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Shrooblord

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Everything posted by Shrooblord

  1. Excellent! I've been rammed by Traders docking into the stations in unfortunate ways in the past way too often. Do you know by any chance whether this more proper docking procedure also reduces the risk of Traders running into you (the player ship) while you are docked / near a docking port but not docked? I haven't quite yet figured out in which scenarios Traders ram into you while you are near a dock port, though I imagine it's the latter - near a port but not currently docked. However, I don't know if docks being used by the player actually register as "occupied" and therefore will not be used by AI Traders, or whether there's no such check in place. I'm assuming from skimming through the code a little, that this does not add checks to see whether anything else except the expected dock port is in the way - but correct me if I'm wrong: that would be even more awesome; not only proper docking, but proper collision checking on the way to that dock, as well? Count me in on something like that!
  2. Wow, this is slick. Look at that detail in the interfaces! What a great mod. Thanks for this! (y) (y)
  3. Mmm, very interesting! I'll be keeping close tabs on this. Having Workshop items show up in the game randomly sounds fantastic - some people create truly beautiful stuff (the Khillmarr craft don't look half shabby, either, give him my regards!). A question: do the ships all spawn at random from the plans provided? Or are they "ordered" in some way i.e. that the 5 Khillmarr craft only spawn in their own team, and if I were to add, say, my own Workshop items to the mix, that they'd all spawn together as well? Or would all the workshop items just spawn in randomly intermingled with each other?
  4. Awesome. I'll playtest and give feedback about whether or not I feel this is "too much asteroid" or "too many threat". Just to clarify: if I install this mod, can I safely uninstall it? Would I crash / corrupt my savegame?
  5. Oh, holy hell that's cool! (also: first!) I've read suggestions on these fora of members that would love this functionality. Great to see someone implement it / have the same idea, too. I'll be trying this out in my savegame ASAP. EDIT: Just so I get this straight: the installation of this is as follows? [*]Extract the contents of advShipyard 1.0.zip to .../Steam/.../Avorion/ [*]Now the Avorion installation directory has these folders: bin, data, Documentation and the newly created "mods" folder Correct?
  6. Awesome, thanks DevX (especially since right now it looks like you made an account here only to post this, and that's all you've posted... dedication!). I'll be messing around with this in my savegame for sure.
  7. See scripts/entity/carriercraftorders.lua, line 199: Entity():addScript("ai/carriercommandmine.lua") Could it be that these kind of commands don't work properly for some OS's file system interactions? Could that be causing the bug?
  8. Just to confirm: it is now October, the update is 0.14.something and this exploit has not yet been fixed: you can still create a ship and hire a Captain for $160 in total. This mod is still useful for current builds of the game. ;) Thanks Tarantel, for creating this! EDIT: Although maybe I should try to download the file before commenting. The download link is broken: I get an error 404 on your server, Tarantel.
  9. Hi Alan, I'm also a new player and I've got to say, I agree with all of these suggestions. Some of my own: In the Build Mode menu, the Required Crew section doesn't take into consideration the experience level of the current crew. In other words, if you need 6 crew to mount your 3 turrets, and you have 4 level 1 professional Gunners, this means you have "manpower" enough for 6 crew, even with only 4 crew. That is to say, the guns are manned and operational, because of the skill level of the professionals. However, this is not taken into consideration inside the Build Menu: it will show 4/6 crew for guns, and make the text red as a warning that you have insufficient crew. Very similar to my first suggestion, the Crew Quarters section only takes into consideration the crew that's listed under the Required Crew section, and doesn't take into account that for every 10 crew you need 1 Sergeant, every 4 Sergeants need 1 Lieutenant, etc.. These crew, and a potential Captain, should be considered when advising the player how much space they'll need to account for in Crew Quarters. Have a "View/Follow Ship" option in friendly ship interactions. Right now, you can "hack" your way to following a friendly around by selecting it and entering Build mode, which lets you see it fly around and do stuff (very cool!) - but it would be nice if this was an option without being in Build mode. Enable Ship AI to self-repair i.e. find a Repair Dock and go repair if you're damaged. Add indicators of sorts in the Build Menu that show where recently lost items used to be, i.e. turrets, and when you hover over them, they show a ghost of which item in your inventory that was, if you still have it. Then add a quick-replace button to instantly restore these items to their rightful place and/or do this automatically when in the Repair screen. Maybe add some fight/flight behaviour to ships set to Patrol the Sector. When their health is low from fighting, they make a 180 spin and flee the scene to repair / let you repair them. Kind of like what I imagine most players play like when fighting ships (because we all know it's heartbreaking to lose a ship and have to re-create it).
  10. Hi devs, community! So I've been playing the game a lot recently, and found out some buggy behaviour / behaviour that could do with some improving. Two Orders you can give your ships are Salvage and Escort Me/Ship (Ship is available using mods like FleetControl). These are fantastic in theory, and it's very nice to watch your ships mill about the sector on their own little routines. However, the ship's behaviour regarding close objects could use some improving. I've had many instances where Salvage ships would get "stuck" trying to salvage something that was too close-by for their turrets to lock onto. I consistently have the problem that if I assign a "guardian ship" as an Escort to a Salvaging vessel, the guardian will get too close and mess up the pathing of the Salvaging vessel, which means both of them freeze in place. The Salvaging vessel stops moving because it's confused / can't path anymore, and the Escort doesn't move because its target (the Salvaging vessel) doesn't move. I've had a couple of instances where craft moving through the Sector would slam into nearby objects that weren't their primary target, i.e. which they weren't considering at the time. All these problems highlight one potential area for ship pathing improvement: detecting nearby objects, and avoiding them. My suggestion would be to use logic similar to the Patrol AI code, i.e. using bounding spheres and distance checks, to periodically while moving (once every second, half second or so) check whether there are any nearby objects in the current flight path trajectory, or whether there are any nearby objects stationary around ourselves. If so, try to move away from them. Additionally, the Escort AI could be updated to use more orbit-like behaviour, where it periodically tries to move around its Escort at a distance. Even more ideally, we'd be able to set an Escort minimum length, which exposes the bounding sphere the Escort ship uses to detect nearby objects (i.e. its target), and thusly define how far away it should stay from its Escort at all times. ---- I've been having an incredible amount of fun with this game, and I can only see it improving down the line. :) I hope my suggestions appeal to you in some way. P.S. If this functionality is difficult to implement / not high on the priorities list, please contact me through PM: I've tried to add this functionality myself using some mod scripting, but ran into dead ends when I realised all the pathing behaviour / API calls are using some sort of back-end that I don't have access to, and so I couldn't script in the behaviour I'm suggesting myself. But I'd love to help and do it myself, if I had the back-end assets here, with me. :)
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