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Kamo

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Everything posted by Kamo

  1. Now getting weird changes on crafted turrets. Once crafted a bunch of Exotic Trinium Launchers in creative, with servos decreased so they would just never overheat, ended up with a Fire Rate 0 unusable non-stacking weapon. Range also dropped from 31 to 25. I also had iron bolters with nerfed damage (from roughly 120 to 91) too in survival.
  2. Kamo

    Full auto gun ^_^

    Very minor bug. I plopped that PDC on my latest flak ship, then found my gunners sleeping... Apparently, that model I found needs 0 gunner. Talk about "Independent Targeting" :P ! Take that darkconsole ;) That weapon has been found looted in my Creative Mode galaxy. I don't remember when I looted it so I won't find the logs ::).
  3. Kamo

    Fighter feedback

    Nevermind, found out about the issue. The seemingly-graphical glitch near the "gear" production symbol is in fact a checkbox. Toggling it enables/disables production ::).
  4. Kamo

    Fighter feedback

    Critical bug encountered: Fighter Factories cannot use their assembly productions to build fighters (I'd really have believed the opposite, since it's what they're supposed to do). Lost a valuable turret to it so I'm going to lose hours to craft another :(.
  5. It would be kinda cool to allow the AI to fire or not certain weapons by range. I found out that if I put a pair of 18 range cannons and a pair of 6 range chainguns on a station, the station wouldn't fire at enemies until they approach at 6 km, and removing the chainguns make 'em fire again at 18 km. It's silly, and even more with ships equipped with the odd 0.6 range Salvage Beam :(.
  6. The AI is weird. It seems it jumps around : I've gone to three sectors where I fled from it and no AI in sight. Interesting behavior :) ! Edit: And it jumps way too fast. It seems to evade my latest creation, which wants to make it her punching-ball :(.
  7. I'm quite flabbergasted as nobody ever suggested anything about doing anything with the "Illegal Slave" good (except the BN "dark side of avorion" which turns'em into sellable mercenaries :(). Those poor people have to be freed, but not traded (I'd consider any stations selling slaves to be slavers) :-[. So we'd need a neat way of getting them out of the market and of slavery. My current ideas: A "slaver" trait, which allows them to buy or sell slaves at trading posts. Factions without the trait may not buy and at least won't ever sell slaves, and may have slave-freeing stations instead. A simple station that frees slaves, but needs payment to get the means of their liberation. Alternatively, one which wouldn't need payment as they're financed by the faction (may be influenced by the empathic trait ?). A station similar to an Habitat/Biotope, that also consumes slaves. A rehab housing center ! May have higher hireable crew count than normal ? A recruitment center that converts slaves into any kind of crewmen for the minimal crew price. Three (to balance?) slaves are required for one crewman as the two others go working elsewhere.
  8. Effectively, it is the case. Back thrusters did nothing to free the salvagers from the curse, but the bit of wreckage they get stuck on seems to always be 0-worth. I added them though. The bit is invisible to the salvaging script, but visible to the collision avoidance, so it never gets rid of it (or worse, the collision avoidance "asks" the salvaging script to "avoid" the bit for which the script finds no match).
  9. I feel the next non-bugfix/AI update will be about factions and diplomacy. It's the ideal place for another leveled suggestion ! Irongrade Faction War Forced End: Right now factions that do not even have a station anymore can still wage wars unimpeded. Faction wars never end ! It'd be cool if they could, after a certain amount of time (war attrition), stations lost (a chance per station if War Goals aren't implemented), or (almost?) total annihilation. Headquarters destruction would cut by half the necessary time to end a war. Cash diplomacy: Right now diplomacy only serves to decrease rep, never increase it. Maybe players would like to just pay large sums of money (like 100cr/point) to make peace with enemy factions. That's what headquarters are for (maybe) ! Headquarters spawning/respawning: To make war one has to have headquarters: NPC smugglers will have to build (spawn) one when going to war (if it's normal behavior). Headquarters would also respawn to avoid diplomatic impasses. Titaniumgrade War Declarations: Right now the "declare war" is just a rep loss. A better war declaration would declare faction war (so the enemy sends fleets after the player if it's near), but... War Spoils: ...goods taken from the enemy are never considered "stolen", of course. It's silly to destroy stations to go to a smuggler to unbrand their goods. Naonitegrade Trading diplomacy: Giving goods for zero money to demanding stations to gain rep. Also works for materials, which are always in great demand. (Those will disappear so the player won't buy em back !) Incite War/Get Allies: The player should be able to influence factions to go to war... especially if the faction admires it and if the enemy faction is at war with it. Triniumgrade Gift diplomacy: Giving inventory stuff (turrets, modules, etc.) to gain rep based on both value... and rarity if exceptional or superior. Faction War Goals: A la Stellaris, Faction Wars are waged with objectives (as, destroying particular or an amount of stations) ! Once the objectives are met the war has a chance to end faster with time. Makes a better faction war experience for players. Casus Belli: Factions remember reputation lost after -100k and charge extra for diplomacy, by virtue of damages ::). The extra charge disappears if rep is gained by combat (defending the abhorrent faction's ships). If the charge gets too strong, faction war may be declared by the faction to the player ! Damages are not counted during war. After a war, all extra charge will disappear. Xaniongrade Ship Gifting: Giving ships to gain rep based on value, hp and omicron. Of course the ship has to have no problems (adequate crew, life support, energy production and ability to move if non-station, so, no problem icons). Those ships will patrol the sector, so the player may fight his own ships if it goes back to war ! When Fleet Command is implemented, entire fleets may also be given as gifts. Surrendering: Players can surrender by usual diplomatic means (war ends when rep increases to Hateful or further). Diplomatic Preferences: Diplomatic effectiveness varies with traits. Greedy factions want moar money. Sadistic factions care less about money but would like turrets, ships and stations (to clone and beat the player with, if it goes to war again). Federations/Defensive Pacts: Sometimes in war, a faction war hides another ::)... Ogonitegrade Station Gifting: Giving stations to gain rep based on cargo, hp, production value and good value. Mechanism is the same as builidng a station: fly ship to place, evolve its station form then found the station. Since stations need a lot of money to be found, their value is intrinsically better than ships :). Truces: Of course the player will need a way to strike a truce if it wants to gift a station. As usual diplomacy without damages ? Advanced Surrendering: Players can surrender by giving away sectors with stations (75% value of usual Station Gifting). The given sectors must be gate linked with a sector of the enemy faction and must not have other stations hostile to the enemy faction (so it doesn't lose its stations to another faction). Avoriongrade Formed Crew Gifting: Giving Level 3 crew to gain rep based on value. Dynamic Faction Integration: Of course when Factions'll go dynamic, a lot of diplomatic and warlike things will happen (like faction wars ending when out of shipyards, repair docks and smuggler outposts). I may add more later~
  10. Since I'm now using bigger "war scavenger" ships to salvage, I'm getting more and more problems with salvage: despite the recent improvement on AI (they can now back away), my war scavengers keep getting stuck, especially the new naonitegrade Magic Kappa-class (which is star-shaped and has twice as much thrust as brake so she crashes easily into things), so I gave her name to the new "curse", though I've also seen my mighty Hotaru flagship get stuck ???. The scene is always the same: ship flies towards wreckage cloud, gets a piece but gets around others, then tries to salvage a piece out of her firing arcs, rolling back and forth in total immobility :(. Maybe they should also try turning when stuck, and/or ignoring wreckage that is too small to damage them meaningfully. I wonder if it's because they do not have backward thrusters so they cannot go backward, causing them to get stuck in a loop of "backing away too slowly". I may experiment on it tomorrow, and eventually add miniature back thrusters to all war-scavengers if it's the case ::).
  11. Please update the old thread title, still showing [0.16.2] ???.
  12. Maybe well-deserved holidays. And also reworking their agenda, which changed since the release date :P. There is still a mountain of bugs, like The horrible frisky crew/black notification bar focus shenanigans The obnoxious UI focus problems on the crew transfer interface (I lose focus every two seconds, in addition of if I click once too many as the focus seems to be a toggle on those fields). Various script errors (Rinart73 and Hammelpilaw are helping the devs a lot on those ;)) Barrier-related disconnections There should also be an AI rework for coaxial and fixed weaponry. (And a ship plan creation rework too, since procedurally created stations seem to wield coax weapons despite not being able to turn.) Also, cargo runs are hopefully next But it may also be a part of a bigger economy update about a more dynamic universe. They are probably talking about a lot of new ideas and what to implement next. There also was GamesCon, then IndieGameExpo, then Devcom_conf, with koonschi volunteering to talk about the Avorion engine... So there also was a lot of events this summer :). Maybe it's to get more players to get more money to finance the extended schedule ::).
  13. Yaay ! The release has been moved to Q3 Q2 2019 ;D ! https://steamcommunity.com/games/445220/announcements/detail/1703936520913201817 The devs are giving themselves more time, and they sure need it for fleet management, automated trading, and more dynamic faction economy and growth :).
  14. For me the AvorionServer memory usage keeps steadily increasing, at roughly 300 K to 1 000 K per second, until it takes hold of all the RAM and bogs down the system. It's pretty problematic, seems like a memory leak, and last time I played (for 6 hours) the server took like five or six minutes to save, I thought it crashed. It's apparently ship-size-related, so I only remarked it when I started driving a Hotaru, which is er, 10 times bigger than my previous ship ::).
  15. Maybe it does or maybe it doesn't, but BLOCKS have a floating point size. Try resizing the torpedo block to 1.01x1.01x1.01 to get all the size-1 torpedoes, maybe one of the block's dimensions is 0.999998. Devs should implement a 1% tolerance to get rid of floating point hijinks interfering with torpedo blocks ::).
  16. The AI wasn't even updated to use the weapons right ? Wow :-[.
  17. You may have a phenomenally crappy hard disk to have such long loading times, or you may be running into a rare bug :o. Even I, who had a rig skimming all minimal requirements by a slim to inexistant margin and a old, wheezy hard disk, had loading times around 2 minutes for the most complicated sectors. The "dying in a loading screen" has been fixed and the invincibility has been implemented, but your case seems to be so extreme the current workaround fails. Shrooblord's idea is excellent ! It calls back to EVE Online's cynosural cloak: when jumping into a system the ship is cloaked for an amount of time until the player does something :). Maybe it will be implemented once cloaking is implemented :D !
  18. That Editor stuff should be put on various tabs, cause not enough place to put all the stats. I'd add: crew stats in the ship blueprint list, critical when building 100+ crew capships 8) ! The joining an AI faction is pretty nice, as not everyone wants to make galaxy-spanning interstellar empires :). AI factions buying player ship designs would also be wonderful, it'll be a way to boost AI expansion when dynamic faction development'll be a thing, and to boost AI defense before it :D. All those diplomacy things should be addressed in a later update alongside OOTS dynamic faction development, and planetary trade stuff, after the basic, low-level functionalities of the game are sorted out. Hopefully ::).
  19. Kamo

    Cargo runs

    UGH, material this material that ! I'd also like low-technology player empires to stop being nerfed >:(. We have low-level cargo space (due to tiny stations) and recruitable crew amounts, bad jump capability due to bad energy generation (from Irongrade vessels), no hangars (please implement them too koon!) so no cargo shuttles and station "complexes", etc. AI control blocks with capabilities limited to material blocks would nerf them even more so it would be even more laborious and counterproductive to make business deals in the Iron Wastes :(. I know there has to be an impetus to encourage players to go towards the core, but this'd become ridiculous. Also story-wise the captains we hire aren't AIs, we recruit them in stations, so it doesn't make sense at all to limit their abilities with a block. Maybe those good old Trading Modules may be an alternative, but it would be like the actual Turret Control Module hunt. At least it would allow smarter cargo runners in Iron or Titanium ships.
  20. It'd be kind of like in Homeworld, when you can drag the cursor while right-clicking to order a ship to move to make it rotate~. And then you'd need order chaining and waypoints to kinda do it. But right now Avorion needs: Fleet Command (as in, creating fleets by designing groups following flagships in formation, kind of like order hierarchy in Achron), Remote orders (to make non-player ships sector-to-sector moving less of a pain, as right now moving the fleet to the battle takes tens of times more effort than the battle itself, especially before naonitegrade ships) Cargo runs (Avorion needs cargo runs badly, it's the only remaining vital economy-type feature remaining before focusing on combat stuff). Right now fleet battles need huge amounts of micromanagement (recently lessened by control groups, thanks for that :)) to not have ships falling asleep in middle of battle because their target is destroyed and they weren't ordered to Attack All Enemies. The sectorial grid may be pretty cool to align stations with gates though 8).
  21. Kamo, A thirty-fold DPS nerf would still be 100K om, not 10K!!! Whoops, didn't realize, 3e6 being 3 million and not 300k. Derp cannot do math (but er, shouldn't million of omicron read "3 mil omicron" like hull/shield point counts do ? UI oversight I guess)... Yup, 300-fold DPS nerf needed to not vaporize average player in less than 30 secs :P. In the meantime, think of putting a 120-fighter carrier 60 km away from the satellite before destroying it with long range torpedoes with a ship strafing at over nine thousand speed with boosted engines and two exotic weeee-boxes so it whizzes past the spawning boss' range by the time it hails :). (Bonus points if the fighters are 16km+ range cannon/launcher/railgun fighters the MEL has no chance of hitting.)
  22. owo <3 What a huge iron roid. Craft 90 efficiency exotic mining turret and let a scavenger eat it nicely for half an eternity ;D. (If only it was titanium :-\...)
  23. In fact, you need to tag the sector to add comments to them :-X. It's the equivalent of one of the old options, though honestly the tagged tag means not much as all sectors with comments are tagged so searching for them also returns the commented sectors :-\. Tagging is pretty useful for remembering where yellow sectors are before swapping modules from deep scan range to hypercooldown-rechargeenergy jumping mode to explore them all at once :).
  24. I wonder what happen when several ships jump to fight the Guardian. Maybe the key is coming with several ships (with at least one) having 10 million + hull ? But Guardian DPS, if linked to player ship HP and DPS, should have a certain minimum (to destroy weak and unprepared player ships) but never exceed 1/60 of the player HP by scaling (so the player wouldn't get helplessly atomized in less than 60 seconds against a lone guardian however big his ship is). It'd be better to have Guardian HP scaling up more as the player HP and DPS go up. And mook omicron count should not exceed 0,5% of the players' by upscaling (so three of them would need more than a minute to kill the player ship, causing the Guardian and three mooks to need more than half a minute...). Right now it seems the DPS is scaled to get up to ten times the player's omicron, multiplied by the amount of ships escorting the Guardian. Even if the player atomizes the boss first, it's not very cool because it won't ever be a true, drawn-out boss fight :(. NPC factions should upscale too, as their remnants are a "resistance" that is well, trying and half-succeeding to resist to the Xsotan ::).
  25. Yup, totally abnormal ::). Seems like a scripting error, it sometimes splits tabs into screens (as tabs are actually individual screens that are put together by the game, though it doesn't happen because of naming because they all have the same name).
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