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Kamo

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Everything posted by Kamo

  1. Excellent idea Draco ! A lot more people should be salivating at the future boarding action. People will be able, with ~150/200k cred and enough spunk, to capture stations to gain money instead of having to make them and pay millions for them ! There will be less early game grind, especially in multiplayer when you should get right into the action !
  2. The fighter issue has been fixed, with PDC, Anti-Fighter flak guns and corresponding fighters, but I didn't get into more faction wars (ok I got into one but it's in my "shipyard" creative galaxy so the war isn't a plot point), and even if I did it would need some effort to wipe another faction again to see when the war would end: last time I spent two to three weeks exploding stations.
  3. The yellow xanion fighter should have around 500 dps with fair balance (4800 divided by 3 as the fighter's not triple itself, and re-divided by the 3 of the slots~), it's quite nerfed. ...Oh, I think I understand. Since there's only one pilot, and it also divides by gunner amount somehow... or by size (2 to the default 0.5). Around 500 divided by 4, you get 125. Nevermind didn't see the fire rate nerf. Seems damage is divided by simply size while fire rate is nerfed to "0.4". Lessee... 13434 divided by 3 (triple modifier), ~4478. Then divided by 4 (slots), ~1120. To get to 336 it's a ~3.33 (10 / 3 ?) divider, but fire rate has gone down so it's more like ~2.66 (8 / 3 ?), but I don't see any eights or threes. Oh well, I never use fighters so there must be someone who understand the fighter conversion numbercrunching better than me.
  4. The data\scripts\player\eventscheduler.lua is indeed where it's at. The events seem spaced enough (like, one "pirateattackstarter" every 60 to 80 minutes) but all the events are activated at the beginning of the scheduling, so you can have events in rapid succession. Since you increased the pause time to 20 minutes, there is now an event every 20 minutes because they're all on queue, so you also may quadruple all the randoms' arguments to make the galaxy four times as tranquil. It also seems the "to =" arguments refer to the maximum core distance, you may tweak for the two last alien attacks (i.e. to 300 and 200) to avoid the xsotan conflict getting too hectic too fast.. It's exactly the case: it's called persecutor attacks. Nowadays the situation is extra annoying, since there is currently a bug about ships forgetting individual turret commands while mining so the mining ship cannot have point defense to take out torpedoes. You'll have to drop the mining ships with a flak escort and a third ship set to attack all enemies. Pretty horrible crew-wise and needs a lot of resources in early game hell. The last sentence indicates those also are persecutors, though they aren't meant to attack the beginning sectors at all, though they may spawn if the distance to core of the beginning sector is less than 400. Maybe you gotta tweak the data\scripts\lib\persecutorutility.lua to lower the thresholds in the sectorPersecutable functions from 400 to something like 300 (or, if you want 'em only in the Inner Sphere, 170). For other torpedo NPCs, try simply shooting the torpedoes while closing the gap (most chainguns can fire all the time and torpedoes usually are at roughly the same bearing as the shooter unless you're getting near), a stray chaingun shot or two can kill a torpedo and some starter weapons have Independant Targeting so you can put them in Defensive Mode right away with predictable, often satisfying results. The data\scripts\server\factions.lua script also defines player starting conditions: beginning by line 125 you'll see what the player receives in the beginning (the first argument is credits, the second is iron, and you can add up to avorion~), so changing the corresponding player:receive to player:receive(240000, 40000, 12000) may help to have a nice enough start to build the four ships :) (the 240 000 credits are there for the ships, but also the crew salaries and equipment as you'll need to buy the weapons, unless you also tweak with the turret additions).
  5. It's true, the Modify Ship menu could use some improvement, to be able to target blocks of a particular material to upgrade. Since ship designs are saved in XML, and index (block type) and material are next to each other, with knowledge of indexs anyone can whip out Notepad++ and change a index-material pair to another with the Replace function.
  6. Yes, pretty important, expecially as torpedo block placement seems more stringent than anticipated. I've tried to put two openings in a Moxie's botton wing to place torpedo launchers, and they do not fire. Then I elongated them enough to jut out from the wing from 0, 1 then 2 units and they still do not fire despite being having free reign to fire. I remake the wing to make the entire block jut out, still not firing. I remove all armor blocks around the right torpedo launcher block, it still does not fire. I clip the entire right wing, it still does not fire despite being a block on the edge of the ship's cube. (Edit: Torpedoes are bugged and cannot fire ! Tried switching to my naonite torpedo boat, whose design was tested before, the torpedo blocks still aren't firing.)
  7. I think it was 250 blocks, which is kinda okay for turrets that aren't huge coax guns. After that it'd be kind of blocky/undetailed. The main lag-reducing measure here is more the amount of turrets and turret slots, which is intensified by multi-slot turrets... and now the new 5+-slot coax guns. Maybe multi-slot turrets would get to be more complex (50 blocks +50 blocks per slot?) regardless of size which may be simply a damage/range multiplier (whose maximum would depend of slots but also something else, to avoid ships made of large flat shapes to put huge cannons on ?).
  8. The new forum look is cool ! But the new forum host is bad. It was kind of horrible to see "Gone..." yesterday :(. Felt like the end of , so it was like the host dropping any decency to suddenly threaten "u r dead nao dawg" to the devs :'(. Let's fight for decent forum hosting conditions >:(.
  9. Kamo

    coax point defense

    Probably a feature-bug. The idea of coax point defense is hilariously idiotic. I don't think they'll spawn without the Coax Guns Guns Guns command. It's very efficient point defense if you line the ship just right with the torpedoes ::).
  10. There's also the issue of reputation rewards: now only Delivery missions gives reputation rewards, and piddly ones at that. "Hanging around the sector doing almost nothing waiting for pirates and xsotan" is almost the only way to gain reputation when it's Bad or worse. Pirate killing missions ? You need the enemy sector to be in the faction territory so a merchant would wander around to behold the battle to gain rep. Shortage missions ? No effect. Explore missions ? No effect. Other thing I remarked: accent support for grave accent (è's), thanks ! And nice addition of folders ! Gotta class my ships by material~ :) The neutral editor allows players to make their ship unimpeded without time constraints nor the hull ticking down : no more need for secure shipyard sectors to make new ship models, nor to worry (much?) about persecutors when making a ship alone in a persecuted sector: it improves new player experience dramatically ! The new collision damage is fun: I'm currently driving a Moxie and, to damage myself in order to use a Repair Dock for rep gain, I plowed through an asteroid several times, getting damaged to more or less 60% hull... But the rear of my ship lost its blocks because of the cone. I imagine the captain going "weird, there's only superficial damage, but there's an updraft..." before yelping. Oh, before I forget: the repair UI has difficulties: the ship and cost display sometimes does not work, and Repair Docks do not work at all: they "hang" when the repair button is clicked, not answering to any interactions after that. (Edit: By Sayori's broken bottles ! Why is the "This production line doesn't exist" bug still around ?!)
  11. Started a new yard-galaxy, no crashes yet after some hours of exploring :D. The "Pause Game" thing is cool for Homeworld Tactical Overlay-style order-giving shenanigans ! However, found a (new?) bug ! I tried Keyboard Steering Mode, and all went well until I jumped. If the camera isn't pointed towards the destination sector but the ship is, the ship jumps to somewhere in the current sector while I stay there piloting a drone, and the UI still displays the destination sector but the navigation computer "loses the lock", so the destination sector has to be reselected and "recalculated" to jump. I guess I'll steer clear of this mode till it's fixed ::) (Edit: Oh, and I found a Tesla Turret which uses 1 Armed Turret Slot and 1 Unarmed Turret Slot.) (Re-edit: By Usamin! Congratulations on the AI upgrade. Now ships use reverse thrust to back down from crashes :) !) (Re-re-edit: The new Keyboard Steering bug is also present in Mouse Steering, even if obviously less prominent.)
  12. Oooh, it sounds like a Red Dwarf Bazookatoid ! Energy rockets :). Too bad I don't have a video link, the scene was kind of hilarious when the energy ball came back.
  13. I'm almost feeling slot size increase is not even necessary as the main reason why slot size exists is projectile amount. I'd really like turret autoscaling, like, at least even if half-effective (so size 1 turrets equipped on a size 11 hardpoint would scale to size 6), so the size 20 BWAARF Dissuasion Cannon on my future Narusegawa-class Light Destroyer would hit for more than the Point Defense Chainguns.
  14. Maybe lightning-based weapons are supposed to have some inaccuracy while their lightning curves towards enemies which passes too close. 98 is, in that situation, accurate enough to be deadpoint as the cone of hitting is always on the enemy (until you'd be really far away, but tesla are also supposed to be short-range). But I disgress on a weapon type I never fought with yet.
  15. Ooooh, some will really enjoy those ! :) And what a list :o ! Awesome work, hope you're seeing the end of the tunnel. (Also, I first thought the millisecond thing was ping, not frame time. I was worrying it was useless because it didn't react to the hidden server crash, lol ::).)
  16. Well, I sent all I could identify as suspicious in the bug report along with the logs, but I do not remember, I have an extreme unhappy memory riddance speed ::). However, it could be because at least sixty entities are loaded at the same time (my stations). It's also an old galaxy from 0.15 or even earlier, which maybe have been hurt by MoveUI installation and uninstallation (and maybe the turret factory mods, and my modified scripts), maybe I should make a new galaxy ! ...this time by giving me 150 million credits and a million units of iron to start anew in the Iron Wastes with a few stations, avoiding most of the grind. Modwise I'll only keep the turret factory mod (cannot keep me nor my stations away from the [glow=#806140,2,300]delicious exotic 11.65 range 51.3 dps autotargeting iron bolters[/glow] :D). I'll wait by playing Oblivion till the Combat Update II rolls, though :). Still ugh though :-\. Losing progress frequently is a pain, but a necessity when the game engine is changing.
  17. Nevermind. Got the "CocoCrash's Revenge" bug on it. Server crashing like there's no tomorrow, throwing bad_allocs, and I cannot do anything :'(. Sent a bug report.
  18. Someone is doing a mod of the same kind ! Maybe you could exchange faction creating tips :D. I guess the Dweenle scripts come from the Xsotan ones. Also nice ship LogicSocket :) !
  19. [shadow=#FF8133,top]It updated :o ? Is the Build Mode crash fixed ?[/shadow]
  20. Ah ok :). Well, for instance, if the mod tries to spawn a 2000 volume ship of a certain type, it may still find several ships, like, let's say, one with a mass of 100 and one with a mass of 50. In this example, the first ship will have twice the probability of spawning than the second ship, the mod randomly selecting a number from 1 to the masses' sum. Such a system would allow faction-makers to select how rare their ship designs are, and limit the appearance of low-minvolume zero-maxvolume ships (which would spawn a lot by meeting the volume criteria). It would be good to indicate which ship types fall off to what: if there is no, like, DefenderShips, where will the mod will search next to spawn a DefenderShip ??? ? A lot of "player-made factions" do not have particular ship models separated into defending and militarizing, or differentiate trading or freighting.
  21. Ohohoo ! So the mod would scale the ship to a certain volume, so it automatically balances based on core distance while staying faithful to the ship shape and (volume-calculated) class ? Pretty good ! Maybe you'd need to add "probability mass" to the ship, as in, the probability of the ship spawning instead of another of the same class. Also needs a "basic/simple station" Type (that would also be a default falloff for other station types) and a "mining station" Type for those asteroid bases :). Also, the game is unstable at the moment and on the verge of an update which'll probably change the ways ships are handled and armed (there will be coaxial weapons, ship blueprints with turrets and turret blueprints).
  22. Completely on Draco for this one ! Gigantic (40k+) wrecks are supposed to get eaten in out-of-sector sim by dedicated scavenger ships :), it's like the giant asteroids, though salvaging speed and efficiency is nerfed compared to mining, and, at the time I played, scavenger ships did encounter bugs where they tried to eat an illusory block ::). (And the scavenger ship also needs an escort since the persecutor update.)
  23. Adorable girl thumbnails never fail to attract me :) ! I love almost all kinds of music, but one style that I'm really having a blast with is vaporwave ! So relaxing, helps with my stress issues 8). I just put some of it in my background music, which also contains... [spoiler=Cue almost exhaustive list of all the music I put in Avorion]about ten tracks of moe music, a reggae song, some remixs I made of various songs, , some of , some of the less sad Avorion original tracks and, of course, almost all of music tracks, which add a little more dynamism. On the other end of the relaxing-to-exciting spectrum, I just put an into the action music, cause why not. Action music folder is much more random, ranging from epic battle music to straight horror action with usual fight music in-between, including epic music, various game music like some of , (some of it is very pirate- and naval-like), Dune 2000's , , , (somehow, tracks 3-4-5-2 and 4-5-2-3 mixes), , a Hotline Miami parody, and , in per-game mixes. There is a for hilarious fights, a really ham-handed chaingun-like (beware the screaming at the beginning), and , some of Avorion's action tracks, and a few that I forgot. The boss music is much more anime-like and dramatic, with a , (2 and 3, i knew of them while searching for good Roll20 fight music), (which perfectly expresses the "oops, that's a slightly bigger enemy" event :P), both midboss musics from Persona 3, Xenoblade Chronicles' You Will Know Our Names, an extended version of (also found while searching for Roll20 fight music), a Castlevania (Bloody Tears) remix, Lightning Strike Force Ex's BOSU SHAKI (good things I was interested in chiptune at a time :D), and a slightly out-of-place (that I knew of by watching Open Hexagon vids ::)). There's also slightly less dramatic music with Rabi-Ribi's and . Phew, that's all ! Out of game, I'm listening to pretty much anything depending on my mood and what I'm daydreaming about ! From adorable weeb music to the , from the to Aphex Twin's abstract electronica, from to dramatic melancholic symphonic metal. But I really favour either surreal weirdness (like Mr. Bungle's or Aphex Twin), or deviant cuteness most of the time.
  24. Wonderful design ! And in the next patch those huge cannons will go live ;D ! I like the "fighter-like" design. It feels kinda small, then you notice the hangar and go :o ugaah it's a huge ship ! Wonderful stats too - no weakness, and it's cheap for a heavy cruiser size craft. The big thrusters and rounded two-tiered hull on the top are a nice touch :). Maybe needs an alternative version with another material replacing Avorion~
  25. Yup, some of those changes will need to wait for future unobfuscation/externalization. Balance wise, multiplying all ranges and damages by 10 would make torpedoes a "ineffective or overkill" weapon (all PDC-less ships, even escorted, will die) and multiply by 100 the strategic value of Independent Targeting turrets, which'd be able to shred 30 km one-or-two-pixels-wide ships ???. It'll also turn all fights into (heavily NPC-favored) pure initiative and DPS races unless someone has a ship 100 times as strong as the rest of the ships combined (so it'd survive being fired at 8)).
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