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Ranakastrasz

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Everything posted by Ranakastrasz

  1. While the game isn't fully functional for me at the moment, I've been using creative mode and building mode to help fillout the wiki. Some stats are pretty easy to figure out. Some, on the other hand, are sufficently complex that I cannot determine a source equation. I learned a lot, but quite a bit still eludes me. Currently, Cargo container capacity doesn't seem to follow any expected equation that I can think of. I expected it to just use an adjusted volume, with each side being some amount shorter, simulating walls. However, Tests show that it is not that simple. 1x1x1 gives .4375 (estimated from 64 blocks averaged) while a 10x10x10 holds 3000.8 The equation is clearly unusual, compared to my expectations. Crew quarters appears to be a pretty simple volume proportional amount, giving something like 1.05 crew per cubic... Measurement. (Which needs to be named at some point) Also works fine even if you place 8 0.5^3 blocks around, noncontinous. Several block types had incorrect stats, like the glow and light blocks (lightweight but as strong and cheap as hull, clearly superior) And stone not having increased durability. I learned that advanced components fragile, like capacitors, generators, and so on, have 1/8th the hit-points, which is pointless since Integrity field generators make that almost completely irreverent. Solar panels are clearly broken, given how easy it is to increase surface area without volume. The whole, stacking as many 0.05 planes as you want for minimal price, not to mentine that 1^3 cubes massed were far more powerful per cost than 10x10x1 planes, or even 10x10x0.5. I found out that credit prices increase by 1.35 per material tier, hitpoints by 1.5, and so Avorium is 6.05x as expensive to process and ~11.4x as strong as Iron, not the 25x as the wiki claimed. (Presumably because of the reduced materials. Cargo, Crew, Solar panels, and integrity field generators gain no benefit from higher tier materials, except for the increased durability. Shields scale at 1.5 per material tier like hull does, but the power cost is a bit atypical and I haven't figured it out yet. Generators and capaciters appear to gain 10-20% power per material tier, but the lack of precision (only 2 digits) makes it really hard to get any serious precision. They also seem to scale oddly with size, not having power proportional to volume. 10^3 Avor has 1.76 ... Which I didn't label, while 40^3 only has 11.28 of the same thing, a tiny increase. Probably. I haven't tested it significantly. I haven't touched Thrusters, Engines, Hyperdrive mechanics, or computer cores yet. All of them are extremely connected to the rest of the ship, mass, distribution, location, etc, and is far beyond my mathimatical ability. Except maybe the computer core, but I need to mess with the module unlocking mechanics first before I add that on. Hanger price is really atypical, with price modifiers of 4/45 or 4/27, instead of more normal values. Over all, it has been entertaining to do research like this. oh, and I had to scale a frame block up to like 128^3 to get accurate values to calcuate it's stats, since it is so insanely fragile, lightweight, and cheap. Like insanely so. Don't count on it taking a single hit, ever. It will probably evaporate if you look at it funny. Seriously, something like 1/1500th as much health as a normal hull block, and 1/800th the mass. I honestly expected something like 1/4th the mass and health, not that.
  2. The problem is that even like that, it is still too easy to make your ship into a Hitpoint Brick, where you cannot take any real damage until your hitpoints hit zero. A localized shield would be far better for this kind of game. Wheres the fun if you can't blast pieces off of an enemy ship? The combat will just look like any space game with Shields then Hull then dead, instead of allowing subsystem damage.
  3. Assuming Module is one of those Sockatable upgrade items, then heres what I see happening. Use hyperdrive module, boosts range and power consumption. Jump Is in cooldown, recharging. Module increases total capacity, and requires 100% hyperdrive charge to jump. Remove module. Capacity shrinks to default. Charge is really fast. Re-add module. Capacity is increased. Charge is stretched/scaled, staying at 100%. can jump again. The issue is most likely that when you add the module, it does not force you to charge to to 100% from your current amount. I think.
  4. Ok, so the Integrity field apperently makes all blocks effected be treated like a single block. Kinda cool, but it isn't that hard to make your ship a single block, preventing any physical battle damage. While this is kinda nice for the player, you end up with, for both shields and hull, critical existance failure. One of the fun parts of this kind of game is that the hull has bits break off gradually as you take impacts, requiring you to armor critical locations. Integrity field generators kinda breaks that. New mechanic: Any block with an integrity field, when it would take damage, directs it a supporting integrity field generator. Generators have their hitpoints in addition to the same amount if "Integrity" hitpoints. The damage is applied to all integrity field generator "integrity" hitpoints. When all integrity field generators supporting a block fail, the block takes damage as normal instead. Psudocode On damage find all/lookup list of supporting field generators For each { deal damage to integrity hitpoints, deduce from damage-to-do if damage is zero, break } if damage remains, deal to original block damaged.
  5. The diminishing resources seem like a problem to me. Two things that might work. Each sector should have a set amount of asteroids and rich asteroid values saved when generated. If the ratio goes down, slowly convert poor asteroids to rich asteroids. Once the overall asteroid count drops, have poor asteroids spawn in. Both proportional to how many asteroids are missing. Like at 1k asteroids, with 100 having been destroyed, spawn a new one every 15 minutes, and at 500 destroyed, every 3 minutes. Similarly, with 950 poor and 50 rich expected, at 30 rich convert one every hour. This will slowly, in the background, restore an area's resources, but not enough to make it always possible to find a new asteroid in a sector, requiring exploration.
  6. If you are in the Demo, then they don't exist. In the full game, you need, I think, Titanium for the Generator, and Naonite for the Shields. I think Titanium supports integrity field generators as well.
  7. On the other hand, being able to load a template into a shipyard, then being able to scale it up, and add randomized noise, might be interesting. As in, scale up the ship (hopefully respecting the 0.5 block size limit) and then adding extra bits roughly based on the current ship generation method, so as to make it have smaller details.
  8. Added a bunch of block durability data. Not 100% certain of Accuracy, but its a good starting point. Also created pages for most of the block types, with a basic description. Not really high quality, but a start. That and the material mass and durability. Apperently 25x durability for Avorion is incorrect, its only around 11x. Presumably because of the two removed resources. Gives you a good idea on how fragile some blocks are, how materials scale, and even a bit on shield durability. gonna take a lot more work to determine how exactly things like thrust and power work, as well as crew quarters, solar panels, and other more complex stuff. Going to have to research credit and material prices as well.
  9. The Stone block appears to have 4x mass and the same durability as a hull block. It claims to have increased durability and mass, but only has the mass. The rich Stone block seems to have 1.5x Durability however. The light block and glow block have full hp and 1/3rd the mass, but costs no more than a normal hull block. The durability/mass values for the Hanger block are extremely Atypical. Instead of a relatively simple ratio, it appears to have 4/45ths the mass and 4/27ths the durability of a normal block of it's dimentions. Other blocks have simple fractions from 1/8th, 1/4th, 1/3, 1/2, 2/3, 3/4th, 5/3rd, and a few others. Armor appears to also have a atypical 15/4 Durability modifier.
  10. Not sure how this is a good idea. I mean, you can create a ship, then load a template, right? Or, take an existing ship, and load a template. The whole point of the shipyards is to get a pregenerated ship, right?
  11. This suggestion is intended to avoid no-weapon situations where you die and lose all your weapons early game. When you first get a new weapon of a type, you should also get a blueprint item of it. The blueprint is a crap quality copy of the weapon, at something like (Tier-2 levels), or the same level and power as the ones you start the game with. Also always iron, or the weakest material that gun can be made of. It has a cost to build, like blocks, but you can build as many as you want on your ship (within slot limitations) When you start, you get your two Mining lasers, lasers, and... Uhm... Machine gun thinggy. You will also instantly get a crappy mining laser, laser, and machine gun blueprint. If you lose the originals, you can still rebuild those guns until you find or fabricate or whatever a replacement.
  12. Currently, the weapons really don't fit into the ship buildning concept that well. You build the hull, then put these tiny little guns on the ship. You only get a handful of them, and it isn't as much fun as it could be. Weapon socket block. Like a basic hull block, except that it is required to place a turret. The turret scales in physical size with the block it is placed on. Optionally, you can have it's power scale up as well, to a minor extent. Something like, 8x volume = 10% more damage output, 100% more power cost, and 5% range Essentially, let you scale up your weapons with your ship's size, possibly with some physical bonus to go with it.
  13. From what I understand, not easily. NPC ships are all randomly generated currently, so doing this would require a lot of work and wouldn't be that helpful. Wht makes more sense is adding onto the current system. What we need is (Assuming we don't already have it) access to the code and data used to proceduraly generate ships (and other stuff) and get to mess with it. Ideal letting us write our own code, not just manipulate data input. Then, if all goes well, the community will be able to create their own "Styles" which can then be added to the game. I think just adding a smoothing function, adding on slopes at key locations, might make a big difference.
  14. Doubt it. I doubt Creative mode involves resources. Admittedly i never ran it. On the other hand, the hitpoint and shield amounts say otherwise.
  15. Currently, you can make really thin slices of manuvering thrusters and solar panels to gain massive performance without much of a drawback. It would be preferable if some extra restrictions existed to avoid this behavior. Solar panels: Give it a minimum width of 0.25 (0.5 for both sides) (default minimum), anything thinner causes a proportional reduction in effectiveness. better materials might let you go for higher thickness for a higher output as well. Require open surface area. The plane must have unblocked line of sight outside the ship or it's effectiveness is proportionally reduced. Assume the solar panels have the set thickness, Anything thicker is treated like normal hull/scaffold statwise, so you can reinforce the panels by making them thicker. For thrusters, same thing, with an extra bit. Use volume as the power, but split it between the open sides in proportion. The bigger it is, the bigger and stronger the hidden engine is, so the more thrust you get out of it. Alternatively, just have the power split between all active thrust vectors it can apply to. Maybe requiring an amount of surface area minimum for some set amount of power, to avoid large embedded thrusters with tiny surface area being fully functional despite being 10x10x10 with a tiny 0.5x0.5 window.
  16. Are the Integrity fields contributing to a global amount which covers all blocks that are glowing with the field, or is the health value bound to each integrity field generator? I mean, if I had a giant one that covered some of the ship, and scattered tiny ones around to ensure the whole ship was covered, will the whole ship be protected until the field is depleted, or is localized field failure possible? Edit: Does this mean that the integrity fields, once you cover your whole ship, result in all blocks stay intact until you have 0% hull, at which point they all die? I got the impression it was more like, it gave a set amount of integrity hitpoints which take damage first, then once they deplete, those blocks all take damage as normal. (And it repairs with the hull) If that isn't the case, it needs a new description or new mechanics. I was thinking it was more like a localized shield to reinforce fragile components and add general localized hitpoints in place of armor, while the actual shield was like the scifi shield bubble mechanic.
  17. Does it involve Luna's Space adventures, or is it something about your ship design?
  18. I own the actual game now, and it still loads and runs fine. However, the option menu lacks any text for the dropdown options, making it impossible to determine what is what. Additionally, the asteroids are not being drawn. They exist and function fine, but are invisible. you can select them and they display in the selection indicator. I also had one display with most of the vertexes near my camera, resulting in a massively streched and jagged graphic, from 20k+ kilometers away. What website should I be using to transfer my gamelog? its too big for the forum and pastebin. Kinda irritating that this issue wasn't actually in the demo. It ran great!
  19. I am using the Demo version to try the game out. My Screen size is 1366x768. The windows, text, and otherwise have a serious tendency to overlap and obscure each other, and some of them clip off the screen. I cannot figure out how to rescale the Gui, if there even is an option. The log is ~600kb, and the limit is 196kb, so I am going to have to figure out a workaround. Pastebin is limited to 512kb, so I don't know how to send it in. Also, on startup I get this error message, I doubt it is anything to do with this specific issue, but might be related. Intel onboard graphics detected. These devices' OpenGL drivers can cause trouble with Avorion, since it's still in an early stage. If you run into graphics issues, please report them as a bug so we can fix them. Avoriun will still try to run and do it's best. This isn't really a bug, I don't think, although if it is, move to correct forum please. Your system specs: Windows 7 Processer: IntelĀ® Core i3-3110M CPU @ 2.4GHz 2.40 GHZ 12.0 GB Ram Not really sure what information on my Graphical Processing unit to post. DAC type: Internal Device Key: Enum\PCI\VEN_8086&DEV_0166&SUBSYS_FA201179&REV_09 Display Memory: 1696 MB Dedicated Memory: 64 MB Shared Memory: 1632 MB Current Mode: 1366 x 768 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: unknown Monitor Id: SDC4347 Native Mode: 1366 x 768(p) (59.998Hz) Output Type: Internal Driver Name: igdumd64.dll,igd10umd64.dll,igd10umd64.dll,igdumd32,igd10umd32,igd10umd32 Driver File Version: 9.17.0010.3062 (English) Driver Version: 9.17.10.3062 DDI Version: 11 Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: 3/8/2013 21:10:18, 12615680 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: {D7B78E66-4226-11CF-CFD8-20DAA1C2C535} Vendor ID: 0x8086 Device ID: 0x0166 SubSys ID: 0xFA201179 Revision ID: 0x0009
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