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Devious

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Posts posted by Devious

  1. To adress the Xsotans, DarkPaapi made a mod that increases the Omicron of Xsotan inside the core. It also increases the firepower of faction ships to prevent the Xsotan from obliterating faction sectors as they spawn together in the core. http://www.avorion.net/forum/index.php/topic,3317.0.html

     

    With some modification this can be extended to the whole galaxy and the changes made to the files can also easily be applied to the other NPCs.

     

    To make all NPCs bigger it's just a simple case of adding a volume multiplier to the appropriate scripts that generates them.

  2. I've been a little busy last week so I forgot to update the forum but the server has been moved succesfully to the new IP. You'll find the IP in the main post. I noticed that the server description on this page is a little outdated, so I'll be reworking that in the coming weeks.

     

    Also updated the server again, next to the increased volumes we also looked at increasing the damage on NPC's this time.

     

    v3.4 changes:

     

     

    - Trading NPC ships now buy and sell an increased amount of goods

    - Slightly increased the amount of passing NPC ships

    - NPC ship volumes have been rebalanced and Omicron has been increased towards the center

    - Updated Xsotan modules to fix a bug and slight balancing

    - Crew modules are changed to one module, old ones should still work

    - Slightly increased droprates to accomodate the larger volume of blocks

    - Complex factory mod added which allows you to build multi-factories, see this link for a tutorial http://www.avorion.net/forum/index.php/topic,3270.0.html

    - You can now give permissions for players to give or take cargo/crew through the permissions UI, should make trading easier

    - the findstation command has been tested and configured, everyone can use it now to look in their discovered sectors every 10 minutes

    - Noticed increased server load when multiple ships in multiple sectors haul goods, this is moved over to the donator perks, use /haulgoods start|stop while targetting the haulship

    - Fixed bug with localisation of gates again

    - Fixed disttocore on client

    - Attempt at buffing the items in equipment docks after recent patch

    - Further changes to the event balancer, as with any update please let me know if you notice something odd

     

     

    v3.4.1 changes:

     

     

    - Bugfix for Compl3x mod

    - Reduced shield on "TheFour" bosses

     

     

     

    Download the latest modpack v3.4.1 here: https://we.tl/Qz3NSQz85k

  3. Many of you might know the game already so I don't think it would need further introduction, otherwise google is your friend.

     

    Untill Tuesday you can try out the game for free which is awesome considering the price tag on the game and no demo being available.

     

    You'll find more information here: https://robertsspaceindustries.com/comm-link/transmission/15841-Spring-2947-Free-Fly

     

    If you decide to sign up, you can use my refferal (STAR-DZZB-9NTH) for free 5000 starting money and you'll help me unlock some nice goodies by doing so :)

  4. It depends on how many mods you would like to install and how often those 4 people will be playing.

    When they are all online at the same time fighting and farming, you'll want at least one thread per player.

     

    The server uses multi-threading, but still relies on good single-threaded performance.

    I wouldn't go with a VPS for that reason but with just 4 players who aren't all online at the same time you should be fine. RAM usage with just 4 players won't be very high, I don't know an exact number but you should have enough with 8 GB for sure.

  5. Just installed the mod, when I tested it on singleplayer it seemed to work fine but on the server I get the following error:

    could not execute function 'initialize' in '"data/scripts/sector/sector.lua"':
    data/scripts/sector/sector.lua:32: attempt to index local 'faction' (a nil value)
    stack traceback:
            data/scripts/sector/sector.lua:32: in function <data/scripts/sector/sector.lua:10>
    
    Setting script "data/scripts/sector/sector.lua" to invalid.
    

  6. Good to see that you have continued the mod :)

     

    Any idea how big it will be on performance on a busy server and does it currently conflict with OOSP or is it just not supported yet?

  7. After testing it a while on our server it seems there is an increase in server load when multiple ships are hauling goods in multiple sectors. It came to mind after jumping around trying to narrow down the cause but all I could find were 3 afk players hauling goods in their sectors that could have a significant load.

    It might have more to do with how the game handles updates as one laggy sector slows down everything else and the cause might also lie somewhere else as we use many more mods tho.

     

    Would it be possible to somehow limit the amount of ships a player can use to haul goods?

    The few players I found were using 3-6 ships so that might have something to do with it.

  8. Nice work, looks promising :)

     

    One thing that really bugs me about the permission screen is that the list is not scrollable, so anyone who registered later is not visible on the list.

    Do you think you could find a solution for that?

    Do you mean horizontal scroll for other mods that will add their own permissions? Thanks, I'll look what I can do.

     

    As for now compatibility patches added for the both versions of the mod "BetterTransfer : UI upgrade & Transfer cargo/crew/fighters 1.12" - "vanilla" and "convenient".

     

    Also, since BetterTransfer adds fighters transfer and it's the only UI transfer mod that updates now, maybe I should add permissions for fighters transfer too..

     

    What I mean is that the list only shows the first registered players, anyone registered after that is not visable.

    Here is a screenshot, anyone below the player "Roy Mustang" is not visable or selectable.

    http://prntscr.com/euh0bm

     

    And yeah fighter permissions could be useful indeed as they can't be transferred in any other way yet.

  9. Hello all,

     

    We are upgrading our server this week and since we have a few overlapping days we decided to organise our first event.

    As the title say this will be a simple 1v1 elimination tournament on a seperate server.

    The top 3 players will win a price which they can use on our main server, Rusty's Galaxy.

     

    Because of the limited time available, we will make a creative server so you can create your ship without farming for it.

    To keep it fair for everyone we have made up a limit in total HP (including shields) and firepower (Omicron).

    There is no way to make this a hard limit, so we will check the firepower and HP before the start of the battles.

     

    Another limitation is that you are not allowed to use railguns, it's broken mechanics are too OP compared to the rest of the weapons.

    Shield penetrating stats on other weapons are allowed, you can defend yourself against it by dodging or using enough armor.

    It should be obvious that warping out during the match will disqualify you, evading or ramming your opponent is fine though.

    All matches up to the finals have a time limit of 10 minutes to keep waiting times to a minimum, after that a winner will be decided.

     

    Due to the nature of a 1v1 elimination tournament, the winner of a round will continue to the next round.

    There will be multiple rounds of elimination and we might do a best of three for the (semi) finals.

     

    Depending on the amount of contestants we will do 1-3 matches at a time to prevent long waiting times.

    You are allowed to spectate the matches in your drone, to keep the lag to a minimum please keep your finished ships in an unloaded sector.

     

    Ship limits and rules:

    1 million total HP including shields

    25k Omicron firepower

    The use of railguns is not allowed due to their broken mechanics

    We also like to discourage you from building Borg cubes of death by rewarding the most original build and tactic with a to be determined prize.

    During the first rounds you are only allowed to repair your ship once, so make good use of it with planning your tactic! Near the finals we will allow for more repairs if the first rounds go quick, more on that later.

     

    Prices for the event:

    1st price: 50.000.000 credits + 1 month VIP status

    2nd price: 25.000.000 credits

    3rd price: 10.000.000 credits

     

    To sign up for the event you can either send me a pm or post a message in the event channel on our Discord.

    The matches will be generated randomly so you can compete with friends to be the winner in our first event!

    I will ask if those who are ready can respond to a message in the event channel from which I will start matching up players.

    So make sure to be there, you will not be able to join the event after the first round is finished.

     

    The event will take place on Friday 7th of April at 19:00 UTC/GMT so that will be 21:00 CET for most of us.

    In a moment I will post the IP to which you can connect to the event server below and in the event channel on our Discord.

    You can find our Discord through: https://discord.gg/AkGe7ke

    Main server page on official Avorion forum: http://www.avorion.net/forum/index.php/topic,798.0.html

     

  10. A small update but full of quality of life stuff  ;D

    First of all big thanks to our new admin and developer Dirtyredz for fixing the automatic reboot of the server, I am forever grateful and so is my sleep. Berkys, TigusVidiks and Javali also joined the team as moderators for the community.

     

    Today I have been looking at the volume and firepower of all the NPC's found in the game, it might be a bit much for now so please let me know if you notice any substantial increase in lag.

     

    Here are the changes:

    - The volumes of all NPC ships, stations, pirates and Xsotan have been buffed 3-5x, only affects newly generated entities

    - Xsotan now have a bad reputation with players, don't see why that needed to be neutral

    - The AI just got a serious buff in firepower and range, he should be more challenging now

    - Mad Scientist Boss also got an overhaul, he should have considerably more volume and firepower

    - "The 4" Bosses are no longer to be messed with, not advised to attack them on your own

    - Swoks wasn't left out either, he should be a nice challenge early on

    - Pirates should be no longer seen as civil ships

     

    We will also be upgrading the server again this week, which we want to celebrate with an event for everyone. The official announcement will come tomorrow, but one hint I can give already is: Who's ready for some elimination deathmatch?

  11. One thing I've been noticing is that the AI doesn't use the different docking ports while docking to a station.

    They seem to use the same docking port and pathfinding, even multiple ships at once.

    This leads to them crashing into eachother and the station constantly.

     

    Suggestion for a fix would be to detect if a port is not obstructed, then make a path to it and occupy that port.

    Next ship that comes in checks if that dock is obstructed, if so look for another port and then make a path.

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