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Kamo

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Everything posted by Kamo

  1. There's currently a balance bug regarding fighter production costs: fighters made from turrets are much more expensive than fighters made by equipment docks, and since custom-made turrets are better than looted turrets, fighters made from them are better and even more expensive (as in, hundreds of times more expensive than a equipment dock fighter). So, balance-wise, regular dock fighters would need two minutes to build, but custom-made fighters will take three hours (which is kind of unfun :(). The fighter production cost should be able to be reduced while designing the fighter, decreasing the impact of stats (using a root function with 10k cost (or 20% cost, whichever is higher) as the base ?) increasing the material price. Or maybe there could be a similar option on the ship to multiply production speed and material cost, a la Mechanized Assault and eXploration.
  2. There also is an option in the server.ini file (something to do with "profiling"), which will pump out a txt file and an html file, which can be updated with more information with the /status command. It may or may not make the logs more verbose :).
  3. Hmm, again the "Entity has no script with index '2'", like in the CocoCrash bug... It might an old version of MoveUI causing problems or another bad script... But the bug I'm getting in build mode is pretty similar: of the two times it happened, one of the crashes was when entering text in the turret searchbar. I wonder what causes that problem and why is it so critical :-\.
  4. What a nice idea ! It'd be like the world generation options in Dwarf Fortress ! Already suggested by me with asteroid frequency (because everyone likes huge fields of big asteroids, but some have small computers), but other options would be extra nice too. Some people would like galaxies on Insane but with huge amounts of ores to mine and make huge ships with it... and some others would play on Easy but in starved galaxies, engaging in small-scale battles.
  5. My game seems to randomly crash when in build mode: it freezes for half a second, blackscreens then quits to desktop. It's regular enough to be really annoying while doing basic stuff: happened once while refitting a Moxie with torpedo launchers and another time while searching for a PDC to put on a salvage Scavenger. Good thing I'm not making new designs now. I'm really surprised no one posted about it yet ???. P.S.: I'll be updating my shipyard when I'll feel motivated: getting not much time dedicated to Avorion recently. P.P.S.: Whoops, this post may need to be moved to the Beta Branch subforum ::).
  6. Kamo

    Trek Ships

    Very good ships ! They also make for realy good mini-buses, especially the Miranda :). Pirates will like the generous cargo holds.
  7. You can select all the drones at the same time by making a huge rectangle with your mouse, with the Strategic View (F9). Then you'll only have to right-click your ship and they will all escort you. When you see huge asteroids made of much more voxels than usual, they have a good chance of being "claimable". They will be interactable if you approach them (usual prompt distance is 0.25 km). Once claimed by interacting with it, you will be able to either sell them to a faction (netting credits and reputation, the best you are with the faction the more credits and less rep you'll get), or found a (mine-type) station. Founding a mine will make you invest millions of credits (do not forget to build after founding), but you'll (slowly?) get your sum back. Trade System Upgrades are fiddly: you'll probably need to jump to get it to work :-\. Player-controlled AI ships are slow as their max speed is a composite of max velocity, acceleration and brake thrust. In other words, player-controlled AI ships will go slowly in order to be able to brake before crashing onto their destination. Increase break thrust and they'll happily crash into you go faster. Paint them red also ::).
  8. not really ;D He makes better ships than me at least ::). Nice round and grille'd engines ! She strongly resembles a longer Moxie in shape, though much bigger too. Also, wow, that ship must be strafing well with all those thrusters :o ! And those huge turrets must cut through enemies like butter.
  9. Trade has become really unfair :'( since the "cargo running upgrade" NPC got since 0.15 or 0.16: I've seen stations go from 0 to 25000 in less than ten minutes. It is probably due to the fact that supply and demand seems to be related to how much of the cargo is at sale, but at least out-of-sector buying for supply seem to not change the suppliers' station stock if it happens in an unloaded sector. Or there must be something I'm not understanding. So, in my theory, that NPC hauler un-nerf seems to have demultiplicated the Trading Post's impacts into the economy (I call it the rolling economy) as most of them lying in inactive sectors infinitely supply nearby stations, and basically made the economy totally bonkers :o ! Things that aren't made in a seventy sector radius get supplied in ridiculously huge amounts, and stations that have gone unsupplied for hours then suddenly get supplied without any station construction happening in-between, simply because a post started converting bought products to sold products. So it would basically mean the "is such cargo supplied to this sector" question would only be answered by either "yes" or "maybe" as there'd be a random chance of sudden infinite supply. My theory seems to be backed up by your experience of destroying all other water suppliers (I wonder how you did it) and still selling no water. Right now, evaluating demand by observing station stocks is straight-up impossible :(. I'd almost tell you to make a station that uses the water you are producing, to benefit from the inexplicable supply yourself and wait for the update that'll introduce automated cargo hauling player-made ships.
  10. I confirm the CocoCrash was due to an outdated MoveUI mod, now the ScrapyardLicenses part is erroring all over the place but it's no problem as I don't use scrapyards and it doesn't crash the game :). The game sure got less laggy. It looks up to be a great game ;D ! UI bug: while in Free Mouse (Shift) mode, I cannot accelerate. P.S.: Wow, for a bug-fixing/quality-of-life update, an innumerable amount of bugs crept up. Poor devs :-[ !
  11. Ah, the PowerSystems bug probably was the cause for the CocoCrash bug. I'll try updating the mod before uninstalling it if it keeps happening, just in case :). More news next Sunday, maybe.
  12. Testing to see if the CocoCrash has been fixed... It isn't ! But something weird happened... I let it hang for roughly 2 minutes, and then the music stopped hanging and the game actually slowly (5 minutes) tried to crash to desktop. There was a black screen, then a white screen, then a white screen with task bar. There was an unknown "/!\" process on the task bar. Then Avorion got "alive" again with an ordinary "Disconnected from server" dialog. Clicked the button and got to the main menu 2 minutes after clicking. I tried to go back to my galaxy to see if it saved at a moment, and it did save, I was in the sector with the Cocoa Farm, in my Misao, instead of spawning in a drone near a station dock 9 km away from it on a sector roughly 15 units away. Hmm, perusing the client and server logs, I might have been kinda dumb not comparing them the last time... I'll try by Sunday to test 0.17 without MoveUI, because the bad UUID invoke errors on the Server are time-concording with errors relative to MoveUI on the client... [spoiler=Excerpts]Client log excerpt 2018-04-20 23-55-04| Entity with index 7cb15386-d48f-4d2e-8587-6a1fabc812fe has no script with index '2'. 2018-04-20 23-55-06| error constructing Entity: Entity with index Uuid doesn't exist at 2018-04-20 23-55-06| stack traceback: 2018-04-20 23-55-06| [C]:-1: in function Entity 2018-04-20 23-55-06| mods/MoveUI/scripts/player/ScrapyardLicenses.lua:147: in function ? 2018-04-20 23-55-06| 2018-04-20 23-55-06| error constructing ReadOnlyEnergySystem: entity with id Uuid doesn't exist at 2018-04-20 23-55-06| stack traceback: 2018-04-20 23-55-06| [C]:-1: in function ReadOnlyEnergySystem 2018-04-20 23-55-06| mods/MoveUI/scripts/player/PowerSystems.lua:104: in function ? 2018-04-20 23-55-06| 2018-04-20 23-55-07| error constructing Entity: Entity with index Uuid doesn't exist at 2018-04-20 23-55-07| stack traceback: 2018-04-20 23-55-07| [C]:-1: in function Entity 2018-04-20 23-55-07| mods/MoveUI/scripts/player/ScrapyardLicenses.lua:147: in function ? 2018-04-20 23-55-07| 2018-04-20 23-55-07| error constructing ReadOnlyEnergySystem: entity with id Uuid doesn't exist at 2018-04-20 23-55-07| stack traceback: 2018-04-20 23-55-07| [C]:-1: in function ReadOnlyEnergySystem 2018-04-20 23-55-07| mods/MoveUI/scripts/player/PowerSystems.lua:104: in function ? 2018-04-20 23-55-07| 2018-04-20 23-55-07| Starting thread [LoadingScreen Plan]... 2018-04-20 23-55-07| Started thread [LoadingScreen Plan] with id 16 Server log excerpt 2018-04-20 23-55-06| Found a duplicate of a previously restored craft: 1's craft CII Hourglass Girl, type: 1 2018-04-20 23-55-06| Player Kamo moved to sector (-158:-472)from (-161:-475) server time taken for change: 13ms 2018-04-20 23-55-06| scheduled save for sector (-158:-472), 0x178eedf0, entities: 114 2018-04-20 23-55-06| saving sector (-158:-472) 2018-04-20 23-55-06| sector (-158:-472) saved to "C:\Users\Pix\AppData\Roaming\Avorion\galaxies\Galaxie Duodedalosaure\sectors\-158_-472" 2018-04-20 23-55-06| scheduled save for sector (-161:-475), 0x178ecbe0, entities: 101 2018-04-20 23-55-06| saving sector (-161:-475) 2018-04-20 23-55-06| scheduled save for sector (-156:-472), 0x178ec510, entities: 3 2018-04-20 23-55-06| sector (-161:-475) saved to "C:\Users\Pix\AppData\Roaming\Avorion\galaxies\Galaxie Duodedalosaure\sectors\-161_-475" 2018-04-20 23-55-06| saving sector (-156:-472) 2018-04-20 23-55-06| sector (-156:-472) saved to "C:\Users\Pix\AppData\Roaming\Avorion\galaxies\Galaxie Duodedalosaure\sectors\-156_-472" 2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16 2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16 2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16 2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16 2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16 2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16 2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16 2018-04-20 23-55-10| Received an invoke script message for an entity that does not exist: e5a3ef8e-8871-4d12-9d86-14f250aeca16 The entity UUIDs are different however. Joined client and server logs. P.S.: D'oh, just read it as I sent the logs ::) ! clientlog_2018-04-20_23-51-53.txt serverlog_2018-04-20_23-52-09.txt
  13. Mighty industrial look, with all those loose-like armor plates ! That's some nice mining ship ! Definitely not the usual scavenger :)
  14. And the damage per second shows clearly it's effectively triple (roughly 8x110x3). Strange. Maybe when the weapon generator "forgets" to put the multiplier in the name the tooltip generator puts it in the damage, but there's definitely shenanigans, probably due to how they came to exist in the first place ???. Maybe multibarreled non-overheating weapons aren't supposed to exist, as the multibarrel multiplier happened on a non-overheating generated (looted) weapon here, while with the railgun, a fabricated weapon, the multibarrel multiplier disappeared from the damage calculation, alongside the cooldown :-X. So the tooltip and weapon generation rules would be different depending on weapon origin and feeding different variables/informations on the game, which would be really puzzling, but I cannot imagine something else happening. So odd ::) !
  15. Yup, that's weird, the damage/s just tripled while the damage stayed the same ! That's definitely either a bug in the DPS calculation... or a bug overnerfing non-overheating multibarreled guns by treating'em as singlebarreled :(. So this hugely boosted damage I was "abusing" with my recently-made bolters were actually the "normal"/"expected" damage value ???. Needs some creative mode tests to compare both types of guns to see if it's the case (I cannot do it because of the CocoCrash bug).
  16. They are weaker to balance the whole shield penetration thing... but they need to be de-nerfed a little thanks to the new Shield Reinforcer module that can counter them :).
  17. .rar files are another type of archive :). You can unpack it using 7-Zip, since WinRAR is shareware.
  18. koonschi will be probably making a bridge block to get a first-person view ! :) Then you'll probably be able to make your own cockpit/bridge, though effectively it should be guarded if it's not invincible as a holo-block. Alas, curved blocks of any kind will not be implemented ever. But scalable slopes have been one of the community's earliest suggestions, alongside vertex editing - but it's definitely not on the developer's priorities, it'll be probably really late content in the perpetual beta development. For the moment, alas, making the curves yourself is the only way, and same thing for slanting :-\. Begin with octogonal landing gears/nose cones and 1-directional slopes (the Kotoura was a big slanting experiment) then get better and better. (Though, having some premade "slopes" or "curves" in the, er, thing with shape blueprints, would be a nice indication on how to make them.)
  19. So (to precise and avoid thousands of google searches), that one Kinda nice and ominous-looking
  20. Yep, the slider is fiddly in Creative Mode, but it's kind of ok because it's not very important. On non-creative most stations will probably have less than 1 crewman per pixel :). It will probably be upgraded like the crew transfer UI, when planetary management stuff will hopefully happen.
  21. Yeah, slot size should at least be modifiable, at least in turret factories, so someone could make little guns for little ships... and big guns for big ships ! It would be a slider on one of the "basic materials" such as steel or aluminum that would increase and decrease sizes of turrets (therefore increasing/decreasing damage and range). Should be simple-ish to implement... maybe even in an existing mod like Weapon Engineering (for in-ship modification) or Extended Turret Factory (for factory making and eventual modification) ? Turret resizing for existing weapons would also be a plus, to not waste loot (especially loot considered as average or unfit for current fleet ship sizes if there's a gap in the sizes). Getting a fourth slot by adding a little hyperspace core is tempting ;). And also, understand that that ogonite 3-slot railgun is thrice as powerful, if not more, as three 1-slots, so one 3-slot or 4-slot turret upgrade may be enough to have as much firepower as before in one railgun, plus 2 or 3 point defense turrets (hopefully in nice wide arcs to catch all torpedoes to survive :-X). The 3-slot railgun also probably has +30% range compared to 1-slots, so you would have to approach the enemy from farther away, decreasing its hit chance ;), which is essential since driving an isolated Line Corvette-class ship in the Inner Sphere is a mighty dangerous life that not even my most fanatical CII cultists would consider (unless you are escorted by a bigger ship that goes around doing pincer attacks from behind asteroid fields), even before the invention of torpedoes.
  22. Hmm, there shouldn't be any persecutors before a distance of 425 from the core, but I've seen regular pirate torpedo boats even in the farthest Iron Wastes. TL 1 torpedoes hit for roughly 400-500 damage, and Iron torpedo launchers have 5 torpedoes each and NPC torpedo boats have only one of them, and the most torpedo boats I've seen in a pirate sector is 3, so having a cruiser-sized ship with health in the ten-thousands may make you survive with quarter-health in the Wastes even without point defense, and then, point defense are probably cutting that necessary HP in half. However you'll need lots of Iron, as in "send a scavenger and wait for it mine an entire sector in OOTS" amount of Iron, and in Titanium, things are going to barrel higher, with more torpedo damage and 3 more torpedoes per enemy ship... Insane difficulty has really become insane, and not in a remotely fair way. Really weird, I heard about people complaining about the same thing, but I remade my arena's four equipment docks and made another before just to test torpedo stuff, and all five of them now sell torpedoes, on the first try. Maybe the server's galaxy was made before the torpedo updates ?
  23. It seems that a 2x2x2 launcher holds the same amount of torpedoes as a 20x20x20 launcher but not the same torpedoes: apparently torpedoes have a size variable that go from 1 to 5, which should limit what size of launcher is needed to fire them. Of course, I wonder if it's volume-wise (so a 2x2x2 launcher would hold size 8 torpedoes, so it'd be overkill), edge-wise (so a 2x2x2 launcher would hold size 2 torpedoes, as would a 2x2x10 launcher), a composite (so a 2x2x2 would hold size 2 torpedoes, but a 2x2x10 would size ~3.41), or amount-wise (so a size 5 torpedo would simply take 5 slots in the tube and/or in storage). The main problem with torpedoes is the guidance based on instantaneous lock, plus their ridiculous speed. Torpedoes beat guns so thoroughly that normal guns do not even count anymore while assessing threats, only the amount of NPC torpedo boats, others are harmless non-issues on the same threat level as flying wreckage. Torpedoes' threat also, by the same way, dramatically increases the amount of necessary resources to build a ship that would be "flyable" (as in, have enough point defense to withstand all the torpedo fire, and being strong enough to afford a few hits), disqualifying all ships beneath a certain health amount (because all are locked the same way)... an amount that apparently increases exponentially with torpedo tech level (and material also increasing torpedo amounts, up to 23 by enemy bomber), as much as people flying ships outdoing stations in the health department (station 10x HP boost included) would be oneshotted in the Avorion Core.
  24. The Defensive Mode apparently fires at torpedoes and fighters, but even without fighters on the enemy side you'd still lose rep because somehow shooting incoming torpedoes also reduce reputation >:(. Currently the best way to deal with it is "get a ship big enough to support being helplessly bombarded till they're out of ammo", which is not ideal :(, especially (apparently) at high TL places where torpedoes start doing ridiculous amounts of damage oneshotting most player-made ships, even those dwarfing most XXL-sized stations... and it can become even more costly as some torpedoes start bypassing shields :'(. Diplomacy (and diplomatic missions, maybe) needs to be implemented next, alongside dynamic economy and multi-sector ship orders (especially cargo runs).
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