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Kamo

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Posts posted by Kamo

  1. Ouch. Rocket Factories and Fuel Refineries are definitely stations to add for next patch, since you need them for Launchers. And they are goods used by other consumer stations if I recall (at least Rockets for Military Outposts).

    That and Gem and Diamond either Mines or Manufactures (used for Jewelry->Habitats(?) and Drills->Mining Robots).

    Drug Labs too (since sometimes drugs need to be supplied to Trading Posts ::)). Any other "forgotten stations" ?

     

    Edit: Oh yes, forgot the Slave Pens, for the cruelest of us.

  2. There's a big trading suggestion thread already near the top of the list !

    But I guess the main problem now is how it currently works on koonschi's side.

    Recently I wondered if the out-of-sector trades (NPC freighters docking at my stations to buy and sell ) even happened in "unloaded" sectors or if those things only happened in loaded ones.

    There are probably thousands of stations and simulated freighters/trade lanes in a galaxy, taking account of each one is probably already a chore for the server even if each station, like currently, just find the nearest possible suppliers/clients and "request" freighters from them. To add the PC freighters to the out-of-sector simulation is already proving difficult since their behavior can change and cause interaction with more stations than one or even two.

    Can Avorion ever support a dynamic economy ? Probably yes since it just means making an inventory of each faction depending on station (wherever buy/sell-event-based or infrequent update-based) and making decisions about it, but before being able to support it, Avorion needs to support the current economy first, and this'll involve a lot of number-crunching and structural/database optimization work...

  3.  

    Personally' date=' I'd love the Exodus story not to be over when you get that Xsotan Artefact off of them. They say something along the lines of "we fled to the outer Sectors to escape, but now our hyperdrives are down and we're stuck here - and now we're here. If someone could repair our hyperdrives..." or something like that. And I'm sat there looking at the screen saying "I have hyperdrives. I could help you repair your ship. And if not, I'm sure I could shuttle you lot to wherever you want, in batches of reasonable amounts of people. *Heellloooo-ooo?* I'm here, aren't I? Let me help you!" But they just sit there and accept their fate.[/quote']

     

    Yeah, poor Haati :-\. When I'll find them in Survival I'll build a Shipyard and a Repair Dock in the sector, symbolically.

    Especially considering my Cuddle Idolatric Initative's mission is to bring everyone they can to the Core for the great galactic concert. They'd definitely hand off free hyperdrives, or at least, free seatings in their great chain of buses, macro-transferers and colony ships.

  4. It's a bug (it also affects other orders like jumping and also disables you from giving more orders :(), hopefully a high-prio one, though a higher priority may be taken by the "shutdown crash" bug.

    After testing if salvagers could attack normally again (they can!), my game froze, then my computer shut down >:(. (It was just 5 to 10 minutes ago.)

  5. For "how to kill fighters at long-range", Seeker Missile Launcher Fighters may be faster and hilarious (they may have up to around 20 range but the projectiles are slow so the fighters would start being intercepted at range 10) but may cause alarming collateral damage :P.

    At close range, Anti-Fighter flak cannons are a must, because one's own ships cannot hit one's own fighters, including the fighters themselves, but the 2 range would cause the need to make them as fast as possible (even if interceptors are usually made that way).

    Lasers have a pretty nice range of around 7 (though good rolls may give better results), like PDCs.

    Didn't try independent targeting Pulse Cannons, they may be as good as non-point defense independant chainguns, and they make a nice pew noise ::).

  6. The 0.20 Update (11/12/2018):

    Back again in Survival after an update introducing map commands, and with them, manual cargo runs: now player-made freighters can be assigned to buy and sell a specific cargo type from the most profitable station in the sector.

    This allows for unthinkable amounts of profits, as having a freighter just carry the goods for you instead of waiting for an NPC to buy the goods saves huge amounts and time... and money, as the player-made freighters gets to sell directly to the supplied stations, thus profiting from the margin !

    However, those profits are currently hidden, as the client logs aren't even registering those transactions.

     

    They also cannot use gates, which rule out Bobs from the equation in the Iron Wastes in favor of the more expensive and actually slow Charliers.

    In fact, they actually hate gates: one day a naonitegrade Setsuna was blocked because a gate was in the way of the station she was selling at, causing her to involuntarily take it to her previous sector and submit an error. So large amounts of Force Guns may be involved in trading somehow, to displace the heavy gates ::).

     

    Currently, my trade route making efforts are suspended as I try to wage a war, as another effect of the update was to (partially?) debug salvage AI. But now, I have two wars to wage: one against two very aggressive (as in, almost killing out my scout ship) clans of pirates (including a full-faction one) first to unveil a third, and then another against a syndicate, so there'll be a hiatus between posts as an epic WAAAGH is in the doing.

     

    No mining, No nothing (15/12/2018):

    I am again at a hiatus, because not only do the player-made freighters do not work in Out of Sector Simulation (fortunately, the NPC ones still do and make credits for me) as they become stuck in "unloaded sectors", but Mining and Salvaging do not work anymore too. The result is, as I'm waging a WAAAGH against the ferocious Berybou Pirates, the rare losses I'm taking are making me lose Iron, while I should gain a steady supply of it !

     

    I made a Trading Post to unload goods from the WAAAGH's booty-filled cargos, but had to make most of the CommanderVideo out of Titanium to avoid spending too much Iron, somehow wasting a supposedly more precious resource.

    This Out of Sector Simulation problem also keeps me from organizing the several freighters to supply my Targeting Systems Factory, to see if it's necessary or not to make "advanced"/"giant" versions of my Heavy Stations to actually make the more expensive goods at all (or if the absence of progress bar is an UI bug).

     

    Here's two screenshots of the WAAAGH though. The map orders are at least good to summon nearby fleets !

    "This is your last warning to surrender !" [Enemy frigate fires. Cue 32 CII warships, coming from two sides 8).]

    FCFAF24EDB018A6B8AE731F2E77B39373F8904A6

    Yes, I also made a random ship name generator for my fleets, and one of my preferred YouTubers' in there :).

    Also, why are almost all my ships holding fire while I make screenshots ? It makes 'em boooring :(...

    8F06A404C292759B91CBFD7B92B06B87499882B6

  7. It would also help for completing systems. Right now I get sectors like Avorion Color Alpha, Beta, and Gamma, but there's a sector with an Oil Rig, a Solar Power Plant and a partridge and a pear tree near Beta, and I'd like to include it on-grid and name it Avorion Color Delta.

    Also, Gates need to either change faction (or be askable to change faction), be boardable (it'd be pretty difficult to board though, because you may pass through the gate, annoyingly) and capturable, or be destructible and buildable so you'd have control of the gates of a conquered sector.

     

    Like DivineEvil said, Gates are usually used by cargo/trade ships. So gate map-orders are needed ASAP, because some cargoes cannot jump (especially those poor Bobs in the Iron Wastes), especially since the last update which upped many hyperspace energy costs and made some jump-capable ships... much less so :(.

    (And since I cannot play anymore due to a bug, upgrading them is also even more on hiatus than before, I was already occupied with some WAAAGHs and "trade accomodations".)

     

    Edit: The "askable to change faction" will depend on the relative sovereignty of the previous faction in both (current and linked) sectors. So buying a gate with 4 NPC stations and 8 player stations in those sectors would need 2/6 (a third) of (some fraction, like a half, of?) the gate founding cost plus a small fee, while buying a gate with no NPC stations would only need the base fee.

    Of course the fraction of the founding cost would change based on relations, so it would be wasteful (as, the fraction would get above 1) to buy an enemy gate where there's still stations belonging to them in the sectors to conquer.

     

    On the other hand you may also found gates for a nearby faction, cutting most of the founding cost (which would be a customs fee) :). That would also be a really nice gesture diplomacy-wise if both sectors belong to the faction (as in, turning an -100000 Abhorrent faction into a Poor/Mistrustful one), because it'd mean you really want to trade peacefully with that faction as you're boosting their economy by helping their infrastructure.

  8. Very nice idea, though it may be pretty difficult to put in place.

    Idea: the wreckage itself will manage its own bubbles (the clean and priority salvage ones), so every single salvage ship wouldn't make its own bubbles (it would make extreme amounts of bubbles with fighters). Wreckage with less than 32 blocks would simply not have a bubble and choose the last block of the list (or, with priority salvage, the last of the yummy ones).

  9. Hi Kamo,

     

    This may also have caused the Konno Prototype, last week, to go away~ ???

    is that ship still in your list of ships? I almost lost a miner, if that ship is still in your list, you've got a chance to get it back. It would be best, if it is in an otherwise empty sector. I was able to switch to that ship, it was stuck in some starless corner of the sector (unable to turn, use hyperspace or anything else; I pressed Tab to target anything and got a target - Distance NaN km :( ), then I used the teleport-command  to move it to an empty sector.

    You should note the sector coordinates and shut down the server now. I simply deleted the sector-file, after starting the game again, the ship was back in the middle of that empty sector. (Maybe it looses turret-groups and so on, but that's not a big loss.)

    I just asked the Konno to follow me. It did, boosting at 5000 m/s :).

    Your case was way more extreme :-\. It was a creative mode craft so it wouldn't have been a very big deal, but was still 9169 crew members. At least it wasn't the Bellator-class ::).

    Thanks for the advice !

  10. Hmm

    I think you have a captain since the problem is definitely not that, since you cannot launch the fighters while commandeering the station.

    I'd say maybe all fighter bays are blocked. Select them: red side-blocks mean fighters cannot exit from this point (though they may enter).

  11. I have the same problem, but happening when transferring cargo for a while (I was loading and unloading stuff from a destroyed shipyard scattered along a waaagh fleet).

    izcr42h2.jpg

    The second serverlog, happening just after the first, almost only shows one thing

    2018-12-12 23-51-45| error constructing ivec3: not enough arguments, expected a value of type 'int' at stack position 3 at 
    2018-12-12 23-51-45| stack traceback:
    2018-12-12 23-51-45|     [C]:-1: in function ivec3
    2018-12-12 23-51-45|     data/scripts/entity/ai/dock.lua:82: in function flyToDock
    2018-12-12 23-51-45|     data/scripts/entity/ai/trade.lua:81: in function updateServerAI
    2018-12-12 23-51-45|     data/scripts/entity/merchants/tradeship.lua:63: in function ?
    2018-12-12 23-51-45| 
    2018-12-12 23-51-45| error constructing ivec3: not enough arguments, expected a value of type 'int' at stack position 3 at 
    2018-12-12 23-51-45| stack traceback:
    2018-12-12 23-51-45|     [C]:-1: in function ivec3
    2018-12-12 23-51-45|     data/scripts/entity/ai/dock.lua:82: in function flyToDock
    2018-12-12 23-51-45|     data/scripts/entity/ai/trade.lua:81: in function updateServerAI
    2018-12-12 23-51-45|     data/scripts/entity/merchants/tradeship.lua:63: in function ?
    2018-12-12 23-51-45| 

    Every 2 to 6 seconds. Apparently a change in ivec3 caused several scripts to break :(.

  12. [uBR] Fixed ships boosting away or into things

    It boosts away ! Today I had a ship armed with two cannons, like this one...

    E77EC8FB5CCB2D5DC8F2E63D2E727193F1C2467C

    ...boosting away from her target while told to attack :(.

    This may also have caused the Konno Prototype, last week, to go away~ ???

    7E14A5F03B4E25ADA1D64073168476A86B550044

     


     

    Salvage AI also needs some imprecision fire, once in a while, to hit fine pieces right at the spot :P.

    389DAA805DF9646AC138457F4E294337606A125D

    Note: That bevahior may be due to (scaled down and slightly off-center ?) custom turrets. GasterBlasters may be unwise to use as salvaging lasers ::).

    The behavior can be corrected by reinstalling salvaging lasers on the other part of the "L" to cause crossfire, but smaller ships like Andis'es cannot buy themselves such luxury.

     


     

    Oh, another bug to report: when the player boosts, all of its ships seem to expend the energy (go to the build menu of another ship after boosting for a while to reproduce). It seems to cause some of my freighters to take way more time than expected to jump around sectors since they go out of energy, unless it's also a non-loaded sector-based problem, which is also annoying (I frequently have to back and forth or "escort" a "remote" fleet by drone to make sure they jump).

    Out-of-sector simulation should definitely carry buy, sell, jump and loop map orders if it's not already the case.

  13. I know it is one of the last things a developer will think about when designing something, but the labeling in some areas of the game is severely lacking and causes a great deal of confusion sometimes. I listed two in another thread (crew transfer screen - showing crew level somewhere along with agreeing to the authors gripe about what ship is what)

     

    With the new patch comes the ability to select and order your ships from the map... but wait a minute... I have two ships with identical hulls... but I want the miner to jump, not the salvager...

     

    There is no way to discern from the screen what ship you are selecting. In order to solve this issue, it needs to be displayed somewhere on the screen which ship or ships you have selected for orders. Either directly under the icon or in a list on the side of the screen above the orders list (the one you currently have placed in the lower left corner)

    Already fixed in 0.20.1 ! There is now a tooltip showing the name of the ship ! Of course you'll need to name immatriculate the ships for easy recognizance, and/or remember which is which. Or recolor them.

    Suggestion: Renameable ship classes shown in the tooltip !

     

    The next thing I would like to see is a way to minimize the fleet list... down to a list format. Scrolling through a massively long list of hundreds of ships (and with this update, you know players will get to that point) is going to become a daunting and annoying task.

     

    If the window was set up in a single line format that displayed basic information like the ship name, turret count, module count, cargo count (in current fill count / total fill count allowed format), map coordinates, and a small pay crew button... then a secondary function that would allow you to click on the ship to expand the details to what the current window is listing (including the turret and modules I recommended adding above) then it will make finding ships in a large fleet easier, and allow for the ability to expand the information provided in the ship window if you chose to change anything at a later date.

     

    You could set this feature so that clicking the ship name expands its details, and clicking it again shrinks this feature. It will give the option to compare similar ships for turrets and modules that are installed.

    I'd also recommend adding a filter/search system (which'd go great with immatriculation schemes). Trudging though hundreds, soon thousands of ships to rename them will get tiresome in the near future (it doesn't help that, with how I play, there'll be more and more ships per fleet as I'll venture farther corewards, because there'll be more and more ship classes involved so more and more smaller ships).

    There is also a (less pressing, but still quite big) need for actual fleet management. Right now I have to redo all the "returning to formation" work after every battle, and I have to make sure all ships aren't slower than the ship they follow so they don't get lost behind while jumping (Quantum-equipped mobile fleets and cheap mining fleets would be hit the hardest by that phenomenon), while a "fleet" would simply synchronously move all together at the speed of the slowest-jumping ship.

    And I wonder how the map screen will fare when enough (a hundred?) ships are in the same sector to not be able to be displayed all at once...

  14. Ships equipped with salvaging lasers, once ordered to devour living enemies, turn their backs on them and boost away, which is very annoying if said enemy's a besieged station.

    This nerfes my WAAAGHs considerably (my salvagers actually have the best DPS of my fleet ships ::))

    It may also happen to some early-game enemies, annoyingly.

  15. I don't know if it works with torpedoes, but there is a sell-back tab, it resembles a circle made of two arrows.

    The fighter selling would be nice. Everytime you trash a fighter you lose all the materials of its construction, while you should get all of them back like a ship you delete in build mode.

    • [uBR] Fixed missing tooltip in craft portraits

    Yaay :D !

     

    Edit: I'm remarking more and more energy problems while jumping. The changes to hyperspace energy calculation are apparently causing the Mokocchi, Rikana, Mitsuha and Kotoura to be non-jump-capable.

    I may upgrade those ships in a few months (or you may remove some inertia dampeners~, brake thrust has been made less useful because of the new 200 m/s/s boost deceleration effect :-\).

  16. Hello! A ship sent to an undiscovered sector does not show what is in that sector. For scouting this does not work. So conceived?

    It's actually worse: the sector doesn't actually load, resulting in further map commands not being processed (with a message ending in "Please contact your server administrator for help."). I actually got a few convoys derailed with that ???.

     

    Also, I got another bug...

    Once I had a freighter jump into a sector where there was a gate to the previous sector. So it came into the sector behind the gate, started going into a straight line to the station she would have bought water from, going through the gate to return back from whence she came :(.

    Then she complained nobody would sell water to her (probably because the stations she'd scan were in another sector than the one she was actually in).

    E9A9536D624F507F661B907752BC1271CDF05AAD

    So I took around twenty minutes firing four 20kN exotic iron Force Guns into that Gate to move it out of the way >:(.

  17. On second thought, I think the memory leak is due to the levelable crew array (the CrewMan system) going past 32768, from a 16-bit integer into a 32-bit integer. I remember having gone past that limit when preparing her for colonization of the Inner Sphere.

    Anyone having problems with ships going past 32768 crew ?

  18. Ordering a ship to jump causes a huge yellow and black box to appear, obstructing mouse clicks and order icon view.

    Possible hotfix: Changing the 256x256 "notfound.png" texture to include an alpha channel and a 254x254 hole in the square (pretty easy with GIMP) allowed me to interact with the order icons again. :)

     

    Also, bigger problem: how do I do update those damned circle-icons ? All my new ships are showing a circle icon of the first block >:(...

  19. I'd like to make ships costing more Titanium, but I have the feeling Titanium is the rarest material after Avorion because the enemy ships scale up but not the asteroids :-\.

    So mining gets less efficient than salvaging the scaled up enemy ships for later materials ! Why hunting for a 110 000 Xanion big asteroid to mine into 90 000, where two common pirate encounters yield 220 000 to salvage into 90 000 ??? ?

    The only material where it maybe wouldn't happen is Iron because the Iron Wastes are huge compared to the other regions of space, so half my miners would mine it ::).

     

    However, mining has just been hyperbuffed because of the shiny new map orders, which'll probably allow miner fleets to run circles into asteroid field sectors, getting back to work as the first sectors' asteroids respawn :).

    • Map Commands
    • Fighters on attack order who don't have a target any more are now set to defend the mothership
    • Repair fighters now heal the mothership when set to defend
    • TurretAI now shoots down torpedoes that are targeting friends, if none are targeting the mothership
    • Harvest AI
    • Ships can be shown on the map
    • Ships can be renamed
    • Changed Anti-Grav to Antigrav to make it consistent throughout Avorion
    • Improved showing and hiding of hints, depending on what the player is doing
    • Building mode tooltips now don't get rendered when occluded by a window
    • Removed redundant noble metal mines from Found Station Window
    • Hyperspace cooldown and HP are now shown for alliance ships as well
    • Improved displaying of tooltips so they don't block existing UI as much
    • Added a warning when transporting problematic goods with and without licenses
    • Increased brightness of the indicators in explore sector mission
    • Improved game settings layout
    • Improved graphics settings layout
    • Alliance crafts now have their own indicator color
    • Improved tackiness of several icons
    • New script-based menus in the top right corner are now highlighted
    • Added input box to Hire Crew menu
      • When hiring crewmembers the other rows are no longer reset

      [*][uBR] Fixed bad beam and muzzle colors when custom shot colors are used

      [*][uBR] Fixed hyperspace price and energy being calculated wrongly

      [*]Fixed an issue where scaling turret parts didn't work

      [*][uBR] Fixed an issue where sometimes the wrong station was founded

      [*]Fixed an issue where the color wasn't applied when modifying the whole turret part

      [*][uBR] Fixed issues with marking last line of inventory as favorite/trash

      [*][uBR] Fixed inventories being too far scrolled down to see contents

      [*]Fixed an issue where component script callbacks were not sent

      [*]Fixed an issue where muzzle positions of custom coaxial turrets were wrong

      [*]Fixed an issue where restoring the explore sector mission did not work

      [*]Fixed an issue where the handle of a ui slider could partially protrude over the side of the bounding rect

      [*]Fixed a crash in ShipSystem when fetching an upgrade from a slot that doesn't exist

      [*][uBR] Fixed permanent upgrades disappearing from a ship when founding a station

      [*]Fixed an error where ships stopped after they were destroyed instead of their wreckage flying on

      [*][uBR] Fixed reduction for pilots (via upgrades) not working with script functions

      [*]Fixed an issue where an expanded combobox's clickable area was only as wide as the box itself

    Wow, so many wonderful features and useful fixes ! It was definitely worth the wait :D !

    Though I have a pet peeve... the map order ship selection direly needs infobubbles (captions) showing the ship beneath the pointer's name ! Right now I may use little flags or holoblocks to designate fleet leaders :P.

     

    Edit: Cannot use flags or holoblocks because the icons do not update. There is also a serious missing texture bug, and also, ships do not plot jumping courses nor use gates (resulting in unfortunate energy-deprived jumping Bobs)...

    Edit 2: Aww, Map command buy/sell orders' results aren't listed in the client log :-X.

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