship :V

  7. It said I had to upload the client log, even though I had done that.

    Which was odd, cause I tried it twice on different moments of the day and the logs for this specific crash caused problems but the other bugs I reported today went fine. :S

  8. A variety of small (and large) things that occurred to me while playing:

    warning: contains subjectivity

     

     

     

    Balance stuff

    1. The "ring" in which you find the AI is fairly thin compared to the other bosses, making it less likely to run into it naturally (i.e. without knowing in which exact region you have to be), especially since most people will have a larger jumprange by then

     

     

    2. Missile launchers are somewhat crappy most of the time - damage doesn't matter if your missiles never hit because they're so slow

     

     

    3. Seeker missiles seem to be extremely rare - think I've only seen 2 of those in 90+hours and finding over 1000 turrets

     

     

    4. I find that I can still easily tank MAD science despite the damage increase to 3000 - might be my ship is just TOO STRONK though

     

     

    5. The equipment you find as loot by shooting stuff is tons better than what you can buy (you rarely see upgrades better than uncommon in shops, as an example) which puts a strong focus on combat as opposed to trading etc

    (fine for me but perhaps not for everyone)

     

     

    6. Fighters are fiddly at times - the open space needed in front of hangars is kinda large (even the space next to the space in front of it needs to be empty)

     

     

    7. Might just be me, but fighters seem overly expensive for the damage they do given that they're easily destroyed. Not much point in losing a >1mil fighter in a fight that only nets me a couple 10k in loot

     

     

    Would be nice to have:

    1. Selling equipment could do with selecting multiple + selection filters - I just sold a couple hundred turrets one by one, which took aaaaaages

    (I wanted to sell all turrets up to below xanion, and all turrets up to below ogonite with rarity of common)

     

     

    2. The ability to save and load turret configurations would be nice - I can't ever be bothered to outfit my ship for mining since that means switching 27 turrets, and writing them all down, and them finding them again in the list of stuff

     

     

    3. The ability to see the stats of a turret mounted on your ship (currently I have to check it in the ship menu by trying to see visually which it is, which makes seeing which I can switch out for a better one... tricky.)

     

     

    4. Listing the DPS of each turret in omicron in the stats (instead of just damage and fire rate)

     

     

    5. Sorting turrets by DPS

     

     

    6. It would be nice if enemies used fighters and if you could find them as loot

     

     

    7. Option to scale an entire ship in the builder (I've wrote a script to do it for me in python)

     

     

    8. Option to upgrade the material of a ship i the builder (I use replace in the xml for now, but some blocks don't exist in certain materials which makes this not-optimal)

  9. I managed to do it too \o/

     

     

    The "you need 8 ships" thing seems needlessly fiddly to me - especially since the Xsotan decided to raid while I was halfway through placing ships around, and destroyed half of them, so I had to start over. And then one of my artifacts had mysteriously vanished so I had to cheat it back (I really had it before, so it wasn't cheating really). And then I had to do the ship thing again. And then I had to go round again to get all my artifacts back from all those ships.

    So by the time I opened the wormhole I'd spent about half an hour just getting it open.

     

     

    Also, I seem to not have gotten the achievements

    Into The Unknown

    Center of the Galaxy

    Historian

     

     

    despite being online on steam when I did the things.

     

     

    Also also edited the first post with more deets

  10. Been trying to report this through the bug report tool, but it refuses to let me upload the client file:

     

    On my laptop, the game sometimes randomly crashes. When it does that, it freezes, a ton of command line windows pop up and immediately close, and then the client crashes.

    Happened twice so far, once while building, once while fighting, so I don't see any common ground there. Can't reproduce it either, it just happens.

     

     

    Client log: https://app.box.com/s/t6h4p835pbnewqpi0x4hvdux1ymim112

     

     

    seems to complain about addr2line not existing (logical since it's a unix command) after an access violation exception.

     

     

    Windows 10

    Intel i5-6300U

    Intel Intel® HD Graphics 520

    OpenGL 4.4

    16 GB RAM

     

     

  11.  

    for 2. , you can make it thicker than 1 pixel and more than just a V - Freelancer used small red-blue arrows for not-selected hostiles  near the edge of the screen and a larger one for the selected hostile.

    Also, you could make it not disappear if the ship is close to the reticule but down of it since the enemy is then still behind your ship and thus hard to see.

     

    Oh, and

    4. Show the ship volume somewhere in the build statistics since amount of upgrade slots depends on it but I can't seem to find it in there (so I might only need another m^3 extra and I'd never know :V )

  12. It would be nice if there were some options/tweaks to what nearest hostile ® selects - at the moment it selects the nearest thing you have a hostile relationship with, even if that's a jumpgate, whereas I'd prefer it to select the nearest hostile ship (I don't really hate that jumpgate that much that it needs to die before stuff actually shooting me)

     

     

    Aside from that, I'd like the option for it not to select civilian ships - I once accidentally killed a cargo hauler during a pirate attack because "select nearest hostile" selected it instead of one of the pirates.

  13. A couple of UI suggestions:

    1. The building tools menu on the left is always active even when another window is on top, which is annoying (when I want to put turrets on my ship I'd like to put the inventory there, but I can't cause trying to click on a turret actually clicks on the window underneath). Making it movable would also be nice

    2. The arrows pointing to things (enemies, jump location etc) can be very hard to see when they're over your ship or the background is of a similar colour

    3. It would be nice if all UI elements drew from images in the resource folder (the arrows and boxes don't) so people can make UI mods  ;D 

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