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Kamo

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Everything posted by Kamo

  1. Hmm, that's a three slot turret :) ! 71.200 omicron per slot... I wonder if the "+130% Damage" is a comparison from the 3-slot average or the 1-slot average. Since I have heard from people getting exploded from single torpedoes without effort in the Avorion Hill while driving 10 million hull and shield ships, 71.2k/slot dps is fair to fire at those. BTW, it's of course modded, with the latest Hammelpilaw's Extended Turret Factory.
  2. Yaaay ;D, no more scamming by turret factories !
  3. The turning-off-snapping would be great to overlap blocks better~ :) Ah ??? I guess it's a good idea, as a lot of people would not turn off the "Safe Mode", but the safe mode seems only useful when there is actually a danger of deleting the ship by selecting the root block. Unless the safe mode disabling and root block deletion causes bugs at high block counts ? It can be disabled at anytime to remove the "you cannot delete the root block of your ship" error.
  4. I just got wind from the reddit of a wonderful other idea for turrets~, from someone called eduty :) I don't like the idea of using dedicated blocks, but the activation/deactivation seems nice. That would be awesome for making "broadside"-like attack passes :D, in addition to "turret groups" dedicated to different ranges !
  5. I changed the profiling to true in the ini, then played a little (around a minute, prints the log), firing at my target until it was half health. Since it didn't move a lot as the authorities' ships surrounded it, more of my shots registered, like one in eight. That server sure does a lot of saving. Joined both logs. It reminded me of when I tried salvaging a station wreck, a few months before. Fired at it, didn't do damage, so I flied by and WHAM the wreck seemed to teleport into my ship and deal it a crippling blow ! Also once happened with asteroids (of course destroying my ship). P.S.: Whoops, forgot the /status. Doing it again. ...Done it again, with another target and a collsion for good measure. Sending the profiling stats and other file by message... if I can do it.
  6. The gamebreaking "no damage from weapons" bug is still here. Additional information: now even some collisions (especially glancing at high speeds) do no damage, but with/at some rare blocks or some time intervals damage registration happened. I killed the pirates by crashing onto them, then got to another sector, where Xsotan attacked, same problem: they began by attacking a passing hauler that didn't go in an endless trail of explosions and dropped cargo. Also, a screenshot of me firing at those Xsotan, they aren't even noticing I'm firing as they stay neutral ???. It feels that something is wrong between client and server, at either damage registration level or projectile management: projectiles are fired and hitting their targets on the client side, but at no effect on the server side :(. Good debugging~
  7. Those persecutors are even more brutal than enemies in Pulsar: Lost Colony :o ! Not a second before getting hit but Avorion has always been this brutal. The addition of ~30-range ~3500-speed seerker "torpedoes" with no lock delay just made all the brutality appear, as it was hidden by (unconsciously or consciously) outranging and outspeeding the opponent or dodging its fire :(. For now, if you can ignore the other problems, little hacks can punch persecutors out of your game with minimal effort. To modify scripts I usually open them in Notepad and copy-paste them in LibreOffice Calc to get back normal windows line endings (I however had problems on some files and on lines that begun by ' or ", but it isn't the case here somehow.). steamapps\common\Avorion\data\scripts\lib\persecutorutility.lua has the function that determines if a sector is "persecutable" ::) function sectorPersecutable(x, y) local d2 = x * x + y * y local threshold = 400 local difficulty = GameSettings().difficulty if difficulty <= Difficulty.Beginner then return false elseif difficulty == Difficulty.Easy then threshold = 320 elseif difficulty == Difficulty.Normal then threshold = 370 end if d2 > threshold * threshold then -- print ("too far out") return false end if d2 < Balancing.BlockRingMax * Balancing.BlockRingMax then -- print ("inside barrier") return false end return true end Replacing the "return true" by another "return false" might end all persecutor spawning, as may replacing all thresholds by -1. For people that would still like them but without the paralyzing dialogue, in steamapps\common\Avorion\data\scripts\entity\dialogs\encounters\persecutor.lua can be found the dialogue, and this function near it that might trigger it. function PersecutorEncounter.updateClient() if not self.interacted then ScriptUI():interactShowDialog(self.makeDialog(), 0) self.interacted = true end end Commenting out the ScriptUI call (putting "-- " before the ScriptUI():interactShowDialog(self.makeDialog(), 0)) may mute the persecutors.
  8. Very weird, it didn't happen to me. My Misao jumped from 0.15.8 to 0.16.1 with 6 bolters and a scavenger gun, and they all registered as 6 armed and 1 unarmed. (Maybe it was one of the things that was patched from 0.16.0 ?)
  9. Another possible targeting bug, but I'm not sure it can be replicated... I once tried to fire torpedoes at one of my ships (it was an arena fight/test) and some torpedoes had a really bad time locking onto the target ::). Once a torpedo even locked onto my own ship, circling and successfully hitting her :o, so I wonder how torpedo locks work. The locking worked better as I ordered my own ship to attack the training dummy ship on the strategic view and resumed manually firing torpedoes ???. That bug may be related to narhiril's one cause it also involved Strategic View Orders. I also confirm that, when I told a 2-shaft prototype to attack her dueling target, it fired one torpedo at a time despite having her shafts loaded (both shafts were on the same hotkey however).
  10. Kamo

    Railguns

    Weird. I have more or less the same bug, except it happens to all weapons, I reported it this morning. Even NPC ones, so fights last forever without damage :( (other than collisions). It also caused more and more lag, so some variable or procedure may have leaked or hanged :-X. It may be a separate bug, maybe due to messing with the Difficulty enum (causing the weapon damage multiplier to be null ?), as when I tested torps on my Medium difficulty sandbox, all damage registered as normal ???.
  11. I just had an idea yesterday. Instead of an fixed hard cap on turrets or a hard cap by volume, a soft cap. The idea would be: Blocks would be more or less volatile due to their type (normal hull would dampen volatility, making it useful). An average would be like "25 %" Turrets would add volatility to the entire ship depending on turret size and ship volume, because they are most likely introducing explosive things in it due to energy or ammo production. Volatility would be an exponential damage multiplier. So someone would be able to put as much turrets as she desires, but if too much turrets are added the ship would explode at the slightest shot. If the server can compute it, volatility added by turrets could be compounded by block exposition (so if a block "hardpoint" is "jutting out", it will obviously take more shots because of the exposure, but it'll expose the ship to less danger). In fact, it may be as simple as calculating the distance to the ship's center of mass ? It may be kind of a bad idea as as always, it shamelessly promotes "bigger is better", but it would be more logical than wasting upgrade slots to add turrets. (TCS may be repurposed to damage control units that would reduce volatility for a roughly equal amount of turrets' worth.) An alternate idea about turret count: A base turret maximum count that takes into account not volume, but exposed surface to volume ratio, so the game would deduce "this ship has four angles of approach, hence four minimal turrets to cover it" ::) ? It would have a similar effect to volatility as ships designed to maximize surface to volume ratio would expose more blocks and more surface to shoot at, reducing the ship's overall resistance... Another things that I'd like to see would be ship renaming, sector renaming and especially jump gate construction, to put player systems on-grid, named and all ! Constructing a gate would need something like at least 1 million credit per gate, then establishing a link would need money and enough reach on both gates. To calculate the reach of a gate, a Quantum Hyperspace Module would have to be integrated in it, and all its characteristics would be effective. Jump range would simply add to the reach (a +3 would give a 2+3.5=5.5 sector reach Radar range would add half of itself to the reach (a +4 radar range would have the same effect as +2 jump range) Recharge energy would increase money gained by ships getting by the gate (as it would need less energy to maintain the link) Hyperspace cooldown would decrease money needed for the link (wasting a module that would be a time-saver for an explorer's ship to reduce the amount of grinding needed to establish a new trade route). Linking would block access to the module, unlinking would free it. The link cost would be free below the 2.5 reach as any ship would be able to warp there so it wouldn't theoretically establish new trade routes. Above, it would ask for expontientially more money (something like ((distance - 2.5) ^ sqrt(2)) * 1 500 000, rounded to the nearest hundred, would be kinda balanced). There would also be gate tiers, with maximum reach and size, and they would also logically need material. Iron gates would cost 1 million credits and 10 000 Iron, be as small as normal gate, have a max range of 6, and be unable to link sectors between rifts. Titanium gates would be the default gate, costing 4 million credits and 10 000 Titanium, and having a max range of 8. Naonite gates would cost 9 million credits and 15 000 Naonite, be 50% bigger than a Titanium Gate, and have a max range of 12. Trinium gates would cost 16 million credits and 20 000 Trinium, be 100% bigger than a Titanium Gate, and have a max range of 16. Xanion gates would cost 25 million credits and 25 000 Xanion, be 150% bigger than a Titanium Gate, and have a max range of 20. Ogonite gates would cost 36 million credits and 30 000 Ogonite, be 200% bigger than a Titanium Gate, and have a max range of 24. Avorion gates would cost 49 million credits and 35 000 Avorion, would generate a true wormhole when linked, yielding no max volume, nor max range, and the ability to cross the Inner Sphere Boundary. Disadvantages: Avorion gates would only link to other Avorion gates, and cause problems while unlinking (massive xsotan invasion, or from creatures living in wormholes?).
  12. Effectively, Persecutors should only gank ships that got in a sector, not ships that are native to a sector, cause it is kind of stupid, as no amount of guarding would delay the inevitable destruction of a non-dodging, defenceless proto-ship >:(. They should also only attack in enemy territory, of course. I'd be way less friendly if a friendly faction assassinated one of my ships :'(. Of course, that problem almost doesn't concern people who make their ships in Creative Mode at an arena 600+ sectors away from the core, but come on, there is a time when you'd be browsing what ship to spawn, and then BOOM, torpedo in the cube :'(. Persecutors would probably also cause problems to any ships that count on being less noticeable, like quick scavenger ships. For instance Persecutors can spawn anywhere so that kind of ship instantly become obsolete as they'll get wiped in any sector :(. If they appear to kill drones, it's also stupid and grief-like, especially when switching to a sector. Want to get to your ship ? Getting escorted by it ? Oh sorry BOOM you just got torp'd AND your ship is now in danger and with no orders to defend itself ! Freaking griefers ! Long range seeker torpedoes are also kinda imba as diplomacy becomes either unreasonable or ridiculous, as to become friends with a faction, I'd have to get constantly hit by torpedoes from faction frigates while defending one of their sectors from pirates and xsotools, so I'd need to have a ship that can withstand all the ammunition they'd carry (or having an impossibly agile craft to dodge them), without defending against them (Or is it ? Does shooting torpedoes lowers rep ?). Poor ship :'( ! And, beneath the Naonite ring at harder difficulties, cue inevitable repair costs.
  13. Yaay, tried it in my sandbox galaxy (which is actually Medium difficulty, instead of the Easy I usually play on), and I could try it quickly because of the beacons I dropped and could teleport to ! Sector switch may be iffy (spawning in a drone instead of a random owned ship) but it's super practical. Got to 315 from core in a Moxie naonitegrade Light Cruiser against a pirate sector. I actually had to peace out twice for a minute to recharge shields as three enemy torpedo boats emptied most of their mostly inefficient (500-700 damage to my shield?) nuclear torpedoes in my PDC-less cruiser since I got in the sector :o, ow ! (The second time was for the actual recharging, the first one was actually me freaking out to my first and multiple torpedo warnings.) Then I got attacked by two persecutor Head Hunters, with the same payloads, and had to flee again :-X ! Then I fired at them for several minutes before actually destroying them :o, those were tough as nails ! A line corvette like the Kamek would have been exploded to heck before even having a chance to fire back. Now we need more slots, to actually put the PDCs on ships without reducing firepower to a pathetic amount ::). And limitations on the speed at they fire torpedoes (like, having to lock on for a lot of time, a la Wing Co/Freespace), to avoid mass spamfiring. Torpedo warnings become far less dramatic when you get locked every two seconds, and I'd like to freak out again :D. I may update or even add new ships to my shipyard but my game time has decreased a lot, and I'll think about it once the rest of the Combat Update happens, with that eventually delicious custom weaponry.
  14. The Factory Overview is awesome, because of the amounts' presence :D ! Most of a faction's trading is made by NPC ships which, at the moment, spawn out of nothing: the dummy stations I made for my arena are supplied by a faction more than 500 sectors away. So technically, for the moment, you can make any station you desire and it'll somehow get materials from the void ::). Of course it's always smart to try to make "production chains" and "analyze the market", for the future when economy'll get updated to an actual working dynamic model. So a Servo Factory will need: steel, aluminium, conductors, plastic, scrap metal, coal, energy cells, gold, platinum, zinc, oil and raw oil, in varying amounts: it needs a lot of things as Servos are a lowtier industrial good: beginning in the agro-chemical sector or making mines (PC mines have no needs, so they break the game and the factions' industrial paralysis) seem to be the simplest but grindiest way to go, while "patching holes" in NPC production ability requires either a lot of intellectual effort or a corresponding amount of risk, while paying much better than agro-chemical basic production, because goods which are higher on the model are higher priced. Beware: non-basic stations need some time and money to start producing as they need the first batch of goods. For example, Power Unit Factory needs more than 5 million to start up ! But then it started making me 2.5 million an hour.
  15. Since Avorion uses flotation point coordinates like Minecraft, the ship coordinates become more and more imprecise with the distance to sector center, which at this extent causes game physics to break down and crash the game :). In , you'll see the ordinary symptom of "jittering". I guess its some sort of "relativity" ::), except it uses arbitrary absolute coordinates. A similar thing also happens when the game slows down, the ship and her turrets turning back and forth to get a pixel perfect alignment with the mouse, but overcompensating.
  16. I heard they're rare (it would need to be at less than 50 sectors from the Core, and those sectors are usually either Xsotan-controlled or deserted) but I heard reports of their existence. In the case there isn't one in your galaxy, Turret Factories are also buildable, and it would definitely be worth it making one right next to the Core. And a Research Station too, to guarantee top tech level legendary turrets.
  17. I beg to differ. The AI only uses inertial dampeners while being passive or not explicitly braking (as no pilot input triggers inertial dampening) but if they "try" to brake they will try to retrograde, disabling the inertial dampeners (like a player's ship). I've studied and weaponized this behavior, with an asteroid-like ship with small thruster brake thrust, much more inertial dampener brake thrust and a velocity control bypass. By telling to escort a ship, the projectile-ship will almost inevitably crash into her as her AI believes she will brake at the total brake thrust speed. I guess the braking point is determined using total brake thrust speed while driving speed is determined using thruster brake thrust speed. That'd corroborate both my experiences and yours... Since my ships use a lot of inertial dampening, they crash kind of often.
  18. Yup, same kind of experience. To destroy a station, a lot of omicrons are necessary but also at least 4000+ cargo units worth of freighters to actually loot her. If you are the main damage dealer, fire at the generators to either destroy them quickly (by total system failure) or (if the generator is load-bearing) to avoid firing at the cargo bays. All cargo still in bays after the conversion to wreckage can be salvaged and looted without being considered stolen, yielding full value. The station spawns three guards when damaged by a sixth of her health, but can only do so every 15 to 30 minutes, which usually only happens once. A last tip: when attacking mines, fire Mining Lasers. The huge stone part generally adds a huge amount of health but can be whittled away quickly with appropriate firepower. P.S.: Weird, the color tag doesn't work.
  19. It works for me except the ingredient amounts reset every time I made a turret, so, lost tremendous amounts of servos and patience thinking I'd make 59 more of them and making 15 worse ones instead >:(. Fortunately, the 12.17 range godroll exotic iron bolter turrets (used seed -360) are enough to do just fine on my stations :). Good debugging~
  20. Kamo

    Lost in LUA

    There's also the server.ini file in each galaxy (in the C users appdata roaming folder), which has options like
  21. Whoa, it seems the "nerf" I pestered about is much less than expected, prices seem to stay the same for the most part. False alarm ! :) However, Out-of-sector Catchup really works. :D In fact, it works too well. Way too well. It seems to either not take into account how small the amount of hauling traders are doing, or grossly inflate that amount. I have seen water-needing stations with 75k+ cargo hold (so they'd actually have 25k units ready for water) go from 0 water to 20k+ in 10-15 minutes, in systems that usually haul by the low hundred units per hauler, with ships that come and go roughly every 5 minutes. The catchup is so strong I cannot even identify supply and demand anymore, nor even kickstart my own stations :o).
  22. Yup, thrusters are effectively a bit fragile. On my Taki-class cruiser, even as they are entirely protected by armor, they often explode on moderate combat scenarios - and the whole thing is integrity fielded too. Kinda nice that solar panels have a very good durability per density, it feels like solar sails would have been a thing Koon would have wanted on our ship designs :D. My opinion on block balance: Solar Panels are underpowered... notably, every Solar Panel that isn't Iron. Energy made by them doesn't scale by material ! So, apart from sails, decoration and other exposed solar panels (and who'd want to expose their energy generation), non-iron solar panels are kind of useless. Almost the same for Integrity Fields. Integrity multiplier is the same for all and energy drain from integrity fields is comparatively tiny, so non-titanium integrity fields are also kind of useless. Maybe the multiplier could be nerfed from 10 to 4 + material number ? The same effect occurs with Engines and Thrusters, but it's ok - Titanium and Trinium are supposed to be premium engine materials. Maybe making Naonite, Xanion and Avorion engines special (acceleration/velocity ratio would be a way to tweak balance) would be nice ? Hull is useless. Armor is better in all ways. Armor needs way less volume for the same health, way less mass for the same health (so it's actually lighter than hull, 2,25 times so if I read your tables correctly), and Hull needs way more engineers than Armor mechanics. I'd swap Armor and Hull crew requirements: Armor is supposed to be more difficult to repair than Hull, to encourage people to use Hull over otherwise superior Armor... Omnithrusters are a little too nerfed compared to current directional thrusters. Directional thrusters are a little too weak compared to engines (even a small ship has difficulty strafing with a lot of thrusters, but even a large ship has no difficulty accelerating with minimal engines, let alone attain the usual 400-500 m/s velocity - in fact, I remark that bigger ships go faster and get more agile). More Inertial Dampener materials may be needed. Iron/Titanium Hangars have to be unblocked, to use those lil' Iron/Titanium fighters. Framework health is way too small. Maybe making it 15% of normal hull health for 10% density (making it mini-armor in a durability per density comparison) ? Turret Rotation Lock health is way too small. Maybe making it 300% of armor health and density for 1000% cost would fix the problem of a block that's supposed to be tailor-made to resist duress. Same thing with Dock health, albeit Docks should still be kinda easier to destroy. Maybe the same changes as Turret Rotation Locks but indexed upon hull instead of armor strength. Crew Quarters health is too small. Putting nice windows on a ship is perilous. 50% hull strength could be good. Hangar health is too small. 50% to 100% hull strength could be good. Stone and Rich Stone health are too small. 65%/75% armor strength would be nice (or, alternatively, no changes if armor is nerfed as previouly suggested). Energy Containers are way too inefficient. Koon basically stated that ships should not be able to do consecutive hyperspace jumps (without a huge energy excess), hence the need for Energy Containers, but almost nobody uses Energy Containers as they contain way too little energy per volume. More block variety or variants, in general, may be better (better but more costly thrusters ? slower/faster accelerating but faster/slower velocity engines ?). Trinium is overpowered, as inverse density is a god stat for any material because health and energy are just linearily reliant on material number. For the same reason, poor Ogonite is underpowered because its supposed strength, health, is just par for its material number. Avorion as a material has to be upgraded (maybe making it 3 tiers above Ogonite on energy and efficiency-related things would make it a correct gamebreaker, as it is supposed to be). It's Avorion 8), not simply material number seven. Secondarily, materials need to be rebalanced, to make using earlier materials on late game plausible. The "lower on the list is better" seems to be kinda cool for arcadey and pretty simple gameplay, but maybe other things would be great.Oh, an idea. Parametrable custom values for materials, like custom rulesets, for each galaxy, to suit playstyles and exert creativity.
  23. What an adorable idea ! I wonder if I would give them my usual designs, or modified designs with acceleration limited to 1 m/s/s (the engine would be slices of the normal ones and the rest converted into a cargo bay for aesthetic purpose, so firing once at them would disable them), so that smugglers could do their usual thing in peace 8). But if traders get them, they would slow the economy... Sortartes as cargo vessels (the tiny hold might be as much as proc-generated haulers') instead of flimsy haulers would awfully deter pirate attacks, they would be killed by the police or the hauler's turrets before they destroy the hauler with their puny DPS ::). To say nothing of Mitsuhas, which have even more HP. ...But that idea could also bring a big difficulty increase, because one could be suddenly fighting ships of his own design, especially with the faction wars. The salesman could also be used to sell Steam Workshop designs :D.
  24. Nope, it's just that I roleplay my faction as some sort of cult that believes that there'll be a concert at [0;0], the Xsotan bouncers, and the rift a security cordon, so the little skit was the imagining of what would happen when the nightmare mode/re-run begins and every cultist wonders "where da idols at" after the Wormhole Guardian defeat. :) I liked your idea, because Ogonite and Avorion designs are only used for the very end-game, so the re-run could extend their timespan up till upgraded naonite/trinium is found.
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