Worm
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Posts posted by Worm
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There was a feature on demo that you could destroy the ship core and ship parts were much easier to destroy and that punished alot creative ships and encouraged people to create brick ships
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Use mail.
You can send iron to a freind by specifying a number of iron near its icon.
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I know theres a function to add notes, but after playing a while then it's a pain to scroll through every dot on the map to look for certain vendor.
Something like search function that would add a yellow box marker on stations i.e. "Fuel" would display every Fuel Factory.
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In future update(s) there already will be a function that will protect player from getting damaged/killed while loading
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What do you mean by that?
Would we have turret ammo mods, different round sizes or we would have to buy ammo for turrets?
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As in title.
With tons of turret upgrades the ship window becomes a mess.
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I good know english and errors with translate are 0%
Uhh... okay...
AFAIK community languages are not being accepted yet, and with incoming Steam Workshop people will be able to download those easily.
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Yes, if you got high firepower you can destroy pretty quickly ships to squeeze the upgrades and turrets out.
I'd recommend destroying Xsotan ships as mostly they have multiple thin sheet-like armor on them so they become turrets & upgrades piniata
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Ramming is very effective against shieldtanks, but against AI it's mostly useless as AI ships never seem to have less hull than shields (below 7:10 hull to shield ratio).
Though I'm suprised that no one has mentioned firing high-speed asteroids into stations with force turrets ::)
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Updated with another idea regarding the scanner jammer.
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I've came up with few ideas how to improve existing mechanics and make them more usable in general
1) Player station visibility and event frequency
Decrease event frequency / Scanner jammer - topic here
2) Factories produce same amount no matter where they are located
Currently this encourages players to make factories further from the core not closer to it, as it produces same amount of goods regardless of the distance (and enemies are much weaker on galaxy borders so a single trinium/xanion-tier ship can easily protect the factories).
Add a hidden produce multiplier as it should produce faster while it's closer to the core (yes, this might not make any sense though it should scale the risk vs rewards balance)
3) Stations do not produce while out their sectors
Self-explanatory.
Do not enforce this on every server, but rather add option to servers to allow running station producing logic with option to adjust how much it should generate goods when player is not in the sector (1 - base amount, 0.5 - half speed generation, 0 - none) to prevent getting 100% goods w/o any risk in some cases.
4) Allow ship upgrades being mounted on stations
Self-explanatory.
Perhaps increase volume required for each upgrade slot unlocked (and possibly make upgrades half-effective while they're mounted on stations )
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I don't think that lack of asteroid respawns is bad.
In fact, I'm against it, as it encourages sitting in a single sector rather exploring around. The galaxy size is huge and you can jump around very quickly in a drone if you need an asteroid belt.
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bump
Occurs after using research station 1-3 times. It's annoying to rejoin the server/restart SP each upgrade...
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There's a modify button in upper right corner, no need to bump a server topic so much...
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Same thing as in this topic.
Station stopped responding once I've tried fusing 5 different green modules, I've closed the window and the option to research didn't show up at all.
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List of mods
in Mods
Why is this necessary and hyperblockers were patched so last mod is obsolete.
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Help them by destroying aliens/pirates, do bulletin missions for them, sell them claimable asteroids, sell goods to them.
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As in title. Currently it's possible to stack a high amount of enemy ships in one sector which can be used purposefully to cripple servers and annoy other players (increases loading time greatly and can cause instakills, even with incoming protection on loading update)
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There are plenty of asteroid belts around in space for everyone
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Or just build few AI miners ship, that will work too.
common\Avorion\data\scripts\lib\turretgenerator.lua
This script handles all's turret damage, you can add multiplier to damage for the miner in line to generate more powerful turrets
Starting from line 16
function TurretGenerator.generate(x, y, offset_in, rarity_in, type_in, material_in) -- server local offset = offset_in or 0 local seed = rand:createSeed() local dps = 0 local sector = math.floor(length(vec2(x, y))) + offset local weaponDPS, weaponTech = Balancing_GetSectorWeaponDPS(sector, 0) local miningDPS, miningTech = Balancing_GetSectorMiningDPS(sector, 0) local materialProbabilities = Balancing_GetMaterialProbability(sector, 0) local material = material_in or Material(getValueFromDistribution(materialProbabilities)) local weaponType = type_in or getValueFromDistribution(Balancing_GetWeaponProbability(sector, 0)) local tech = 0 if weaponType == WeaponType.MiningLaser then dps = miningDPS -- * 1.5 -- if you want to make mining laser 50% stronger, remove first comment tech = miningTech elseif weaponType == WeaponType.ForceGun then dps = rand:getFloat(800, 1200); -- force tech = weaponTech else dps = weaponDPS tech = weaponTech end local rarities = {} rarities[5] = 0.1 -- legendary rarities[4] = 1 -- exotic rarities[3] = 8 -- exceptional rarities[2] = 16 -- rare rarities[1] = 32 -- uncommon rarities[0] = 128 -- common local rarity = rarity_in or Rarity(getValueFromDistribution(rarities)) return GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material) end
I've added a comment inside
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You can click on a block and press Focus (F) to target on that block, if that helps
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Regarding autorestart script for server inside the in game script:
But putting server restarting script into the server itself is a bad design. There are tools that allows you to schedule tasks on most OSes. Using external scripts to manage server is easier to use and to configure, is more secure and more fault proof. -
The damage done by shield-piercing weapons is IMO too low to have a significant effect against a ship (unless someone makes so detailed ship that you can destroy individual parts per shot), though thanks to the last update it can be used to disarm shield tanks.
Still, I'd pick shield over hull any day.
Player-made stations issues
in Suggestions & Idea Voting
Posted
bump