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bagaznal

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  1. Okay, so I did a few things last night and got a good array of info, but most of it didn't pretail to any of my questions. The first thing I learned is that modules AND turrets research item output is based on what you put in. Lets say you put in 2 shield modules and 2 velocity modules, that means you have 40% chance to get a shield module, a 40% chance to get a velocity module, and then a 20% chance for it to fail. If it fails, it then does the same calculation except for guaranteed success: AKA theres a 50% chance on it being a velocity module and a 50% chance it will be a shield module. So by putting all of the same modules in to research, it will ALWAYS give you the same type of module. Stats are bargained for in a similar way. A High Damage Turret + a Low Damage Turret does indeed = a mid damage turret. Stats such as material are also decided at this stage, in a similar way as modules; if you have 2 iron and 2 titanium lasers and combine them, it has an equal chance to be either titanium or iron. Also just like modules, if you mix up turrets, the chance of you getting a specific result IS proportional to what you put in, so if you use all chain guns, you're guaranteed another chaingun. But if you do say 4 chainguns and a laser, you have an 80% for a chaingun and a 20% chance for a laser. I also did some testing with different tier items in research as well. The way it works is as follows: If the tier of one item is higher than all the other ones, then it substantially increases the chance it upgrades. If the tier of one item is lower than all the other ones, it will still increase the research chance, but only by a small amount (not sure about exact values yet.) Keep in mind however, that all of the above rules STILL apply.
  2. So, I've been sitting here wondering for awhile now how everything in the Research Station works beyond the simple "place 3 + items and get a rarer one." Question 1: Does the location of the Research Station change the result of the module / turret? Question 2: Does the items used change the outputs stats? AKA Low Damage Turret + High Damage Turrets = Middle Damage Turret? Question 3: Does your faction alignment change the outcome? Question 4: What happens when you substitute lower tier items in place for rarer ones? (4 rare and then a green, for example.)
  3. Any recommendations on how to alleviate backdating besides saving 24/7? A timed autosave feature might be nice... That way you can atleast guarantee the backdate is less than X minutes. Or, maybe make it so it saves before each jump ( I don't think this one would really work though, cause it seems to be that the sector is loaded as soon as its selected for the jump drive).... Also, I know this is asking a lot, but it would help with debugging; have you considered when you launch a dedicated server, that it launches a command prompt in the background that outputs the same thing as whats being written in the server log, and also allows you to input commands? This would alleviate a few issues, since CMD generally overrides even Admin privileges since its basically the server itself asking for something to happen.
  4. So me and a friend started playing Avorion and we love it. We are currently on the beta branch, and every once in awhile we have a problem with the server. We would be in-game on the server that I created with the clients dedicated server tool, on of us would jump to a sector and then the server would just completely freeze and kick us off the server. When I go to close the server, it says that there's no server running yet less there's 2 people on the server. The only way I could close it is to go to task manager and close it like that, which ends with us losing progress. I looked at the server log that I attached, and right when the server crashes I get his error: 14 failed to aquire void Galaxy::keepSector(Sector*, float): 926, sectorsMutex after 10000 tries I have no clue what this could be at all. I know its not my internet, cause I'm actively doing something on the internet while this happens, and it fixes as soon as I restart the server. So far, the only thing I've done is port forward on both my router and my firewall. I'm utterly clueless as to whats happening. Also, this is NOT a modded server. serverlog_2017-07-11_23-10-26.txt
  5. So, I've been playing Avorion for 24 hours straight now..... There went my social life..... >.< Anyways, while I was playing, I thought about how you do materials. As it is, materials are tiered, AKA theres a linear progression in how to upgrade your ships. You have a fully Iron ship? Upgrade to Titanium! You have a fully titanium ship? Upgrade to Neonite! (And so on). This creates a bit of a problem, which is where one resource will completely outweigh every other, and there's no longer a point to collecting them. I'm recommending instead, you give a use to EVERY resource, so that each (with the exception of maybe iron) is used for various things. When I was reading, I read that Naonite and Xanite are both considered "Tech" materials. What would be cool, is if the resulting stats reflected that difference; Since they ARE Tech materials, maybe they should make better than normal shields and generators! This way, no resource is necessary "superior", each one has its own independent use. One thing I would heavily like to see is Ogonite become one of the best armors available. It would make sense, given how dense it has to be for its weight, but make it also less desirable for other components. Its just a suggestion, but I think it would add a lot more creativity and work to reach the end game with these changes.
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