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Kamo

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Everything posted by Kamo

  1. Ouch, found another campaign-locking bug. CocoCrash ! What luck. [move]:([/move] Definitely liking Alanthier's suggestion about the move to sector !
  2. Same bug as Burnthalo's. Need more reports and a merge !
  3. Seems something in one of the recent updates has messed up the guardian, you're not alone having this bug ! Needs more reports.
  4. Effectively, the demo is the old 0.8.5 ::) It's kind of why I'd ask people that would be interested in Avorion to see a Let's Play as a first impression before downloading the demo just to test if it works on the computer, then buying it quickly. The current demo gives a bad first impression of Avorion's gameplay, and the ship construction mechanics are slightly different : thrusters were surface-based, so the demo also gives bad building reflexes to new players. And since the player is limited to Iron, she is forced to use millefeuilles (which feels unnatural) or vulnerable (no integrity field either!) giant solar sails to produce energy. It would however take time and effort to the developers to produce a new demo, while the developers are currently struggling to beat bugs and add functionalities while their estimated deadline is approaching :(.
  5. There's Shrooblord's AutoResearch mod, maybe corrected by raz334, but I don't know if it's compatible with 0.16.7, since some weapon and module types have been added. Maybe you'll need to add the weapon and module types yourself :-\.
  6. Also confirming it, at least for Explore Sector missions. I got an Explore Sector mission that asked me to explore the sector I had two oil rigs, another station and a sizable part of my mobile fleet in ::). Tried switching to sector, going into a ship, then jumping in and out, nothing happened. Got another mission later for an unexplored yellow sector, jumped in, same thing. The objective(s) for those missions, if hidden, should be shown more explicitly.
  7. That sure is a bug, file a report and send logs... Just in case, try unbranding it at a Smuggler's Outpost, dumping it if it cannot, or getting those blue transportation permits if you have the millions to spare. Most if not all patrolling ships are here to racket money out of innocent haulers instead of blowing up pirates :-[. It's weird, I've never seen it do so ever.
  8. I guess that's due to the energy inverters. ::) ...It may be just an UI bug: there's still the "+301% damage" and "+55% damage to hull" indications (or maybe they don't update - try adding and substracting targeting systems). Though I wonder how a display bug can make a value go negative.
  9. Case B is why we need full-on cargo run orders to be implemented. Right now the solution seems to be to let NPCs and their "economy" do the cargo runs for you, so that the supplied goods coincidentally "come" from your own stations ;). (Like, there's your Solar Power Plant, and your Wheat Farm in the nearest sector, and traders just happen to haul the energy cells to the farm because it's the nearest buying station ::), making profit from resulting margins) Since passing traders usually always jump away, that probably means the goods are always sent to another sector, so I build stations in "chains" along the gate grid, assuming they use the grid for their jumps (big assumption as they do not use the gates) and can jump at least twice, so that a station is always one or two jumps away from where it's supplied from and what it's supplying. That usually makes the chain turn around on itself, haulers going back and forth. It somehow justifies the gate grid itself. With offgrid stations, same things, station chains of 2.5 sectors long, usually made from autonomous agroindustrial stations, to eventually "connect" mining stations to the grid. (Though I've seen ships hauling back and forth from farther away, and even then, I've seen ships hauling back and forth from a faction hundreds of sectors away, so I guess it's just roleplay and there is no economy per se - or that the non-economy predictably outperforms the economy). Shuttles are also badly implemented, only carrying one unit of cargo at a time regardless of volume: it's even less efficient than cargo ships, even with ease of use (as cargo ships need to be made and crewed with several types of crewmen, armed and escorted...). They should have volumetric capacities, ranging from more or less 2 to 60 m3 (for little electronic delivery shuttles to big ore mini-haulers) and having varying resultant sizes and speeds as a result :).
  10. Yup, I've seen the "Empty Sector" command and that effectively empties the sector, NPC stations and all. I guess I could look at how the sector is made, empty it and rerun the scripts to basically re-generate it :-\.
  11. ...except I somehow reproduced the steps to crash, and it seems more related to a timed event than something else ? Now, when I log into my galaxy, it crashes my entire computer after 3-4 minutes of playing, resetting the galaxy to my previous save, unbinding all turrets and spawning me in a drone next to a station 6-7 km from my ship. Now trying to connect then wait some more to see if the crash happens when doing nothing (else than reintegrating my ship)... Doesn't seem to crash now. Jumped to another sector, browsed goods on a Mineral Extractor, and crashed roughly 20 seconds after browsing. Just before crashing a duplicate seemed to appear in the system where the Cocoa Farm was. Also perused the logs: the crash always seems to happen some time after the "Entity index something has no script with index '2'" message. Now trying jumping to another sector and doing nothing, with console open to see what happened. Also made a /status after jump, then some seconds later, then after using the nav console to prepare for a jump to a sector with the farm, then some seconds later and just before the crash ! I'll be sending a link shortly ! The crash seems related to some scripted event that happens once the sector is loaded and readied to go full-active :( (the time when the game finds the duplicate of my ship). Dubbed it the CocoCrash. And here's the link. http://ti1ca.com/Album-Index2-CocoCrash-Pack-h4gzkdff It contains: all 5 client/server logs (with one occurence of being disconnected shortly after connecting) and the status files. Good bughunting :) !
  12. The server.ini contains both the InfiniteResources boolean (which I think happens to be the "creative mode", which does not give you resources but instead makes everything free and sets stations to have hilarious amounts of crew), and the DevMode boolean (which can let you use the and the "Guns Guns Guns" cheat command inside, which predictably spawns guns (one for every rarity if I recall).) Creative Mode can also be set at galaxy creation. Thundercraft's file seems small.
  13. Maybe putting "temporary" lights on the exterior of the ship: lights appear at a distance of one of the cubes' faces, maybe getting through whatever armor the ship has if turned to face the inside. I never had this problem, so maybe disabling shadows and other things that may affect brightness will help too 8) !
  14. Nope :). But if they are independent they'll theoretically target more than one wreck at a time, which may help as the wrecks dissolve into loads of parts.
  15. It works for me in 0.16.7 ! This time without getting scammed, 20 delicious exotic 11.65 range 51.3 dps autotargeting iron bolters now made with the seed #3 :), for my stations and current local flagship. (Made this post to bump it farther than the other mod which apparently is not compatible anymore.)
  16. Subject alternative title: [QoL/Mod request] Degenerative Asteroid Fields ;D Having fun on 0.16.7 is awesome but, between 0.15.x and 0.16.6 I did some tests and moved around to test torpedo stuff... unaware that the sector generator had changed since. I had a custom sector generator script that removed 90% of resourceless asteroids to produce less lag, and when I moved around, new sectors generated with 100% of resourceless asteroids, making 2000+ asteroid sectors that make the game lag like crazy :o. It would be wonderful to get one of those three things like... A configurable per-galaxy asteroid limit/resource probability tweak and a "current sector re-generation once the player ship jumps" command. (That one's a full-on suggestion and cannot be modded easily) A "clear a certain fraction of resourceless asteroids" command. (With a modulo ?) A "Clean Barren Asteroids" command for ships, making them mine and attack resourceless asteroids. (May be even easier than the percentage-based purge as it would simply need a tweaked "Mine" command.) ...to get rid of the "too much rock" problem. I guess it would be nice as a mod to not bother Koon too much :).
  17. That post needs a new name, like "[QoL] Changeable/Color coded fighter icons" ! :)
  18. [move][glow=#FF8133,2,300][shadow=#FF8133,left]The no-damage bug seems to be fixed ! (◕‿◕✿)[/shadow][/glow][/move] I was going to make a new report with the new logs after another test, but I had a completely normal battle against an ambush of three enemies and could kill them, most if not all of the hits registering. They didn't seem to be able to do any damage to me, but it may be because they had 7 omicron guns and miserable badroll TL ~1 torpedoes against a 40 000+ HP hull ::). Maybe it needs a "damage values on player" toggle. Time for galactic conquest to resume at last :) ! ...probably tomorrow, good night. P.S.: I just had two ideas: The reasons why the pirates had crappy torpedoes may have been because the pirate faction had been spawned before the torpedo update, so they may be firing "dummy" 0-damage "default" torpedoes (similar to the 0-damage Multi Turret that happen if the dps of a turret is tweaked on generation) ! The reason why pirate torpedoes and headhunter torpedoes seem fundamentally different in efficacity agaist players: where their designs begin ! Pirate empires seem to span a lot of sectors, so some of them beginning in the Iron Wastes may have outdated irongrade torpedoes up to the Naonite Ring compared to headhunters who come from a local faction on the Naonite Ring, which has naonitegrade torpedo designs in line with its proximity to the core ! That'd increase perceived damage variability by a lot.
  19. What an aggressive front, with all the turrets :) ! The slanted spaced armor is also really cool, really nailing the work in progress aspect and emphasizing the ship' size. The round "eyes" and engines look nice too, as does the hangar !
  20. The map allows you to see what ships of your fleet are in what sector, and search for them. Then you can use the Fleet menu: if you are on the same sector, clicking (or double-clicking ?) will select the ship. Then you can press V or another button (probably the interact button) to tell it to escort you, then jump to a system it can jump. It will jump near you. The movement while idle is a bug however, as it's not a natural drift but a full speed movement :o.
  21. The L-shaped arrow isn't exactly the trajectory the torpedo fires at, unless you somehow made the arrow straight, which I never could and would mean a clear line of fire (so in that case, expanding the armor portion of the tube to get more space for the shaft's line of fire may cause it to register as a tube). I do not know really what conditions validate a torpedo trajectory though :-\.
  22. Probably the result of making a 1st of April a freaking sunday >:(.
  23. The main naval classifications in Avorion stem from the most popular sci-fi games at the time: The X-Series, which have M2 "destroyers" and M1 "carriers", which have the roles of "destroying everything" and "carrying a lot of ships" The FreeSpace series, which effectively inverts cruisers and destroyers by making the destroyers the bigger ships. Elite: Dangerous, which more or less handwaves "capital ship class" and "battlecruiser" for anything bigger than a regular (player-driven) ship that flies and jumps. Apparently (difficult to see grey on white background :'(!), Wing Commander didn't invert and got designations more-or-less right :) ! But that detail probably vanished from some people's memories as the last game in the series was in 1998 (excluding Saga), while FreeSpace covered years 1998 and 1999 and got an editor that allowed people to make mods, especially when its source code was launched. The cruiser-destroyer inversion is probably due to role discrepancy, destroyers being an abbreviation of Torpedo Boat Destroyers, escort ships that would escort bigger ships to detect and destroy incoming torpedoes and the boats that fired 'em, usually submarines. But in most sci-fi game franchises (excluding Wing Commander), destroyers happen to be capital ships that are supposed to be specialized in destroying things ::), which then logically means having the most weaponry, therefore "being the baddest mother****er around" 8), so generally being bigger than a "mere" cruiser that it is now supposed to destroy.
  24. The Cuddle Idolatric Initiative uses a kind-of slapdash system for its military ships, primarily based on hull health and combat worth. Flak Corvette – 2 100 HP at Titanium grade Line Corvette – 5 250 HP Light Cruiser – 21 000 HP Heavy Cruiser – 52 500 HP Light Destroyer – 210 000 HP Heavy Destroyer – 525 000 HP Superdestroyer – 2 100 000 HP Titan – 5 250 000 HP The basis is « 10 000 hull at Titanium grade is the limit between Line Corvette and Light Cruiser » and there’s a multiplier of ten between each two designations. Each material increasing the norma by 40%. However, every CII ship is tested at the Bedridden Scrolls Arena against its predecessor from the previous grade, and its neighboring ships to assert its "final" designation, explaining how the 1 500 HP Irongrade Achital Mark II could get Line Corvette status despite having Flak Corvette health. CII military ship-builiding efforts will also be limited by the sum of game difficulty and available material, based on "Flak Corvette" for Beginner difficulty and Iron material (so, on my actual Easy galaxy, I’ll limit myself to Iron Line Corvettes, Titanium Light Cruisers, Naonite Heavy Cruisers, and so on till Avorion Titans, then on the next Medium galaxy I’ll make Iron Light Cruisers to Ogonite Titans, etc.). (The Irongrade Heavy Cruiser "Misao" begin an exception on lesser-than-Hard difficulties because of its essential role.) The "Scout Ship" designation beneath "Flak Corvette" has become severely controversial since the Persecutors and Torpedoes’ apparition. Since guided long-range Torpedoes are ubiquitous Scout Ships cannot scout at all nor oversee battles from afar (which were the main uses of Scout Ships), and Scout Ships may also be killed by Persecutors while shuttling crew through known systems: so people may see next generation Scout Ships as specialized speed-focused Light Cruisers instead of "semi-military" Flak Corvettes. Another military designation has been recently added, the Persecutor class, which is focused on torpedo-based norma. Iron: 1 torpedo shaft, 20 torpedo storage. Titanium: 2 torpedo shafts, 50 torpedo storage. Naonite: 4 torpedo shafts, 200 torpedo storage. And so on, shaft number doubling and storage following the x4/x2.5 rule. So it's safe to assume that Persecutor ships will grow from Iron Flak Corvettes, Titanium Line Corvettes, Naonite Light Cruisers and so on~ (though the Iron Persecutor prototype is to be classified as a Line Corvette by health norma, but it was to be expected, as making non-Line Corvette Iron ships is difficult). For civilian ships, the CII has even laxer norma. "Scavenger" ships are little more than manned and slightly bigger starter drone ships made to scavenge wreckage to reduce lag, and eventually mine, though miner scavengers will need an escort to avoid Persecution. "War Scavenger" ships are more defensive and rigged with small cargo holds to scavenge haulers killed by local enforcing ships. "Buses", made to carry crew, have as only norma the assumption to be able to carry enough crew to crew a Heavy Station of the same material. Being able to carry enough crew for eleven (not ten, as the eleventh’ worth is made of "hierarchy") would grant the currenly-hypothetical "Heavy Bus" class instead, if stations or ships big enough would be designed. "Cargo" ships have a fixed norma of "2 000 units cargo hold", with the exception of Irongrade cargo ships which are composed of a smaller "gate-shuttle" cargo and a bigger but expensive "offgrid-jumper" cargo, because of pure millefeuille-based reactors’ price. If stations start to ever store more than 25 000 units of a product, 10 000-unit cargo hold "Heavy Cargo" norma will be instated. For stations, CII normae are based around production and cargo hold. "Ordinary Stations" need to have 220 + 100 times their material code (Titanium equalling 0) production value, and a 6 000 units cargo hold. "Heavy Stations" need to have 520 + 200 times their material code production value, and a 8 000 units cargo hold, and needs to be "appropriately bigger". "Trading Posts" need to have 60 + 50 times their material code production value, and a 60 000 units cargo hold (so, 2 500 for each 24 products, hopefully). "Utility Stations" such as resource depots and other stations that do not produce any goods nor store many goods, need to have 60 + 50 times their material code production value, and a 2 000 units cargo hold, but even that small norma is very lax, allowing designs such as the JoeBar to continue existing. In the future, the hierarchy of Buses would also be extended to contain bus classes which would serve to carry as much people as possible to the limit of being crewable by the previous bus’ maximum crew capacity. Therefore: Heavy Bus – Projected 2 500 crew capacity for 420 crew requirement, but since 1 000 crew capacity buses have been made the crew capacity may be 150% higher, so 6 250. Light Macrotransfer Ship – Projected 50 000 crew capacity for 5 880 crew requirement Heavy Macrotransfer Ship – Projected 600 000 crew capacity for 47 040 crew requirement Light Colony Ship – Projected 12 000 000 crew capacity for 564 480 crew requirement Medium Colony Ship – Projected 600 000 000 crew capacity for 11 289 600 crew requirement Heavy Colony Ship – Projected 45 000 000 000 crew capacity for 282 240 000 crew requirement As one may imagine, Heavy Macrotransfer Ships would be big enough to classify as Titans, Light Colony Ships would dwarf them by having nine times as much health as the Titanium titan norma, and Heavy Colony Ships would be able to carry several planets' worth of population. Once the CII is able to field enough Colony Ships and other ships to efficiently move three quarters of the galaxy’s entire sentient population in less than a week, the CII will declare themselves ready for the Galactic Core Event 8).
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