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Worm

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Everything posted by Worm

  1. What is your firepower and what is the server difficulty? On MP server with Normal difficulty Xanion ships are not really hard, it's just that your firepower might be low. I have around 4k of firepower (31 turrets) and I do not seem to have any troubles destroying any ships. 2.5k of firepower is recommendable, below that your ship is just a peashooter against Xanion ships.
  2. As the name suggests. Since Steam supports switching between versions, a dev branch would be a good solution to reduce the amount of breaks that might happen (like last patch dropped server stability alot, some vendors are broken). It does not have to be an open dev branch, it might be a private with code given out to volunteers, any way works. Or something like basic 24/48h rule of testing it before releasing it and extending the time by same amount till it's stable.
  3. [spoiler=Screenshot] Seems like it's the same problem.
  4. Since last patch I cannot interact with any Smuggler's Bases in order to rebrand/sell illegal goods. Once I'm in a sector, a window to sell illegal goods appears but I can't sell anything, numbers also do not change (if you put a max number it should adjust itself to max value). When closed, the option disappears completly till I re-enter the sector, then the bug occurs again. I've tried in various stations but the bug seems to occur even with different relations (Mistrustful, Good) and even stripped my ship of weapons (though I swear I could rebrand stuff w/o doing that). Edit: feels like something got messed up with interactions since last patch, I'll open up a new topic for another issue
  5. Worm

    Server rollback

    So I've translated this post and I've understood that you mean desync issues. I think that issue is that if client and server is out of sync, then client keeps sending data of current systems, and client does not keep data between sessions (so client cannot manipulate his position) -- so looks like did not recieve the info about last visited sectors correctly hence it appears mostly when client and server had no trouble communicating eachother. Once client is dropped, he seems to lose the data as both server didn't recieve it and client did not store it. Maybe something like an option for server that it allows client to write down last clients position instead of fetching server's data for this matter though it would come with a risk of manipulation (hence the option) But its just my assumption I might be wrong, don't bash me please
  6. As in title. This will make the requirements easier to understand (volume requirement uses k and ship info shows it using e number), also the volume is not shown while in build mode.
  7. You can use excess iron/titanium for building stations/mines :)
  8. Simple suggestion: System upgrades that expand fighter decks just like cargo upgrades do, increasing by a % or by a solid number. Legendary upgrades could perhaps increase their durability/add shields (they're glass cannons, at least make them not implode on a single pellet).
  9. Worm

    Crew loophole bug

    I've overlooked it then obviously, sorry. But I still recall that there's an instance where auto-assign loops itself and tries to move crew in and out, I'll respond there once it will happen again.
  10. Worm

    Crew loophole bug

    There's currently a bug that plays on restrictions regarding officer classes (Sergeants, Lieutenants and Commanders) - sometimes they end up with wrong crew cauculations and prevent from adding eachother and ends up in loops like this: Trying to add Sergeants - "You need more Lieutenants" Trying to add Lieutenants - "You need more Sergeants" Auto-Assign does not fix the problem in some cases. This effectively blocks off adding more crew to the ship even if there is enough quarters for them. Please remove the restriction on adding higher ranked officers.
  11. In general - alien/pirate attacks are fine but in the most cases they're very irritating. Currently it's spamming events of being attacked by pirates and aliens, even in a empty sector, often in such combination that it ends up in alien vs pirates vs player. Even when wiped out they mostly send more in a next minute. This is very difficult to do while trying to build an asteroid base/mining a sector (not to mention incredibly stupid freindly AI which loves to fire through freindly ships or decide to go on a coffee break). Maybe introduce something like Scanner Jammer block for stations to decrease the chance of events happening, perhaps starting off Xanion-tier materials? Bigger size could increase the chance of blocking pirate/alien attacks but never make it impossible to appear. EDIT: Scanner jammer could also make player owned sector appear as a blue dot (if there is no other faction owning it) with the % chance appearing it in the galaxy map with formula like this: SJ - Scanner Jammer's % chance of jamming the incoming attack) SD - Other player's ship scanner distance DS - Deep Space upgrades |(SD/3) + DS/2 + [sqrt(x^2 + y^2) / 10] - SJ/2| ≈ chance for blue dot appearing each jump while dot is in the range (bonus coming from deep space detection, the sqrt(x^2 + y^2) is distance to the core, make it so closer you are to the core the more safer your factories are*) In example: Station located at (153, 145) has 60% chance of jamming incoming pirate/alien attack (divided by 2), while another player has ship scanner distance of 30 (divided by 3) and deep space upgrades (8 points in total). The chance of blue dot appearing for the other player is: |10 + 8 + 21.08 - 30| ≈ 9% This is a mess, I doubt this formula would be accepted but IMO this both gives chance to hide stations but not completly hide them away from players. * - As from players. The pirates and aliens are obviously tougher than on the edges.
  12. Worm

    Text typos

    Sorry for nitpicking :P Cink - Zinc Unkown - Unknown (happens in a chat announcement)
  13. I'm sure everything 'About universe' stuff is to-do already . You can build your own mines right now actually. Stations are planned (dock block exists now) and NPC salesmen will trade with playermade stations. You can protect your ships by giving them commanders and tasking them to patrol area. Offline activity would easily kill the server though. We've been experiencing heavy lags after 10-12 hours after a restart on unofficial test server -- currently even with sectors inactive, making every single one active would be likely horrible.
  14. Hi everyone, Together with 82nd, we have made a guide that will help new players and explain some of mechanics that might not seem obvious. To make it easier to access from the game, we have made it on the Steam guides. I will do my best to update the wikia while we're filling up the guide. Click here to open the guide Currently it's WIP but we are expanding it constantly, if you wish to help out, feel free to contact us!
  15. Might be related in some way with this issue: http://www.avorion.net/forum/index.php/topic,663.0.html Sounds like you and your freind warped into a sector with pirates/aliens and got destroyed while loading. @second post - have you checked your steam connection and steam servers status?
  16. As title explains. In most cases the game lags out (for an unknown reason) before warping into a next sector, which causes player to lose their ship (likely due to pirates/aliens) way before they close their loading screen. It's very frustrating as there's no way of escaping/defending yourself in those scenarios. Perhaps something like warp protection till player closes their loading screen would solve this problem.
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