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LordHavoc

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Posts posted by LordHavoc

  1. Something in the mod is breaking world generation.

    Everytime I create a new world, it's putting me at coords 0,0 (the centre of the galaxy)

    I can't do a clean playthrough with this

     

    Hold that thought...it could be something i'm doing. Testing now

     

    Update: Yep it was me

    WARNING - be careful when editing turretgenerator.lua - it appears to have a retroactive effect on existing turrets. The changes I made above, tried to adjust the drones starter turrets. Then it must have thrown a wobbly and generated me in the centre. It is indeed odd that it only manifests on world generation. I'm gonna leave it alone for a while till I get more used to coding in lua

  2. To help answer the weapon scaling.

    Although I've not tested [weaponTech], I have tested [weaponDPS]

     

    When I adjusted the value of generated salvagers/miners to have X4 dps, the turrets were big! And this also adjusted the amount of crew needed to use them

     

    In turretgenerator.lua

        if weaponType == WeaponType.MiningLaser then
            dps = miningDPS * 4     --added to existing code here
            tech = miningTech
    if weaponType == WeaponType.SalvagingLaser then    --added this to affect salvagers only
    	dps = dps * 4
    	tech = weaponTech
        elseif weaponType == WeaponType.ForceGun then
            dps = rand:getFloat(800, 1200); -- force
            tech = weaponTech
        else
            dps = weaponDPS
            tech = weaponTech
        end

  3. This is as complete as i'm gonna get it. This has been a very tough road to get this far.

     

    The stats are very reasonable

    Cost is just shy of 25000 Trinium for the full thing

     

    I'll have a look at what service other people are using to host their xml files. Pastebin isn't going to cut it for this 1.8meg xml

    Even with block merging, still got 6000+ blocks. (When I was putting it together i hit over 20k blocks at one point :D)

     

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|768:1152&composite-to%3D%2A%2C%2A%7C2048%3A1152&background-color=black

     

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|768:1152&composite-to%3D%2A%2C%2A%7C2048%3A1152&background-color=black

  4. Here's the raw XML for my creations. Just copy and paste the full lot into a blank xml file (paste into notepad and save-as .xml)

    Pop the file into %appdata%\avorion\ships and away you go.

     

    Homer

     

    Asgard O'Neil Class Cruiser

     

    Edit: I'm going to have trouble uploading the WhiteStar, freebie pastebin has a 512 byte limit and the White Star is already over a meg; and it's not finished yet either.

    I'll do a two-parter, but it might spill into 3

     

    White Star 1 of 3

    White Star 2 of 3

    White Star 3 of 3

     

  5. It's about time I put my creations into a single thread.

     

    I'm working on a new project

     

    WhiteStar progress

     

    WhiteStar progress 2 It's starting to take shape. This is one of the most challenging builds I've done yet. I think it's going to take multiple days work

     

    WhiteStar progress 3 Got the fins on now :) That was tricky

     

    WhiteStar progress 4 Its taking shape, nearly time for filling.

     

    WhiteStar progress 5 Filling is going well, oooh getting goosebumps now ;)

     

    WhiteStar progress 6 This one people might find interesting. I've had to get creative with my construction techniques. Using engineering principles to form the shape. I make the curved surface in a slice which I can then copy'n'paste along the hull.

     

    WhiteStar progress 7 Added some glow blocks, continued filling the hull in.

     

    Here's some of my earlier designs

     

    Homer

     

    O'Neil Class Asgard Ship

     

    Current Playthrough Ship

     

    Edit: When I'm done with my latest, I'll sort my pastebin out and get some XML's out there for people

  6. A deployable beacon, that can be bought. Once deployed is indestructable, and tells the server to keep that sector active.

     

    Both Single/Multiplayer: Only one beacon can be carried at any one time, you have to deploy before you can get another beacon

     

    Single player: Beacons are at the same price throughout

     

    Multiplayer: For each player & for each beacon deployed the price increases (doubles, or some other ramped scale).

    This could act as a limiter so servers don't get overloaded having to process active sectors.

     

    Players could then pop them down in sectors of interest or commerce. Where there are trade hubs and NPC factories/mines

  7. I would reset the in-game graphics to their default values and see if that helps.

    Chances are, there may be a graphics effect you've got turned on that isn't optimized at this stage. A lot of games that are in beta often include graphics settings that aren't ready yet; for testing purposes.

     

    My spec of PC is similar, but with an older GFX card; and I've not seen any slowdown yet. I've not touched my settings except for turning bloom down to reduce glare.

     

    Did you mess around with the shadows settings? It could be the thin plates are rendering shadows when they're not visible.

  8. Can I add

     

    - Target nearest wreck

     

    - More commands for fighters + corresponding AI: Salvage, Mine, Escort/Guard Target

    And tweakable settings such as: set follow range

     

    - Make salvage turrets have bonus damage to wrecks

     

    - Make mining and salvage turrets have a cone/aoe effect (it's a pain trying to pin down a tiny 0.2x0.2x0.2 pyramid bit of scrap*)

     

    - More filters for turrets in build mode

     

    *You may say, 'don't bother' - but last night I got an orange turret off one of these damn slivers.

  9. I saw this and had a play with the settings for the miner and salvager; and encountered an interesting side effect.

     

    I had multiplied the generated salvager DPS by 4, and it produced the desired DPS - but it also increased the turret size significantly & the number of miners needed to operate each turret (10 per turret!)

     

    I'm going to have a look at the code and see where the scaling is applied. Might be interesting

  10.  

    3] Use the pallette to resize your whole ship: Say you make a ship that is a fighter size, and it's a good design but too small. Select all the ship and ctrl-c, then open the pallette and paste with ctrl-v. Then you can make a new ship, and using the pallette you can select the template and adjust the size before pasting. *Caution on the blocks you use though, make sure to take note of the template material selector.

     

    What and where is "the pallette" ?

     

    When you bring up the menu to show you all the blocks and materials, you see a section below the turrets. That's the palette; the best way to learn is by doing...so select a few blocks that are joined together. Copy and then paste them into a free slot in the palette, you'll see an icon appear in green showing your selection. You can then re-use it (and resize it, and change materials too)

  11. I've already brought you an Asgard ship, and a homer ship. So before I start work on my next ship; here's a quick view of my current playthrough ship.

     

    It's not visually perfect by any means, but I didn't build it for it's looks. It's stats are what makes it; that and it's weaponry.

     

    If you're wondering about the crew (showing red). I have dedicated crew that are levelled up to meet the ship requirements. So all ship systems are a-ok.

     

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|768:1152&composite-to%3D%2A%2C%2A%7C2048%3A1152&background-color=black

     

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|768:1152&composite-to%3D%2A%2C%2A%7C2048%3A1152&background-color=black

  12. Nevermind - found it in the Shop.lua

     

    function add(item_in, amount)
        amount = amount or 1
    
        local item = Shop.ItemWrapper(item_in)
    
        item.name = item.name or ""
        item.price = item.price or 0
        item.amount = amount * 5 --make shops sell 5x as many of everything
    
        table.insert(soldItems, item)
    
    end

  13. I'm trawling through the lua files and trying to find out exactly where the # of items sold in upgrade stations are.

    It's specifically the quantities I'm looking to change. (So that instead of 1x of turret X is made...6x is sold)

     

    Would anyone know where I could find it?

     

    I'm a tiny be ocd and like to have multiple versions of the same turret on my ship, even if they're crappy white ones.

  14. I know I know, suggesting ranks for combat/trade/exploration will seem like a total rip-off...but many many RPG game has 'Levels'. And those 'Level' unlock new quests.

     

    So the suggestion is simple - introduce ranks, and they open up more difficult missions on the bullitin board.

     

    Oh...and have unavailable missions still visible; so people know what to strive for.

     

    There - nothing more complex than that :)

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