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Kamo

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Everything posted by Kamo

  1. Nerf season hits ! And trading gets the blow again, after the "500k cap on buyable stock" discovery :'(. Damn, just as I started to make enough profit to actually make enough money to build stations in reasonable amounts of time, OTL. Time to idle twice as much and even more to continue expanding ! Thanks for the habitats now buy books and stuck traders fixes, however.
  2. Because of that damn limit, I have reached a point in the industry I'm building where joining PC/NPC seller and NPC buyer stations is not advisable. Remember (link) the Power Units I'm making ? I can arrange for the production of Electro Magnets, with which would be made Gauss Rails, to supply both an Anti-Grav Generator Factory and an Accelerator Factory. Except it would help neither of my buyer stations. They are stuck, with piles of all required goods in the hangars (the Accelerator has at least 15000 of all !), not producing because the whatever Anti-Gravs and the 14 Accelerators they have produced are worth more than 500k ! So I can neither buy them at an advantageous price, nor sell NPC traders products to supply them as they do not request any supply, making the Electro Magnet and Gauss Rail factories useless ! In other words, stations that have space for a lot more than 500k of buyable stock are to be considered dead and ignored by further market analysis :'(. I also cannot see, since they did not request any supply, if they even are supplied correctly of other materials. I bet they don't. If I made one or the other (huge investments, especially the Accelerator Factory) to alleviate the problem, I would almost certainly make non-viable stations ! So that'll stifle a lot of the trading I'll make... Until I make enough money or idle enough to pile it, I'll be stuck at the Power Unit stage in the industry economic sector :(. I really hope for a complete uncapping - people who make money with exploits (like the trading post one) are unstoppable right now, while people who try to not exploit the game are disavantaged >:(. Replacing the cap on buyable materials by a cap on starting materials (so they do not begin with much more than 500k of buyable materials they made, but can request and get supply from the preexisting economy, instead of freezing) would be a good alternative. Please Koonschi - I know it's Combat Update, but a lot of people would wait and extra day for a trading cap hotfix.
  3. Just upgraded to 2.1.1... Some of the "handles" to MoveUI elements are really badly placed, like, at the top of the box, so I have a lot of difficulty to move them up :(. The new Faction Controller is kinda cool, and the Notepad is ideal for planning objectives :).
  4. It may seem like UI nitpicking, but I'd really like the music to be upgraded in some way. Sometimes I even wonder if the musical shuffling is really random or if there's a limit to how much music the game actually acknowledges. Level 0 - Minimal music Better music randomization and no track limit ? (I may have hit one of those two issues, or do they exist ? Needs verification or testing by other players.) Random boss music (right now only The Grid is used) Level 1 - More intelligent music A sound option for an idle delay for background music. Since some of Avorion's "midgame" action is "idling for stations to make money", why not autoswitching background music off after a certain amount (default: 15 mn) of idling (no piloting input). The cool thing would be, if action happens, the action music would start, helpfully alerting the player ! [*]A sound when the player gets a "disconnected from server" error. Also helps with idling. [*]A sound option to toggle always-on combat music or an option to toggle combat music at will for a track's length. Doing combat testing/arena duels with peaceful background music may seem jarring. [*]A 1 mn minimum delay between track changes. Having combat music pop out while doing maneuvers to get closer again to the enemies I overshoot is kind of discouraging, especially when a good track gets cut. [*]More moddable control over the music and sound system, in general. (Asked by Shrooblord) Level 2 - New music options Numerical Music Parity ! Music files could be labeled with numerical prefixes and suffixes. When a background music would change to a combat music, the sound system would try to find the same numbers. Pretty cool for variable mix music pairs ! More music options. Support for action music divided into pirate, xsotan and other encounter music. Special music dividable by boss. A music menu where you could place tags would make the trick, and allow sector scripts to launch music by tag (allowing pirate sector attack music and creepy xsotan-infected sector background music). Music streaming options (from said music menu), maybe using the "Steam Music" system. Configurable default delay between track changes. Level 3 - Extra smart music Support for music for different combat intensities, with relation to mean volume of ship in combat. Support for music for different combat situations (player is winning, or losing, or both), with relation to ship health and/or mean omicron values. Support for a new "mission" music type, which would replace background music for some time (Default: 30 mn) when doing a mission. Support for a new "construction" music type, which would trigger after another track (or after some time - default 1 mn) when in Build Mode. A "dramatic music cue" button/keybinding, triggering boss music in action scenarios, for when the player finds an unusually big encounter. Jumping into the action: combat music commencing on the loading screen when jumping to a sector where player assets are in combat. The Strongest Enemy: A sound option dropdown to choose to activate no music, action music or boss music when approaching asteroids. Range inversely proportional to brake thrust. Level 4 - Strategic feedback Options to add soundbites to ship soundtypes and triggers to the game. They would both add feedback and roleplaying value ! So a ship would yell "Whatever-type under attack" when attacked, while the notification would show the sector the ship is in. The ship soundtypes would be applied ship by ship and copied when a ship is copied, so only big and/or important ships would say things. Triggers may include: Orders, accomplished orders, acknowledgements (a la Homeworld) Hull/shield falling to specific levels (it would be great to hear how fast a station or big ship is getting hurt) Selection (with pissed off options for clicking too many times, like some RTSes). Taunts/combat chatter, when on sector. (Duration limited to 15 secs and occurences to 120/180 secs to avoid griefing.) Collision (Cue pained sounds from pilots while the ship and not the pilot itself is hurt.) Death (complete with ship rolling for the duration of the soundbite, limited duration and parametrable with chance of happening, with a volume-bound maximum to avoid griefing). Unit construction acknowledgment, if automatic ship reconstruction is to be a thing in the future, with player-owned shipyards. Mutinying (starting to lose morale because of crew problems). S.O.S. (Not enough mechanics or engineers, trying to move while having 0 thrust or 0.00 rad/s on two rotation speeds.) Pained S.O.S. (Life support failure) (And of course, multiple soundbites per trigger would be accepted.) [*]Alternative to soundbites: Voice synthetizing. Pitches and other modulation nonsense to make procedural alien voices for factions. (Voice seed rerolling can be possible and paid (100k credits at admired?) at Faction Headquarters in cases of extremely annoying voice.) [*]Riot action music: Mission music while one of the player's ships at jump range does not have enough crew, and Action music when it starts losing morale due to that. Also, action music while one of the player's ships at jump range suffers life support failure. [*][glow=#FF8133,2,300]*Recently added*[/glow] Subtitles: Soundbites may have subtitles, not only as a hearing aid but also to get subtitled radiocom messages like in most space dogfighting games. Level 5 - Really really optional goals Soundbites and Voice Synthetization, so NPC factions won't be stuck with default soundbites, and players may see the interaction between their ships and non-player ships. Maximum ambiance ! Ambiant soundbite/synthetization, 0% to 15% volume depending on distance, and togglable. Police suspicion chatter, when on sector. (Helps smuggler players a lot.) [*]Soundbite/synthetization static and quality decrease from lowtech ships (minor for Titaniumgrade ships, major for Irongrade ships). [*]Support for combat starter/launcher music, . Also a la Freespace, a la Wing Commander and (since it's a thing now...) torpedo panic music ! [*][glow=#FF8133,2,300]*Recently added*[/glow] Ship comm image: Pairing soundbites' subtitles with a (reportable) static image. Level 6 - Musical overkill Togglable streaming radio. When toggled on, the stream would override background music (not action music) and be chosen from one of the faction's seeds and its traits (aggressive faction = aggressive music, and such). Roleplaying opportunity of a player liking a faction for its musical taste ! (Radio seed rerolling can be possible and paid (500k credits at admired?) at Faction Headquarters in cases of extremely annoying musical tastes.) Soundbites for Workshop ships, that'll be downloaded with the ships (with the number of soundbites shown before download, and the options of stripping a downloaded ship of all soundbites and downloading a silent ship, to avoid bad-sounding or vulgar ships).
  5. Whoa, that's mightyfine detail :o ! Maybe it has been made at a huge scale (like most comic strips are drawn) and resized with the resize ship option :). There is also an "Art" tag on the workshop. It may be a good place to publish templates in ship form.
  6. Yup, that's what we beta-testers have to do. Since part of the game code is open to us, it's probably okay to help the devs code. I mean, they have so much things to do on their side, with the rest of the game code :) ! The finetuning and rebalancing'll have to be made for later, when the whole shebang's gonna be overhauled, better procedural ship generation, HP, volume and DPS intervals, dynamic and multivariable difficulty, economy equilibrium, product sinking and faction ship production (economy based on built and not spawned from nothing ships), etc.
  7. For the moment, Turret Factories seem to have their own "blueprint seed" to make turrets. When the seed changes, the weapon characteristics do vary and can range drastically, causing the metagaming expression "crap and god rolls" usually seen in RPGs. It is possible to find Turret Factories with seeds that produce weapons way better than the norm, or in this case, way better than the norm of the two next material layers ::). That mod should allow the player to find his own god rolls by choosing the seed.
  8. Wonderful idea ;D ! Especially the inertial dampener flaring exemple. Once I made my cuddle logo with hologram blocks on a glass block, but the glass kept breaking so I made it an holo too, but having to change the logo on every ship was quite cumbersome. Since in MP people would have to sometimes change their coat of arms, streamlining that process would be neat :).
  9. As the program gets bigger and the devs face new challenges they couldn't ou didn't plan, needing more tinkering with the core game, the game code itself becomes bigger and more complex, causing development time to increase. Minecraft is the biggest example: it had weekly, or even faster updates in alpha, but in the late beta the updates went monthly for content and irregular for engine changes, which sometimes took several months. Mojang, which was only Notch at the time, had to hire new staff, but the new staff looked at the code and had to acclimatize to its complexity and intricacy, so the delay was even greater as Notch had to explain the code and leave more comments in it. We're lucky: since Avorion is coded by two people, the code must be understandable by both, so more understandable in general, therefore less complicated and more prone to be tampered with by eventual new staff. :)
  10. If that bug always happens and the OP's bug happens too, it would make the lack of money I make with stations understandable, as I would need to travel through the sectors my stations are in and flush traders in hopes that the OP bug doesn't happen again, resulting in a vanishingly small chance of having a transaction happen correctly. Correct transactions happen from time to time, but on stations that are not yet clogged in-sector... with traders that aren't frozen out-of-sector. :'( I guess I'll be idling till one of the issues is fixed.
  11. [move]Page 3[/move] Naonite Military Ships [spoiler=Peruse Military Ships]Kotoura Mark II-class Scout Ship (103 437 cr, 3 216 Iron, 2 822 Titanium, 8 198 Naonite) [spoiler=See the ship] Name origin: Kotoura-san <3 ! An audacious design from the CII boondoggle repository, the Kotoura is still a costly but fairly robust scout ship, that can kick around Nazuna Mark I titanium-grade flak corvettes with a few scratches or not. Accelerates really well to get out of harm's way and uses thrusters to rotate and strafe with moderate success. The Kotoura used to not have much in terms of inertial dampening, so one had to know in advance when to counter-thrust, and no telepathy was to be involved. But now it isn't the case anymore with the Mark II, which is also much more robust ! And even sillier looking. Nadeko Mark II-class Flak Corvette (42 013 cr, 916 Iron, 983 Titanium, 3 806 Naonite) [spoiler=See the ship] Name origin: The Monogatari Series. Trying to make a naonite skeleton to make a naonite broadside flak frigate resulted in a genius masterwork design: a wall designed to cover the ship's systems while offering incredible angles to bear four weapons to, causing enemies to vaporize at a downright scary pace, while being averagely healthy and pretty robust, for an almost more advantageous price than a Kotoura Scout Ship ! Her combat-worthyness has been proved by slaying a Sortarte Mark II in an arena duel, and Khorne knows how strong and beefy those Kilrathi corvettes are ! Her post-Warp Thickening successor is much less asymmetrical, but still a formidable foe by all means, while also staying as useful as a flakker. Mifune-class Line Corvette/Frigate (167 599 cr, 7 937 Iron, 3 258 Titanium, 10 863 Naonite) [spoiler=See the ship] Name origin: Kotoura-san <3 ! The Mori, the Mifune's predecessor was an inexplicable enigma for the engineer: her shield generator was awful and her combat worthiness humiliating, which made her a very unpopular choice despite the averageness of the Kamek, her rival. Another ship took her place during the post-Warp Thickening upgrades, with a strange shape. The Mifune can fire in the front, exposing not much of a firing profile, or in the contrary, shield another ship by exposing her rear solar paneling. Of course it was pretty easy for her to vanquish the Mori, who had almost no combat worth despite her name. Kamek Mark II-class Line Corvette/Frigate (214 544 cr, 10 343 Iron, 6 571 Titanium, 15 856 Naonite) [spoiler=See the ship] Name origin: The design is based off a Wing Commander one, but the name modification made it also reference Super Mario Bros. Theoretical successor to the Sortarte Mark II, the Kamek embarassed the Kilrathi engineers by failing in a duel against it's predecessor. However the Kamek and their successor brakes faster, has a little more cargo, has nice shielding and is definitely nicer to look at. The Kamek Mark II has enhanced everything except inertia dampening, and got rid of an annoying hyperspace problem (in addition to being adapted to the thickened Warp). They's however almost as expensive as a Moxie-class Light Cruiser, but the CII stopped counting for noncapital pricing. Ichigodaifuku-class Persecutor Light Cruiser (181 516 cr, 21 012 Iron, 3 139 Titanium, 12 601 Naonite) [spoiler=See the ship] Name origin: A tiny cruiser-sized naonitegrade "Persecutor" ship designed by the Kizuna Drive. Able to throw torpedoes four at a time for almost two minutes straight at a target in a spiral pattern if captains could get the hang of reloading or firing more than one launcher at a time, the inoffensive-looking cherry-like Ichigodaifuku can bomb stations to wrecks in seconds by her lonesome. She also boasts Nadeko-like walled hardpoints on the top, with a obvious weak point at the bottom, though her rotation speed disables most ships to take advantage of it if they're targeted. (Also, her "true" class probably lies somewhere between a line corvette and a light cruiser. Sigh, complicated ::).) Moxie Mk II-class Light Cruiser (283 544 cr, 13 405 Iron, 15 939 Titanium, 15 605 Naonite) [spoiler=See the ship] Name origin: One of the main characters in NomnomNami's main Visual Novel series. Designed to be an agile cruiser able to respond to moderate threats, the Moxie can also serve as a main tanking ship for security lances, as Moris and Kameks seem lacking in solidity, while the Moxie is well, a cruiser. She's extremely agile, and it's good as the Moxie sacrificed both cargo hold space and health for that. Her propulsion is heavily thruster-based, using the four wing-engines and explaining her roll speed ::). The Mk II upgrade now in circulation replaces one of the thruster-wings by a torpedo storage and dual launcher, allowing her to explode enemies from far away at the captain's mere will. Kanakura-class Heavy Cruiser (1 262 078 cr, 99 332 Iron, 69 530 Titanium, 42 563 Naonite) [spoiler=See the ship] Name origin: Nisekoi~ The Trapisonda-Cursed and unfortunately ugly Ruri-class Heavy Cruiser, like the similarly unpopular Mori, had to give way for a new design. That one had been made as a challenge given to Cuddle engineers by Kilrathi. The Kanakura is a "artist's rendition" of a Snakeir-class Heavy Cruiser, and was the best idea of the Warp Thickening anti-obsolescence upgrade wave of designs. The Kanakura is twice as strong as the Ruri and backing shield with appropriate hull strength, has as much bombing ability as an Ichigodaifuku, lots of hardpoints, an offensive profile, good brakes, and can even serve as impromptu light crew transport ! Naonite Utility Ships [spoiler=Peruse Utility Ships] Ukobach-class Scavenger (2 575 cr, 410 Iron, 148 Titanium, 246 Naonite) [spoiler=See the ship] Name origin: A demon of old, that I knew while watching an LP of Castlevania A frankly adorable scavenger design, the Ukobach uses its lanterns to both illuminate the dustiest asteroid fields and fire its mining/salvaging/repair beams. She even has a cute shield to increase her survivability by one or two seconds. Nanashi-class Bus (268 099 cr, 19 346 Iron, 19 550 Titanium, 15 860 Naonite) [spoiler=See the ship] Name origin: 1bitheart, a visual novel series whose main character is adorable ;D Named as "no name" as, well, she (he?) didn't get a name at any part of the design, the Nanashi is the Flotus' successor, slightly more resilient and only slightly more spacious. Her (his?) alas lackluster performance puts her in a very niche usage - crew transferring in 3-to-5-distant offgrid sectors, unless one counts its aesthetic value, as the Nanashi is slightly more elegant than the ol' flying brick Flotus. Magic Kappa-class War Scavenger (98 746 cr, 5 555 Iron, 4 025 Titanium, 6 867 Naonite) [spoiler=See the ship] Name origin: An adorable (?) . What is yelling obscenites in a funny baby-like accent, salvaging enemies alive while crashing into everything (because of her star-like shape) ? Apparently, the rainbow spirits have blessed the CII scientists with inspirational design. Yes, the naonitegrade War Scavenger puts the "War" in front, especially since Persecutors kick ordinary mining scavengers' ass every time the escorts have their back turned. Sturdier than a Nadeko, so she can even be fitted to fight as a line or flak corvette, just add gunners, TCS and pulse cannons/point defense ::). Setsuna-class Cargo (414 744 cr, 18 745 Iron, 23 548 Titanium, 19 734 Naonite) [spoiler=See the ship] Name origin: A from Yuyushiki which was remixed A LOT on the SoundClouds I usually hear from. It's also a common name. The Setsuna is the Naonite cargo of the CII, a sailing ship which boasts a lot of space, high speed, and low braking. She was made at the same time as the Moxie, though she was somehow forgotten from the change to the second second season to the third second season (the 0.17/0.18 update). Naonite Stations [spoiler=Peruse Stations] Dualefort-class Station (1 131 601 cr, 69 705 Iron, 48 745 Titanium, 43 359 Naonite) [spoiler=See the ship] Name origin: Its two Primefort towers, so I was inspired by the second tome of the Lord of the Rings ;D The Dualefort is simply two Primeforts, one bigger to put a shield generator in, linked by an almost rocklike bridge with eerie torches that give almost no light. Feels evil. Whatever, its production and cargo values are as normal as they can be and it's solid, so it's an alright naonitegrade station. At least, since it's the CII mainstay station for Naonite Ring station, it lords over the ring when no Heavy Station is present in the sector . Chitoge-class Heavy Station (2 649 908 cr, 126 144 Iron, 118 869 Titanium, 119 204 Naonite) [spoiler=See the ship] Name origin: Niseko~oi The Chitoge is the Onodera's successor and is worthy of being it by mixing the "steel hiding silk" Onodera schtick to the Nadeko "defensive wall with hardpoints jutting out" gimmick, resulting is both a high tolerance for shenanigans and better ability to defend herself with the two turrets all station dispose of. Her cargo hold and production values are on-par with current CII norma, and she at least has a passing resemblance to the character she's based off because of the red ribbon-like edges. Her only drawback at the moment is the fear of dark confined spaces (read: of getting her docks clogged with stuck freighters, a pretty gamebreaking bug still present in 0.15.7 ::)).
  12. The main problem with dynamic warfare between AI factions is the metastability horizon. If AI factions do not split (due to more or less « random » « conflict » events) one of them will tend to conquer all of the galaxy, ruin the faction diversity, destroying all pirates and even, if the player comes to the endgame, all xsotan too ! There’s also the differing starting conditions (the player begins from scratch, the factions begin with a bunch of sectors more or less filled with stations, and defense and trading fleets to match, and pirates begin with a bunch of shipyards and a lot of rage), so if the factions grew at the same speed as the player, the player wouldn’t ever catch up (as a faction’s growth is exponential, while a player would struggle to make its first station, a regular faction would have made twenty of ‘em). A stable galaxy is quantifiable and easy to balance, while an unstable galaxy is exciting and enjoyable to explore, so chaos has to be sown into it to avoid stability and boring monopolies… while not utterly destroying the entire infrastructure ! If only a few stations lie while their factions compete in total warzones, trading opportunities would be few and far between, production chains would desintegrate and all longterm investments would be lost to faction wars, resulting in the player not able to grow its economic and military strength :( (tl:dr example: getting repeatedly ganked in previously friendly respawn sector). So it's kind of logical that the universe kind of revolves around the player, even if a little power play (akin to present-day faction wars, but with limits, each faction "waging" one or two sectors to board stations and complete production chains, or to assert territorial/gate grid dominance, before declaring it a win or loss) and out-of-sector shenanigans would be nice to see :). Maybe a "time dilation" effect around "player-active" sectors (NPCs harvesting, acting and builiding slower and slower as distance to player activity goes), on top of faction scission when factions became too big, would result in an enjoyable galaxy ::).
  13. [move]Page 2[/move] Thanks for the nice comment :) Titanium Military Ships, cont'd[spoiler=Peruse Military Ships] Sortarte Mark III-class Line Corvette/Frigate (55 629 cr, 4 840 Iron, 6 334 Titanium) [spoiler=See the ship] Name origin: Wing Commander, probably the III? Actually a Kamrani-class. While some Kilrathi joined the cult to try infiltrating Terra yet again, they were so embarrassed at first to drive ships made by cuddles and humans who worshipped idols that their engineers redesigned and rebuilt Sor'tath class corvettes. Some adjustments later the first "Sortartes" were produced but those had critical flaws in their design (something about cargo holds serving as armor and way too lax security norms which led to extreme fragility for a liner). Together with the rest of the cult, Sortartes were redesigned from scratch to bear armor to space and have a somewhat sleeker and simpler appearance. The resulting Sortarte Mark II was more resembling the original Sor'tath and was way beefier, as it should have been, and all went well from now on, until the Warp Thickening happened and hit the heavy Sortarte with horrible post-jump jet-lag. The Mark III was then remade from scratch to thin out armor that used to be needlessly strong in order to place hardpoints and thrusters, resulting as a less resilient ship than the Tulipuzo, but a slightly more agile one... which can loot twice as more, and is also equipped with a torpedo shaft like the original Sor'tath, which the Mark II lacked ! Warning: Unknown interference falsified thrust and velocity values. Should be somewhat higher than the predecessor, however. Okura-class Persecutor Corvette (27 447 cr, 4 578 Iron, 4 098 Titanium) [spoiler=See the ship] Name origin: The "Kizuna Drive" sub-sect, apparently driven by a very peculiar and extremely attractive artificial intelligence who wants to participate in the Galactic Core Event, has made that ship at the same time as the now-obsolete Natto Mk I. She is much better at doing what she should do, as she contains and throws lots more torpedoes. She may have become slightly obsolete now that Tulipuzos and Sortartes throw torpedoes like it's going out of style, though. Taki Mark II-class Light Cruiser (299 969 cr, 35 418 Iron, 21 320 Titanium) [spoiler=See the ship] Name origin: Your Name, the author anime. One of the CII's last ships of 2017, the Taki responded to the need of having a flagship that could haul cargo without a trailer. This light cruiser was twice as small and fragile as the Rikana but had a 2200+ cargo hold, makes stupendous vertical strafes and brakes just hard enough to feel powerful. The post-Warp Thickening upgrade made the Taki's health low, but their movement ability increase (and agility, braking and looting abilities decrease, alas). Together with a flak-fitted Mitsuha freighter the Taki can still lead commando raids to destroy stations, but the Rikana Mark II is better suited to WAAAGHs now ! Warning: Unknown interference falsified thrust and velocity values. Should be superior than the predecessor, speed of around 995 m/s has been noted. Rikana Mark II-class Light Cruiser (272 150 cr, 42 929 Iron, 19 309 Titanium) [spoiler=See the ship] Name origin: Mix Ore, one of Charon's visual novels. First CII cruiser, the Rikana's boatlike appearance was supposed to encourage exploration, but used to be too big and rounded to do so leisurely so she was primarily used in system defense. Interesting double anecdote about her: the Rikana Mark I was in fact the Rikana Mark II, except it was made before the CII's adoption of mark notation. Her predecessor cost two and half times as much resources, ten times as much credits and needed ten times as much crew, so it was named as such because its cost was so high and it seemed a trap. Now, the Rikana Mark II (Mark III?) is a much better ship to be sent on sieges, as her cargo hold is a Mitsuha bigger than her predecessor ! Titanium Utility Ships [spoiler=Peruse Utility Ships]Scavenger-class Scavenger (819 cr, 377 Titanium) [spoiler=See the ship] Name origin: It's just a scavenger. When defender lances clashed against pirates, aliens and idiots, wreckages began to pile and inevitably cause lag. So a quick and simple way of dealing with wreckages was built once, and then twice, and then it became an cultwide standard. Just drop her in a sector, ask her to mine or salvage an she'll clean it when you're away ! She has been designed with the starter mining drone in mind, and was kind of embarrassing to put on the workshop. Flotus-class Bus (266 777 cr, 34 392 Iron, 32 471 Titanium) [spoiler=See the ship] Name origin: Somehow, that adorable Lucky Star remix. The Flotus is the current mainstay mass crew transport at the CII and, at the titanium belt, will stay this way for quite a while. Able to carry 940 passengers along with 78 useless nobles while being crewed by only 44, the Flotus shows a peerless 89% efficiency, while maintaining a good brake thrust and nice flight profile (to not crash the 1056 people into its destination), alongside an excellent structural integrity and health amount (to not explode the 1056 people into ordinary attackers). Her energy circuit is strong enough to make it able to jump, collecting crew and evolving into stations offgrid. The Flotus has way less work since the designing of the Mokocchi, which can crew an ordinary Castellan-class station while costing more than nine times less credits to deploy and wasting less crew space on engineers that'd be fired after the metamorphosis. She's still useful for Onoderas~ ::) Pepe Pillo-class War Scavenger (16 173 cr, 1 617 Iron, 2 844 Titanium) [spoiler=See the ship] Name origin: I think, a Rompetechos comic strip. I named it after the first thing that came in mind while thinking of "Pilleur" (Pillager/Scavenger). Some time after the Scavenger was designed, a problem arose in one of the CII's main sectors. Suicidal freighter from a faction which the local faction was hostile passed by the sector, getting killed by the local police. The freighters exploded into loot when salvaged, loot that was then lost. So a bigger scavenger was made, with a small cargo hold that could carry some of said loot, to start profiting from the suicidal behavior of the idiotic hostiles. Her (his?) integrity-fielded titanium corner armor "antennae" allow salvaging turrets to be installed in apparently empty space, allowing such turrets to benefit from incredible angular coverage. The Pepe Pillo wasn't only a slight upgrade, she (he?) was faster, tougher and (barely) jump-capable to allow more autonomous forays : she would become the Scavenger's successor if out of sector attack events became a reality. Or not. Andis Mark II-class War Scavenger (55 172 cr, 6 715 Iron, 3 334 Titanium) [spoiler=See the ship] Name origin: An adorable . Once upon a time, attacks from the Aqwe Syndicate on the Eazogmeam Kingdom CII mining scavenger had plunged the CII guru into a trance, in whence he called upon spirits from a colorful land, to design. The only thing the scientists understood was "rainbow", so they made a pretty good but generic design, with a protruding hardpoint and a rainbow on the side of the cargo cointainer. Nice and funky and an adequate starter ship, the Andis was well-liked until the Warp Thickening made her problems more apparent: people didn't have enough space to lodge in. The Mark II, shaped like some kind of gondola, now has more ample accomodations, but also more crew needs. Much more crew needs. And she isn't a starter ship anymore, though she can actually plow enemies with more ease as she's better armored. Mitsuha Mark IV-class Freighter (253 535 cr, 37 579 Iron, 14 424 Titanium) [spoiler=See the ship] Name origin: Your Name. No, not your own name ::), the author anime. The Mitsuha was kind of an experiment in trying new ship shapes. Only lifeforms as odd as cuddles would try to make L-shaped ships. The first series began as an unpopular one and definitely stayed this way - the cargo hold size was less than 150, which meant monstrous inefficiency. The second answered the issue with a less-than-wished 1400-ish-sized cargo hold, but later demonstrations at the Bedridden Scrolls Arena yards showed she couldn't jump without extensive modular help. So a third series was made using, among other techniques, sideways energy-millefeuilles like in the naonite-grade Nadeko flak corvette, with a normal-sized cargo hold. Most of the price in iron went into a large inertial dampener, while big thrusters helping the gyros for turning, resulting in uncanny agility: making her a military ship was as simple as slapping on Turret Control Systems, with no modular energy grid requirement. The Mitsuha Mark III has notably been used as a war looter, covered in chainguns to provide flak, with frank success. The Mitsuha Mark IV is the post-Warp Thickening upgrade. Twice as expensive (even more in crew!), but also with almost half bigger cargo, and better brakes. And front hardpoints to allow siege fits in WAAAGHs ! Hotaru-class Heavy Freighter (4 455 665 cr, 728 371 Iron, 200 824 Titanium) [spoiler=See the ship] Name origin: A delicious girl from Dagashi Kashi~ The Hotaru has been developed since the need for a heavier freighter stemmed from the need to supply weapons parts to turret factories, since the Mitsuha couldn't supply for a "regular" batch of 20 iron bolters' worth at a time. The demand was for an "elite" heavy freighter, marrying the large cargo space with great movement abilities in order to make faster weapon supply rounds, ignoring economic consideration. An hilarious calculation mishap happened, and the Hotaru was made with twice the expected cargo space, and so, twice as expensive as she should have in order to carry the ridiculous mass with refined and speedy agility. So she became the most expensive ship ever done by the CII for a very long time, needing ten sectors' worth of materials to be built, and as much crew as a full Flotus' worth. A new "holographic docking ports" was also tested on the Hotaru to make her supply capabilities even faster, but it doesn't seem to work~ Titanium Stations [spoiler=Peruse Stations]Castellan-class Station (513 337 cr, 74 671 Iron, 18 870 Titanium) [spoiler=See the ship] Name origin: Castellan is an old word meaning someone living in a castle, or as an adjective :). Most CII stations in the Titanium belt are those floating castles. The main "dungeon" contains the crew quarters and is made of titanium armor, while the big plates are made of iron armor and mostly covers the cargo hold(s). The small towers inside the courtyards contain the primitive locomotive functions necessary to align itself before anchoring. Onodera-class Heavy Station (1 241 119 cr, 131 022 Iron, 151 865 Titanium) [spoiler=See the ship] Name origin: Nisekoi The Onodera-class Heavy Station has been named by the cult leader (who wanted to make a Nisekoi-themed heavy station line) anterior to its design, then the design has been given to invent to Kilrathi engineers (most Kilrathi cultists enrolled themselves in the idol cult in hopes to invade Terra before their original inhabitants go back in charge), who had to understand the concept of "silk hiding steel" before mixing it up. It was a good idea and the Onodera has proven to be a magnificient heavy station design. On the other side, the Onodera had become a very intimidating sight with razor-sharp armor edges, but the cult leader overlooked that drawback, even saying the dichotomy between character and station appearances was "exciting". CommanderVideo-class Trading Post (1 103 049 cr, 282 016 Iron, 77 897 Titanium) [spoiler=See the ship] Name origin: The BIT.TRIP games. A proof-of-concept ship for a player-made Mobile Merchant Ship, the CommanderVideo makes a nice Trading Post, at least in theory for the future days when 13.5 millons would be considered a small investment (I'm playing willfully ignoring the whole "lucky trading post" exploit :)). It is able to move pretty fast (1100 m/s if I remember it well), with a measure of agility (for a station), and can carry enough to dedicate more or less 2700 units to every of the 24 slots of a normal trading post. It's also able to jump, in theory. JoeBar-class Utility Station (111 803 cr, 10 450 Iron, 7 420 Titanium) [spoiler=See the ship] Name origin: The Joe Bar Team comic book Probably my fourth ship and second station (maybe even anterior to the CII plotline), the JoeBar is a space bike garage ! The bottom docking bay physically having a path to the inside structures, in what's supposed to be an hollowed-out asteroid. Alas, station stealth, even just aesthetic, is nigh-on impossible because of the docking rules which oblige docks to be the furthest away from the station from one of the six cardinal points. Apart from that, the JoeBar makes a very good non-producing station (except trading post of course) as her production and cargo hold are very modest. She's mostly a defensive structure, even if at the current state of affairs stations cannot wield more than two weapons.
  14. So adorable :D ! But custom beginning resources on multiplayer server creation is a good suggestion idea, it would allow for different experiences (quick jaunts on a particular resource belt, semi-creative, etc.) or just to cancel the beginning grind.
  15. It's kind of why I sometimes "forget" to put forward/backward thrusters on my ships. They neither contribute to braking (unless one really forgets to put dampeners ???) nor accelerating (without engine, when accelerating, the forward/backward thruster does nothing as the ship stays still). I crashed on a lot of stations before understanding it, cause I was letting go of thrust to "gently" decelerate, but when the ship was too fast I was naturally thinking "oops, too fast, brake, BRAKE :o", engaging backwards movement and suddenly decelerating less and less, turning the perspective of a slight bonk into a full-blown Yet Another Stupid Death ::). I even believe it's why the AI crashes into a lot of stuff when escorting a ship that goes "passive", they try to break with thrusters to get the theoretical brake thrust optimal value to happen, while it doesn't happen, and the passive ship brakes harder by doing nothing. It's like a car which motor brake stops functioning whenever the brake pedal's pressed.
  16. [move]Page 1[/move] Iron Military Ships [spoiler=Peruse Military Ships]Souris-class Scout Ship (15 156 cr, 3 585 Iron) [spoiler=See the ship] Name origin: A song from the ska band "Les Têtes Raides". Somehow this band has no YouTube coverage, except on a few songs. A lowcost navette used by the CII to pop up Primeforts at small distances, but also wander around by jumping, as she is almost only made of solar panels. May fly escort to Codas. Pitance-class Flak Corvette (12 873 cr, 6 831 Iron) [spoiler=See the ship] Name origin: A song from the ska band "Les Têtes Raides". Somehow this band has no YouTube coverage, except on a few songs. The Pitance-class is the first Iron-grade ship made for the CII fleets, with the hope of making a jump-capable ship, so a lot went into an energy millefeuille. Could she jump while costing already more than 6 000 Iron ? No. So no more effort went into her construction. Since her external design resembles the Shihori, she should be as combat-capable, in the Iron wastes, as a Shihori in the Titanium belt. However, lack of integrity fields has shown to negatively impact her in most arena battles. ... Ok, an extra inertia dampener was installed as her flight was waaay too drifty ::). Achital Mark II-class Line Corvette (13 848 cr, 6 501 Iron) [spoiler=See the ship] Name origin: Achille Talon/Walter Melon, which once used a contraction of his name as a pseudonym while posing as an independant illustrator. The Achital was supposed to be a Titanium-grade fighter-like line corvette, but her design was pretty intricate (read: messy) and she ran afoul of energy problems, making her incapable of jump. When Iron small ships were discovered to be unable to jump, the Achital was repurposed as an Iron-grade ship, generator and integrity fields replaced by gyros, thrusters and more energy millefeuilles. She was then thrown in the arena to fight a Mokocchi, that she destroyed, to much surprise. Then a Shihori, that she also destroyed. Then a Tulipuzo, that she almost destroyed. So the Iron-grade ship despite having as little as half a Pitance' health amount, hard-earned her way to line corvette status. She may not pull a lot, but when unchecked the Achital ravages entire lances in a display of might and ferocity that even Lathrixian Legion ships wouldn't snicker about. Espérance-class Line Corvette/Frigate (14 284 cr, 7 781 Iron) [spoiler=See the ship] Name origin: I was maybe inspired by a , or maybe it was hope that it would be jump-capable ? The Espérance's strange mixed design resembling a Kilrathi-remade Trapisonda is probably due to her role as corvette lance tank. Having no battle reports except basic tests, her combat worth is yet unknown ???. One day, the Iron wastes will be "helped" by the Initiative... Once it has stopped the budget cuts and mad search for worthy production chains in sectors that aren't as poor as the titanium-less nations :-\. Natto Mk II-class Persecutor Corvette/Frigate (26 642 cr, 13 166 Iron) [spoiler=See the ship] Name origin: An odd ship designed by the "Kizuna Drive" sub-sect in charge of the revolutionary "torpedo" technology. There must have been a major security issue as all kinds of pirates suddenly got the technology. Anyways, the Natto Mk II is an expensive and fragile ship, despite the recent invention of "spaced armor", which can be deadly in squads against stations or unescorted heavier ships. (Or at least, would be if captains knew how to reload torpedo tubes. Sigh.) Misao-class Heavy Cruiser (307 922 cr, 148 471 Iron) [spoiler=See the ship] Name origin: A horror visual novel of the same name. The Misao is an anomaly (as there shouldn't be heavy cruisers in that material tier before at least Season 3/Hard difficulty) that has a fourfold purpose. First, she's a nice flagship as even the Espérance has limited health. Second, she's jump-capable, so she projects a presence even in offgrid sectors. Third, she has been designed with very ample crew quarters to accomodate for a station and/or a little fleet's worth of cultists, so she can deploy war assets or facilities once she has silenced most resistance. Fourth, she even has a small cargo hold so she can assist with raids in addition of providing lots of firepower. Combat-wise, that ship is pretty robust and, with six weapons, can broadside from any angle with nice efficiency, usually bearing three weapons on target. Iron Utility Ships [spoiler=Peruse Utility Ships] Soupault-class Scavenger (599 cr, 309 Iron) [spoiler=See the ship] Name origin: A Têtes Raides song in homage to a surrealist artist. The Soupault is very rarely used due to its inefficency and fragility. It's an asteroid-like scavenger ship, mining asteroids or salvaging near them in a pseudo-stealthy fashion. If asteroid stealth is to be a thing (which would validate stone as a worthy building material), the Soupault may be a desirable choice compared to a Pitance, Bob or an imported from the titanium belt Scavenger. Bluejava-class Bus (90 394 cr, 42 514 Iron) [spoiler=See the ship] Name origin: A Gaston Lagaffe strip (see description). Consulting ancient archives from Terra, some Bluemie engineers found a way to upsize retrofit a model of "accordion bus" that was customized by an excellent but unlucky inventor and musician. The walking plant girls didn't find the idea downright evil at the time, but human captains were reported as insane in three hours of piloting. The Bluejava is supposed to have headphones for largely enough crew for a Syabu Station, or maybe even two (an Espérance's capacity is probably enough for a Primefort). Coda-class War Scavenger (22 744 cr, 9 273 Iron) [spoiler=See the ship] Name origin: A Têtes Raides ending song. The Coda had the CII engineers desperately screwing their circonvolutions to balance the ship's weight with the necessity of guaranteeing her hull integrity with armor, in order to try making the lightest and least expensive war scavenger that could bear the energetic stress of hyperspatial travel. The best idea was the front load-bearing cargo bay, as a dangling one would've needed as much armor as a wing ::). In the end it's only less than two Pitances' worth of iron mostly dedicated to solar panel millefeuilles. The result is not bad to look at and theoretically does an adequate job at eating rocks or wreckage and jumping around when it's done :). Bob-class Freighter (22 647 cr, 10 406 Iron) [spoiler=See the ship] Name origin: A Têtes Raides character, who "takes back the antenna" at the end of a CD (at least, the "Qu'est-ce qu'on se fait chier" one, with the "Coda" song). A non-jumping freighter, acting as a long-range shuttle in on-grid sectors, working in-tandem with Charliers. Also a valid choice for peaceful Titanium Belt regions, as Mitsuhas' are quite more expensive. Charlier-class Freighter (88 084 cr, 42 370 Iron) [spoiler=See the ship] Name origin: A Achille Talon/Walter Melon character, who's almost always seen eating a sandwich. A freighter that uses an external "energy sandwich", made of a very dense 1:4 solar panel millefeuille to produce the downright insane amount of energy necessary for a 2000+-unit iron-grade cargo to undergo unaided hyperspace jumps. Since it uses the same propusion as the Bob while weighing slightly more, the Charlier is slow and lumbering. Iron Stations [spoiler=Peruse Stations] Primefort-class Station (263 459 cr, 52 411 Iron) [spoiler=See the ship] Name origin: It's just a tower, so it's called as a fort, a small castle or contraction of fortification. The mainstay CII irongrade station, the Primefort looks like someone ripped the tower out of a Castellan Titaniumgrade Station, and the linear design inspired in turn the Onodera Titaniumgrade Heavy Station. The Primefort is as average and boring as she gets, but its simplicity is her best strength: the large symmetric armor plates promise durability in sectors where no one has Integrity Fields. Syabu Station-class Heavy Station (1 103 048 cr, 264 939 Iron) [spoiler=See the ship] Name origin: It's a reference to the sub account, a musician that I absolutely adore, and one of her fans. The Syabu Station is an asteroid base, with average production and cargo values for an Iron Heavy Station. She seems robust with the huge health cost, although someone entering her could do serious internal damage by destroying the crew quarters, which aren't armored like her power plant. She has sort of an internal ship dock and a huge millefeuille as a power plant, powering the huge engines, thrusters and inertial dampeners which should realign the massive asteroid. Titanium Military Ships [spoiler=Peruse Military Ships]Mokocchi Mark II-class Scout Ship (31 749 cr, 3 035 Iron, 2 690 Titanium) [spoiler=See the ship] Name origin: Watamote (or, in brief, No Matter How I Look at It, It's You Guys' Fault I'm Not Popular!). A quite discreet craft of the CII compared to the usual Tulipuzo or Mark II Sortarte, the Mokocchi is sometimes seen in stead of Flotus-class bus for station building. It's not a coincidence: that scout ship can accomodate for thirty-nine guests. Her predecessor was the Trapisonda, which was more than twice as fragile and had some sort of curse, about captains suddenly becoming speed addicts before crashing on whatever they were looking at. The Mokocchi is the first ship to have gotten an upgrade after the mysterious Warp Thickening incident causing hyperspace travel to be more expensive in terms of energy. She used to be almost as durable than a Shihori-class flak corvette, but her hull had to be thinned in places to get slimmer, while also showing a bigger firing profile. She also used to also be the third ship to enjoy the 0.001 thick solar millefeuille and generator hybrid energy circuit. Shihori-class Flak Corvette (23 403 cr, 3 968 Iron, 1 767 Titanium) [spoiler=See the ship] Name origin: Shihori Escape, a visual novel Second ship to have the hybrid millefeuille-generator energy circuit, the Shihori has been made with simplicity in mind, as a long broadsiding ship, some sort of turret-holder. It explains why there isn't a much inertial dampening. For a flak corvette, the Shihori isn't much to write home about. She's low profile but her armor is flaky at times, she's fairly cheap to maintain and repair, and is relatively escapable as an enemy. She's also one of the rare noncapital ships escaping the Warp Thickening debacle without becoming obsolete. She's primarily used in masse, as a lance to counter fighters attacking a more standard fighting lance. Nazuna Mark II-class Flak Corvette (50 017 cr, 3 614 Iron, 5 557 Titanium) [spoiler=See the ship] Name origin: Hidamari Sketch Designed to test "tri-cross thrustspheres" that would make ships strafe better, the Nazuna was something of a failed prototype. Too pricey to be a flak corvette and too fragile to be a line corvette (making the naming strangely fitting), she became a flak lance leader (so the leader may pick the ship apart from the Shihoris). The upgrade she had to get consolidated her ambivalent nature by adding a bulky shield and a fearsome pincer allowing for maximum damage in line role while having good firing arcs to intercept torpedoes in flak role. Tulipuzo Mark II-class Line Corvette/Frigate (103 679 cr, 9 893 Iron, 11 430 Titanium) [spoiler=See the ship] Name origin: mix between Tulip and Yurizo. I was somehow inspired by this track. First ship to enjoy the 0.001 thick solar millefeuille and generator hybrid energy circuit, the Tulipuzo was a tad slow but agile. As the fledging cult wanted to become something of a backstage industrial empire that helps local factions out of poverty, to get enough money for the dream of making massive colony ships and a roadlike infrastructure to the center, where they believe there'll be a galactic musical event (they also believe the Xsotan is some sort of crowd controlling entity, and the circular rift a security cordon), the cult had to make a fairly robust mainline ship. She used to be, after a period of strong popularity before the invention of the Taki-class light cruiser, kind of obsoleted as her front hardpoints reseted when repairing. After the upgrade, the problem was addressed and the Tulipuzo Mark II began being seen again in various roles. Her cargo hold was also upgraded, allowing for more looting, and her thrust was dramatically increased too ! She also has not one but actually two new torpedo shafts, eliminating a lot of the Okura's usefulness. She's made alongside a titanium armor skeleton like its predecessor, the Timaeus which had to be crewed by more than 40 despite being more fragile, and had a really bad slapdash design.
  17. Planet landing may not be implementable, but planetery trading, definitely yes, planets need to have a big impact on what happens in space. Planetary trading posts currently exist as proof-of-concept at the moment and need to be updated. Planets have huge advantages over empty space, starting with hugeness :). Planetary habitats would be big, huge ships with huge crews would be preferably built near the planetary trading posts which would have thousands of crew that would regenerate as the station is supplied. (In fact, planetary shuttle amounts may be upgradeable, reducing resupply delay.) Planetary production chains could be managed by planetary trading posts, it's a nice suggestion idea. It would cost more (to balance the fact they cannot be ever attacked, only the trading post would, if the trading post is rebuilt the factories get accessible again), they would have the supply delay (so, possible downtime), and the planetary trading post would need a lot of cargo as it gets supplied by all planetary imports and exports (multiple posts with may alleviate - goods would be filtered). At even bigger scales, when the thousands of crew per few minutes of an ordinary planet isn't big enough, planetary colonization and government would be possible, with the player deciding how much of the population would be enlisted as crewmen, then millions may be ready to enlist in huge colony ships. Addendum: Also, planetary docking ! The player may not be able to land, but its ships could (if they have enough thrust to fight gravity - maximum gravity escapancy may integrate ship secondary stats... or if the ships were inside others, if ship-to-ship docking is to be a thing). Planetary docking will have two main advantages: securing a ship and cargo within the planet (one'll need to conquer the planet to get the ship) and shore leave (crew will need less pay as they find jobs on the planet, so one may temporarily discard ships when they aren't needed, such as war fleets).
  18. I just found a minor UI bug in r10230. The Description textbox does not scroll up and down when writing a text that exceeds the textbox's size :o. I don't think posting logs would help. I'm running Avorion in 1280 x 1024, on Windows 7, OpenGL 3.3, Dualcore CPU and 4 GB of RAM. Here's an exemple when I discovered the bug. :)
  19. It can sometimes happen, alas, despite the measures taken to make the beginning sector more sure and the first few minutes eventless. Maybe the grace period needs to be extended. For maximum security, start building near a station dock, begin by engine and thrusters (or put'em fairly early), exit build mode when the ship is flyable, get 4 generic crewmen and assign them as engineers, then resume building. This will allow you to make a getaway at full speed if needed. Then when notified, fly to another sector: pirate attacks go round the "player events" timer whick triggers more or less every eleven minutes :). In case of respawn in a pirate infested sector, go to the first non-orange-or-red gate you see (gates have a square icon) with the drone, which can infinitely boost at a speed titanium-grade pirates usually don't reach (300 m/s). If you see no gate, boost anyway for a minute or so to get acquainted with the surrounding and find it. In still-absence of gate (really unlucky but possible scenario), go to the nearest green blip on the galaxy map (using the context menu option talking about a navigational computer) and jump using space. In absence of green blips or if the blips are 9+ sectors away, make a new galaxy (that's way too much of a bad start to begin that isolated). If it happens too much, try to make a galaxy on Creative Mode and Beginner difficulty (I think Medium level NPCs do 25% base damage and Beginner level NPCs 2,5% damage, so some enemies may have difficulty even killing the default building block in less than a minute ::)), make a dummy ship to fly through gates and find a "neutral zone" sector, those tend to have way less pirates. Also for the Build Mode: To have nothing on the cursor, click on the "select blocks" button. It seems that the F1 or F2 key makes a keyboard shortcut list appear on build mode.
  20. Message forwarded to the right place. Feel free to delete your post to avoid annoying the moderator :).
  21. Someone posted on the wrong forum, so I'll carry the message.
  22. After hours and hours of left mouse button pressing... Results of extermination to the last station :-[... (I got up to hunting Trading Stations in nearby systems.) The war continues. That's a bug >:( ! In the grim dark future of the whatever millenium, there is only war. (If the worse things of war were annoying ambient fighter infestations, nibbling on whatever defenseless ships/stations they could find :-\.)
  23. Yeah, don't rush it ! Avorion has an incredible potential and the Combat Update will also go slowly, as procedural generation will also be needed to arm NPC ships with the new coaxial weapons. And then, there'll be a lot of content to add... and a lot of things to make changeable in the Lua API (things that currently are hardcoded but should be externalized and modifiable, such as parts of the shipmaking process, resource types and weapon rarities), as a lot of mods hit a solid wall in their development at the moment. It's like Minecraft in that perpetual alpha/beta aspect: there is actually an almost infinite amount of things to add. If you are limited in time by financial reasons, just rekickstart the game, some of us haven't backed yet and would throw money at the screen to finish what would be a future indie blockbuster. "More" will be adding content, therefore adding more players for the base and making them play longer. You'll have made the engine and basic content with it, but the true added value, the additional content that'll make the galaxy rich instead of, like MetalX said, "utterly boring", has to be made at least partially by you (even if the playerbase may come with mods to enrich it further). More varied factions, more mysterious xsotan, and more cool and random events and opportunities await in a longer (or even boundless) cycle ! Addendum:
  24. Waai~ Like some people I'll put my designs here. They aren't anything to be proud about, but it adds to the lot (and one day there may be mods that replace the procedural ship generation with usermade designs and whole factions, so one'll be here in that case). Here's a table of contents, now, as, for a lot of forums there's a character limit. I think a lot of materials will make a page each, but later materials will need two, as Titanium as a lot of additional designs exist compared to other materials. One of the 0.19 or 0.18 updates dramatically increase hyperspace core energy demands, so a wave of upgraded and even new non-iron early game designs. Also, an Iron Scout Ship has been made, and the triniumgrade Madotsuki Scout Ship also got updated for the same energy problems. I will probably be doing something else than Avorion for a moment, or maybe really start Ogonite then interrupt it to resume playing on Survival till I get to the gates of the Inner Sphere, when I'll be forced to make Ogonite designs ::). There will be an annex for the Cargo Shuttles if varying-amount cargo shuttles appears. There will also be, after the base ships, pages for later difficulties' ships. Page 1 - Iron-grade and some Titanium-grade ships (•‿•) Page 2 - Titanium-grade ships (◑‿◐✿) Page 3 - Naonite-grade ships ₍ఠ ͜ఠ₎ Page 4 - Trinium-grade ships ⌒°(ᴖ◡ᴖ)°⌒ Page 5 - Xanion-grade ships ლ(*꒪ヮ꒪*)ლ Page 6 - Ogonite-grade ships ヾ(✿๑╹ヮ╹๑)ノ” (almost nothing here yet, just reserved) Annex A - Mobile Ordnance ( ・_・)ノ๑v (Fighters, and a cargo shuttle)
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