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Devious

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Posts posted by Devious

  1. Do you have all the required ports forwarded?

     

        tcp/27000

        udp/27000

        udp/27003

        udp/27020 

        tcp/27020 

        udp/27021 

        tcp/27021

     

    Also , --admin needs your Steam64 ID.

     

    It might also be that DO doesn't play nice, I'm not 100% sure but I think someone else had similar issues with it.

  2. My experiences for this game have only been with dedicated servers but i can tell you some more about my findings with hosting the game, and the technicalities of it.

     

    The game uses a few types of threads to run the game, starting with the worker threads. As the name says these keep everything that is loaded in memory running the best it can. Generator threads generate new sectors and their content, once that is loaded the worker threads take over.

    Last you have script threads, which determines the amount of threads the scripting engine can use.

     

    So in most cases high thread speeds and an ample supply of threads is what runs the game best, from my understanding. That has also been my findings, an i7 quad core at 4 ghz outperforms a double xeon 24 core at 2.6ghz in the long run. At the start of the galaxy the dual xenon takes advantage of the large thread pool, but once a lot starts going on inside a sector the i7 can take a lot more beating. We are currently using an 8700k and it seems to be the best performer we had so far.  Note that this is on a highly popular server that gets a lot of traffic and abuse, for small purposes it would be an overkill.

     

    With that said and depending on your goals, you might be good off with a hosting service like Nitrado but my little experience with such services has been that it never lives up to its potential due to using shared resources and usually only one or two CPU cores assigned. With 2-5 players and not a lot going on around in all the sectors at once you should probably be fine, but if you want to run a couple mods or want to keep it playable even when there is a lot going on in different sectors with players at end game content, you might want to look into getting a dedicated server.

     

    We started out with an i7 4790k that costed us 40$ a month at the time, that should be enough to run 5-10 players easily together with a decent amount of mods.

  3. - Fixes the vanilla bug that can cause some rare/exceptional turrets to require partial components in their ingredients.

     

    Do you mean the behaviour where instead of having to put in more components, putting less in increases the stats?

  4. The balancing itself is indeed no problem at all, just needs further refining.

     

    Altough his other request to change the distance it spawns from the player might be a good config option, to give players a little more time to respond.

    Especially for those with weaker internet connections it can be brutal to have it spawn nearby, as it is balanced above the avarage for that area.

  5. I'd love to make one but the current limits in the game engine don't really allow for the creative I had in mind together with the space the main server is taking, but who knows there might be one soon ;)

     

    Stop posting your server if its not creative he asked for creative not advertising.

     

    I didn't post my server in response to his question?

    You're probably mistaking my signature for advertising. My signature advertises our server, for which we have the freedom to do so.

     

    I was answering to his question for a creative server,  which we in fact had running for a while.

  6. It's a good suggestion, altough the price and stat calculations still need a serious rework for a multiplayer economy.

    The profit margin on those specific turrets is way too high, forcing everyone to that meta in a PvP multiplayer situation to keep up.

     

    Those turrets also have hundred thousands omicron usually, which doesn't help either.

  7. Thanks to Dreadarm and Shinooni we are able to host a new US and AUS server,

    both servers have just started fresh.

     

    All the IPs changed so I will update those in the thread.

    Hopefully I can get to updating the thread as a whole, since that has been long overdue.

     

     

    [EU] Rusty's modded CorePvP Galaxy:      5.226.143.34

            Web-Interface EU: https://5.226.143.34:8080/

     

    [uS] Rusty's modded CorePvP Galaxy:      45.18.255.218

              Web-Interface US: http://45.18.255.218:8080/

     

    [AUS|HottesGaming] Rusty's modded CorePvP Galaxy: 45.248.48.165

              Web interface: http://45.248.48.165:8080/

     

     

    The modpack also received a large update, see our Discord for more information.

  8. As reported numerous times but 0 response from any dev I am reporting this again in public.

     

    Most  experienced players are aware of the broken mechanics of crafting and selling turrets.

     

    Due to certain turret factories making certain turrets that are worth a lot more when sold than the costs for crafting.

     

    This is probably due to a fault in the RNG calculculations of turrets and their value.

     

    Seems to happen mostly to Tesla and Force turrets but have had reports of other types aswell.

     

     

    For a way to reproduce, see this thread:

    https://www.avorion.net/forum/index.php/topic,4775

     

    A request from modders would be to open this up in the API and give us the tools to balance it ourselves if the devs don't feel like putting effort in it.

  9. Rusty's damage and difficulty scaling only really kicks in from trinium area, that could explain why they are less useful beyond that point but is not related to the fact that it is the vanilla mechanic that makes them so overpowered, especially early on.

    Any experienced player can work it's way around the cost of using them, as credits don't really hold their value in a game full of exploitable features.

     

    I think it would be cool to be able to build torpedoes like you can with turrets, so you have to put in the effort of collecting the goods before being able to use them in great supply.

  10. This should definately get more attention, as it not only affects the player upon who they are spawned, but an unsurprising explorer who jumps in afterwards aswell.

     

    When updating our server to beta we got a couple reports instantly of end game players being one-shot, while they already had serious ships due to our own increased scaling.

    After nerfing the new upscaling it seems to be better but so far it seems it does more wrong that it should do good balancing wise.

  11. Hi,

     

    has anybody tried this mod on 0.18.2?

     

    The Goodshauler-Mod has problems with docking to stations now... Question is: Is it docking or the new brake-behavior of AI-controlled ships?

     

    That's probably due to the new brake behaviour yeah.

     

     

    Thank you Shroob for this mod, even with larger docking ranges it can still be very tedious and dangerous to dock bigger ships so will definately give it a try :)

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