Jump to content

Kamo

Members
  • Posts

    428
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Kamo

  1. Wreckage containing 1 or less material units should despawn in 5-15 seconds, as those are ignored by salvaging ships but spams radar. The 100% hit rate salvaging fighter is very practical as fighters turn on a dime almost instantly and lasers are supposed to have a 100% hit rate. Mining and Force fighters should also be the same. It would actually simplify the process server-side: no need to calculate collision or accuracy. Also, some wreckage tends to multiply due to server-client discrepancy. Maybe, after eating all the "identified" wreckage, the fighters should try to eat anything actually called "wreckage" ? With the 100% hit rate, the false wreckage would be updated and disappear, resulting in a clean sector :). They definitely did work during the old war against the Tamuatq'. Lost half a hundred station wreckages to time :(.
  2. In the whole first ten pages of the Suggestion sub-forum, there is no suggestion for cargo runs, though it's an essential of trading, especially from sector to sector. Like a lot of ideas it can be implemented in various, more or less complicated ways. Minimal UI Work-Way: Limited Supply Cargo Run An order you can give to any ship with cargo, which'll make it similar to a standard NPC cargo runner. Pretty simple (the AI's still there), though it won't be much of a remedy against Supply Failures. Alternatively, the cargo runner will be given an "order" for a random good (like, this farm has 1456/3000 water, so the order is 1544 water), so a tenacious player would get rid a station of Supply Failures by assigning it half a dozen cargo runners. Or at least he could try, which is better than doing nothing :-\. Easy Way: Automatic Supply Cargo Run An order you can give to any ship with cargo, which'll make it similar to a standard NPC cargo runner, but this time the player would choose the good to haul. Remedies Supply Failures, though it may cause droughts of the supplied good to other stations ::). Still Kind of Easy Way: Automatic Cargo Run Like the previous one, but this time the player would choose either the maximum price of the good, or the percent of the goods to use from the supplier station in relation to its max or current amount, similarly to in the X-series. Remedies Supply Failures while not causing droughts, if used wisely, and allows the player to make nice amount of money by trading at usual player cargo run prices :). Cool Way: Manual Cargo Run An order you can give to any ship with cargo, but has to be set beforehand, each ship having a "cargo running manifest" being a series of orders like "buy/sell/take/give x (%?) good, from y station (optional), to z station (also optional)", repeated in a cycle. Needs some serious UI work though ;). Adorable Way: Smart Cargo Run Manual Cargo Run with a new order: "supply x station with y good (optional) when station stock lower than z (%?)", allowing Supply Cargo Runs that can take priority over "routine" cargo runs. Will also allow a cargo runner to be specialized in fixing several stations' Supply Failures, definitively ending the problem altogether with the least amount of needed ships :D.
  3. It may be possible, but a standard faction can have Trading Posts and roaming ships more or less everywhere, so it's ridiculously difficult. I don't know if it'll stop raids: here's an old example from me where it doesn't :(. https://www.avorion.net/forum/index.php/topic,4345.msg22964.html#msg22964 Maybe it has been fixed, though. I don't remember it since all the time and updates.
  4. Try "Scanner Upgrade" modules, though you'll need a lot of them rares to get a meaningful increase :). Pretty interesting to see turret-making as the big end-game credit-fest. Making big batches (20s) of turrets is pretty taxing on cargo space: my standard 2k size usually doesn't quite cut it. Prepare 120 to 180 c-units per turret, or better, calculate the amount of cargo one turret' worth needs. Note: If you are making your own factories, do not forget they are the end of huge production chains spanning all economic sectors, from agricultural to high-tech - you'll basically need all station types, some of them in multiples, as making turrets is one of the end-points of the whole economy system (the others being: Mining Robots and Consumer Stations). It's an incredible challenge in itself, even when using the auto-crew-fill option, and you will need the billion of credits (or even more) alongside with ridiculous amounts of resources mined by several mining fleets at a time to even make the stations. You'll also need to explore and scan the galaxy in the search of very dense parts with lots of on-grid sectors near bunches of yellow sectors with hopefully wormholes and lots of claimables to make the missing mines you'll need near the stations that need them. Good chainlaying !
  5. Well when you design a turret from scratch, you'll need to put a turret (object in your inventory) inside it for it to have stats and work. Try installing a turret right by clicking at the design you just placed.
  6. We really need a big Turret Factory upgrade with seeds and customizable size. I'm sick of only seeing/making one-slot weapons in the Titanium Belt, it makes for ridiculous Sortartes ("And that's the main gun... which is just as big at the point defense. Great >:(.". And when I'm going to the Trinium Reaches I'll start really needing coax.
  7. Yup, it needs to be nerfed hmm... 30-fold, for around 10 000 omicron, giving a usual player flagship some time to flee. It still need to be DPS-heavy though, as the boss theme is "UNLIMITED POWER RAARGH". (The boss also has too much health in that regard for a low-health-high-damage ship.) Or maybe the satellite DPS needs to approach 10 000 omicron and the boss 30 000 (or even a little more), so the player would deduce "those M.A.D. guys have pretty devastating lightning, maybe getting a bigger ship or stone shielding would ease up the shock" from the satellites' already strong attacks and prepare for the boss' mad damage.
  8. It somehow seems they do :o. They seem to have a roughly ten-second delay which radically decreases if a mining system is installed. Maybe the AI is more realistic (or is it) than we think though I didn't see mining system things in the script. Less risky than putting a Weeee-box (though I may be mistaken as roid collisions do not happen in OOTS. Other tip: Mining Systems highlight asteroids for the player regardless of the module' ship being the player's or not, so you can run around the sector in another ship still seeing the highlighted roids in the distance, pretty funny :).
  9. Kamo

    False claimables~

    There's now like one false claimable out of three. Good thing one can differentiate them in Strategic Mode: if the order buttons do not appear, that claimable's false ! Production chain-making difficulty sure has increased ever so slightly :-\.
  10. ...or "Frisky crew/buttons" bug. I recently came upon infuriating instances of UI buttons not working because a notification popped out >:(. It seems, interactivity-wise, that the new notification background takes precedence over all other objects so I have to move the window for the button to not overlap anymore with the notification zone so it works again. It usually happens while crew recruiting and assigning, so it feels the crew is touchy-feely about embarking on my Charlier or future-station-bus :-X and I have to yell at them or kick them in in rage. It also happens with (all?) other UI objects, even interfering with placing blocks in Build Mode and even tooltips :(.
  11. Hm, confirmed. Got a Sortarte once bonking into a siege-fitted Mitsuha while I was setting formations for the whole Aepoobabs station assault :-\, so it kinda happens though the new collision damage made the bonk fairly harmless ???. But escort AI is pretty difficult, along updates it bounces between way too slow and way too fast. I guess it's the Trapisonda Curse's return ! It's interesting that patrolling ships stay at patrolling speed when engaging enemies ::).
  12. Hmm, it wasn't that much bad luck. I recently just wanted to equip a pair of bombers in an Iron Waste sector. Jumped through a dozen gates to find four Equipment Docks... None had torpedoes :( ! Another tidbit from that bombing run (on a Smuggler who somehow declared war on my first customer faction >:(): ships do not reload torpedoes from their storage, so the two Irongrade bombers I sent would fired five torpedoes each if I didn't come in to manually reload. It's really silly and not effective at all :(, we need a torpedo usage interface.
  13. Back to Season 2-3 (23/07/2018): It's been a busy week building stations in my new galaxy (Seed: HappyThoughts), but nothing new: trudging through the Iron Wastes and Titanium Belt as a Charlier, laying Primeforts and Syabus to boost the native factions' ailing production chains, still at the Iron tier because the new starting point is devoid of any big Titanium roids except a pitiful 60k one (near the prime sector of a faction called the Cluuz'iiiij, if you come there) :(. I just begun to understand something pretty aggravating by arranging the production of Targeting Systems: it seems that stations, when out of a particular good, request it only if they cannot finish the next batch when they finished the previous one, as, only if they are freshly out, and request only that good regardless of other goods. So, for example, the Targeting Systems Factory is out of Energy Cells but has like 17 wires left. It will request only Energy Cells, produce a batch and then request Wires, and so on. So stations with more requested goods get much more downtime than "simple" stations, which become dramatic as the produced good increases in value (since Targeting Systems are worth 25k, my boosted 1.2k Syabu churns out one every 20 seconds, and seems to produce two batches of eight, multipling cycle time by 16 :-\). Though, there are stations which seem to restock more "intelligently", which is probably due to getting more ambient traffic maybe ? The Targeting Systems Factory in my example is in a nice spot, but offgrid. The game started seriously lagging and the server crashing more and more after fifty or sixty built stations, probably due to memory or disk usage (but now my new rig runs it mightyfine, so it's not the end of the CII saga :)). After replacing a power supply (08/08/2018): Not much things happened: but the remaining problems I'm getting in Avorion are of four origins: The ever-hateful "500k cap" on NPC stations, which disables their high-tech industries, which means I'm also stuck on low-tech unless I make high-tech industry stations myself, which won't serve me much unless cargo shuttle-supplies complexes happen (so, until I get to the Trinium Reaches). Maybe the 500k cap should be disabled once the player has 5 or 10 million creds... or disabled altogether. Xsotan biting off engines off NPC freighters before dying to my stations, which causes supply to freeze off and the freighter to forget their run and go idle even if it gets in range of the station dock. I have to Force Gun the freighters onto the next Xsotan/pirate attack group to make 'em kill it :'( to both unfreeze the supply route and save rep. Freighters need to auto-repair their engines and thrusters if they cannot move/turn towards stations. Reputation grind. I just had a minor trading authorization incident which had me trudging from Abhorrent to Good relations. Those idiots also gave me 740 rep points per pirate ship killed so it was horribly slow. The worst is, the UI to make negotiations is already there :(, it just doesn't work and the removal of all mission rep gains that happened as this failed UI change makes that the only way to grind rep up to Poor is to wait for purely lucky events to happen like a poor hobo, while I have millions upon millions of credits. The last, and it's becoming more ubiquitous by the second, is the supply failures. It seems some (if not all) stations are supplied by one single NPC cargo run, which supplies one type of good at a time and only in times of dire need, so stations with three or more goods waiting to be supplied get into an almost hour-long downtime, and when those stations are part of chains the downtime propagates and multiplies. So chains that should be healthy and producing a lot of goods gets plagued with horrendously low efficiency, and not because there isn't enough stations supplying the chain, but because there are not enough freighters doing the supply, leading to absurdities like a farm getting hit with endless droughts while there are two>:(! full>:(! Water Collectors specifically supplying it ! The only way this problem could be fixed is the implementation of cargo runs, especially manual cargo runs (ordering a PC freighter to go buy goods from specific stations to sell to another). Alive Sectors begins to be a problem (30/08/2018): I probably have around 110 stations around sixty-odd sectors, but I reduces my server's maxAliveSectorsPerPlayer to 25: putting it at the default 500 creates a slowly snowballing cascade of overdue sector updates which bogs down the system due to ever-increasing memory usage. Now a question is rearing its ugly head: does stations in non-alive sectors still create money through the Out Of Sector Simulation ? Right now I am exploring new systems, munching the stocks of Resource Depots and buying some modules. I am supposed to make around 25 million an hour... but I lost around 40 million in probably half a dozen hours. Though right now I ceased playing on Survival, as I want to wage war against two enemy factions but there are salvage AI problems (I want to eat enemy ships, not have my shiny-new war salvagers get stuck on null-worth tiny pieces of wreckage and lose millions' worth of delicious titanium and naonite :(). Right now my technique to make stations is: [*]Go to the prime and all on-grid sectors of the faction to fully initialize their economy [*]Make a second visit, look what is lacking and note it on the sector map [*]Go to another part of the galaxy, probably doing the same thing [*]Return to the previous sectors and "verify" the lack of noted goods [*]Wait around five to ten minutes, scan freighters in search of the still-missing goods [*]Maybe repeat the three previous phases one more time [*]Build the station in a sector either At two or less gate jumps At two or less two-sector jumps (with the intermediate sector having at least a station or gate of course) ...or at the best-looking place to make the least elongated chain It'll hopefully ensure not bearing the crushing cruelty of deception as seeing a freighter supply the good as you just come back from building the station :-[.
  14. Oh yeah ! I just found out after rebinding my keys because I got a new computer ! I'm a dumb :P ! There is a new "Fire Torpedoes" keybind, right-click by default. The original Moxie Mk II prototype fires torpedoes normally :D and will probably, well, be added to my shipyard once I have a day to play... And a leisurely week juste ended and now it's back to work :(.
  15. Wow, kind of a major bug :o. Weird that it hasn't been remarked sooner.
  16. I would say: do cover your thrusters and other valuable blocks, but by relatively thin layer of armor. Make sure to protect your ship with integrity fields so that your armor won't be blown off. You will get slight decrease in maneuverability, but not because of that. Effectively, that's how wings work in space :). Adding 75% of your thruster volume as armor to protect them will make the wing as strong as a hull block. Integrity fields multiply the armor strength of a wing by a whopping 5 (or is it 10) in terms of block breaking (though I may recommend to space the armor a little, as sometimes hits go through - sometimes happens on a Taki's wings or most of my designs' millefeuilles ::)), so there is a huuuge difference between an Irongrade ship which'll need "thick" armor, and a Titaniumgrade ship which'll need five times less armor :o for the same durability. Irongrade ships have nothing to counter that difference, so they need way more work than ships of other material to get maneuverable, especially since they also are the heavyiest ships as they are only made of the heavyiest material :(. You can put gyros but they do not thrust, so it's kind of a "fake maneuverability" you should ignore (to put more thrusters/inertial dampeners instead) unless you plan to do one-eighties to stop the ship a la Asteroids, or have an inexplicable hyperstrong bias between yaw and pitch, or severe lack of either despite good-looking thruster placement.
  17. Yup. Blue for pulling, Orange for pushing. It's a docking aid for NPC ships so they do not damage the stations while docking :).
  18. There must be a slider somewhere, or it's a huge UI bug. :-\ There is theoretically as much slots for saving as there can be files in a folder, and recently folders have been added to the saving/loading UI.
  19. Yup, that fleet post is from before Persecutors were a thing. Persecutor attacks occur when the sum of all hp and sum of all omicrons in the sector are insufficient (if the Persecutors can theoretically kill the ship(s) in 30 seconds without being destroyed, if I understood the script well), so mining ships shouldn't be left alone: at least have an escorting flak escort and a attack-all-enemies line escort, though technically OOTS attacks are limited to persecutors so the flak escort is only useful when in-system ::). They occur at 400 core distance (Medium difficulty and harder), 375 (Easy) or 300 (Beginner), so usually as soon as you see naonite or even large amounts (more than a third of resource roids) of Titanium, Persecutors will endanger your poor isolated ships.
  20. Kamo

    False claimables~

    I've seen a weird occurence recently A [glow=#FF2626,2,300]false claimable asteroid[/glow]. A pretty big asteroid that should be claimable... but isn't >:(. Mine-founder's nightmare ! It would have been pretty infuriating if there weren't a claimable in a nearby sector linked to the same places.
  21. Got her ! She somehow got incompetent enough to get her shield destroyed by six or seven enforcement frigates when I was reconning to get info on her stats before I'd make a fleet of Esperances, Pitances and wall-like mutations of them to survive her laser onslaught. So helped finish. Yum, naonite at 470 from the core :) ! (Yes the screenie is from Discord because the Steam Cloud got dumb and didn't correctly save the screenshot.)
  22. Here's a most exciting thing that recently happened to me in my new campaign galaxy. Searching for a Scrap Metal Trader in a modified and trailer-fitted Espérance line corvette, I just found a pretty populated friendly sector in my travels into late iron (coredist 480) sectors, blessed with a delicious coreward wormhole probably going to the fringes of the Naonite Belt :). Then I heard ... I see a pirate ship, roaming, selected her. A "Frigate", no big deal, except I remark "...oh man ???, [glow=#4DFF9A,2,300]shields[/glow]. That pirate faction is overequipped !". T'was a fully Naonite ship ! So I charged at her while she was wailing on the poor authorities with several laser beams, firing 120 omicron of bullets at her. "Wait, why is the shield not going down-" 1:45 happens while I stare baffled at the revealed enemy vitals :o. 38.2k hull ! 38.6k shields ! No wonder I'm not doing anything with single digits of damage, that "Frigate" has Light to Heavy Cruiser health, having ten times as much hull as my current ship ! I abandon the sector to its new terror, who'll probably destroy all ships and stations as the poor friendly faction' ships cannot destroy enough of her shield before falling down to her superior armament :'(. So: beware of sectors with heavily coreward wormholes. They may be [shadow=#FF2626,left]DOOMED[/shadow] by overpowered ships passing through...
  23. In theory torpedo tube sizes superior to 5x5x5 are useless as the biggest torpedo size is 5, though I wonder how "torpedo size" works. Is it the necessary volume (in that case 2x2x2 would easily fire torpedoes up to size 8) or necessary minimum cubic line size (so a 1.5 size torpedo would need 1.5x1.5x1.5 minimum) ? Fire more torpedoes at a time ;D
  24. Woaaahw 8)... Huge ship inbound ! Digging the gargantuan cannon too :D.
  25. Oh my, I'm just imagining those things happening in boss fights ::). You just arrived in a seemingly-peaceful empty sector as an intermediary jump, and see diddly squat at 3 km... when suddenly a storm of danmaku crashes over your ships then a square shadow suddenly appears ! The AI :o ! Cue desperate jumping away while corvettes die left right and center, aaargh ! (Yup, I got attacked by the AI while peacekeeping in the naonite region of my new shipyard galaxy. Twice. Ouchies :-\.)
×
×
  • Create New...