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Hellatze

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Posts posted by Hellatze

  1. They look beautiful..but one question. What are the poly counts on those?

    Even with smoothing, they look pretty high

     

    Bearing in mind some of the default turrets poly counts could probably be in single digits

     

    Poly count in game probably around 30 - 60.

     

    To achieve better model, yoi have to learn how to bake thoose turret for creating normals.

  2. If you make game harder. You should tweak How AI think and adding hyberspace blockers.

     

    I imagine that we must sit and press LMB until the enemy destroyed. Enemy have more dps ?

     

    Add shield and shield system.

     

    Enemy have more health ? Just sit and fire your weapon. Since enemy are slow and unable to move fast.

     

    More like annoyance.

  3. so turret factory works well if you put it near the center of the galaxy.

     

    but the research lab will produce garbage, no matter what item you give to them.

     

    nothing can surpass turret factory in term of better quality of weapons, nor utility tools.

     

    example :

     

    i have 5 exeptional lvl 52 avorion laser turret that shot 8000 DPS from turret factory.

     

    when i research that turret sure i get better quality, only to see the DPS, range, etc are crap.

     

    i tried 5 times with exceptional salvaging turret, only give crappy legendary salvaging turret.

     

    this is weird as hell.

  4. hi i lost around 20 avorion class fighter who have million work value each.

     

    all of them lost because i got disconnected from single player server ?

     

    how do i report this kind of game breaking bug ?

     

    my ship are fine, but when i go back to my singleplayer gain, i turn into drone. and i need to go to my ship, when i check the fighter, they are gone.

     

     

  5. Hello.

     

    When you build your own turret factory, what determines the quality of the stats. Some turret factories make weapons with DPS around 500 to 700, while some go as far as 1100+.

     

    My question is, what determines these values? I originally thought that the closer you get to the core, the better "quality" turrets you can make. But unfortunately this was not the case.

     

    I am looking for over 2K dps laser turrets, but so far I have been unsuccessful.

     

    Any suggestions would be appreciated.

     

    Thanks.

     

    build it really close to galaxy, you got a avorion tier turret with high tech grade class weapon.

     

    i got 8000 DPS laser with this.

     

    and turret are always random, so make more if you want.

  6. So if I understand well, you made a Trading Post, it buys War Robots for ~70% of their price (since you get 30% in tax) and you can then sell them for a fortune at military outposts.

    It's not an exploit, you just found the jackpot ! Being lucky enough for the Trading Post to be generated with such a rare and precious good, and especially being in a sector with a faction awesome enough to have a functional War Robot production (those are service-level tier trading goods, needing a functioning industry and therefore a powerful agro-chemical production with a lot of "basic stations", and such factions should be impossibly rare lest they'd be huge and very well balanced, with no broken economy cycles in em)...

     

    Except it may be an exploit if traders do spawn with such goods without any working production nearby (I heard some things about goods being spawned instead of produced, therefore creating "undead economies", and I once made a solar power plant in my arena in a corner of a galaxy, and cargos from a faction ~500 sectors away show up to buy the e-cells, so it may be true.) !

     

    The resource are spawned.

     

    There is no way AI capable produce 2600 war robots in instant.

     

    (Tested, and i keep having this goods). I also keep upgrading this trading post cargo capacity.

  7. when you have everything. you will create big dumb object, like hyper storage ship. or gigantic city habitat.

     

    the problem that, passive income in this game are vague. so the maintenance are horrendous. probably like 100 mil per hour. i really hope habitat can provide tax to its own people to support this wonder.

     

    creating wonder that struck awe on any faction in that galaxy.

     

    sound like a plan.

     

    i am planning big trading post... or maybe a big storehouse.

  8.  

    1. why bother creating factory if robot are easily obtained trough trading post ? this destroying balance.

     

    3. the res didnt restock itself. so why bother creating this useless station ?

     

    also stop fanboying.

     

    Trading Posts dont have an infinite supply of robots, while you can create an near infinite supply by creating the production chain for robots. thats why you can bother creating the factories.

     

    as for resource depots: you can use them to "trade" resources with other players on multiplayer. just an example for a proper use as you can simply stuff your excess resources into them and others may buy them if they need them.

     

    Also try not to be offensive. Erik9631 didnt type anything that would make him "fanboying" like you said. he simply offered you the respective lines of the changelog, which stated the changes to the AI trading ships.

     

    maybe you should try to be more clear and what issues you are experiencing with the AI Trading ships, as "AFK" for an AI is simply the wrong term.

     

    trading post doesn't have infinite supply of war robot..... dude, when i open trading post transfer crew/goods/fighter. i take all robots, and AI will come to sell its war robots. i got infinite supply of it.

     

    and the only station who consume war robots are military outpost.

     

    got 100 mil every damm time. + 20 mil for trading tax.

     

  9. 1. Yes it does? What is the matter with it. If you go through the whole process of manufacturing or providing supplies to a station that can manufacture over 800 war robots, the reward is well deserved.

     

    2. I have not encountered this issue in the latest patch. It has been fixed. I am going to copy paste the changelog just for the sake of it

     

    • AI trading ships are now pulled towards/pushed away from docks with a tractor beam
      AI trading ships avoid occupied docks

     

    3. Res depots are not supposed to be infinite supply givers. That is why salvaging and mining exists. I find it hard to believe you depleted every single resource depot and now have nowhere to buy resources from.

     

    1. why bother creating factory if robot are easily obtained trough trading post ? this destroying balance.

     

    3. the res didnt restock itself. so why bother creating this useless station ?

     

    also stop fanboying.

  10. 1. Ever since v 11 item stock generation has been limited to 500K. There will not be a stock of items that worth more than this value. There is no exploit unless you forgot to mention something crucial. As far as you make your own trading chains and supply the stations so they can generate the supposedly "OP" goods then it works as intended.

     

    2. That has been fixed in 15.1. The tractor beam you see when NPCs are docking? That is that. No pushing required. Ensure you running the latest version.

     

    3. Not sure about that. I never cared enough to double check the same resource depot. By the end of the game I bought/mined so many materials that I never even had to bother revisiting the same res depot..

     

    I had issues understanding the rest of your post. Please improve your English.

     

    1. i am sure 800 war robots gives 100 million to thirsty military outpost. works as intended ?

     

    2. I AM talking aboit AI who gone AFK in middle of space. tractor beam are nothing to do with this.

     

    3. res depot rarely restock itself. 9start to think they never will.

  11. (...)

    the enemy should able to create variety of war, and unsuspecting player who get "locked" should observe before fight.

    (...)

    Yes!  But if a player jumps into a sector and jumps between all enemies, no observation will save him.

     

    If players are stupid and they play on a higher difficulty, they should die. But nobody should be forced to die because of bad luck.

     

    Then give space between eemy in jump ?

     

    You want to sit there having big shield and shot you gun ? Is that fun  to you ?

     

    This game combat system are mediocore ad need fix.

     

    Or you jus want to fanboy to the dev ?

     

  12. 1. when AI trade to trading depot, you get 30 % of profit are fine. however you can take the goods in the storage (transfer cargo) so you will get extra money. (however the goods like, jewelry, war robots, spice, etc are OP). i got 200 mil from that one trading depot. also habitat do the same.

     

    2. AI afk to find dock. the point that if AI gone AFK, the trading will not go on. you have to ram them near the dock.

     

    3. resource depot didn't replenish after i buy their materials. its like 4 hour. why they exist in first place ?

     

    to counter this exploit, the trading depot resource must not transferable to player. but will decay by civilian.

     

    we need to add civilian to do the resource decay, habitat provide those civilian. however civilian need food, water ETC. as long they happy, the faster the resource decay. add civilian quarter to increase resource decay too.

     

    note : casino able to make civilian happy.

     

    unhappy civilian will revolt, and take over the station.

     

    as for resource depot, how to make them useful ?

  13. Hello.

     

    There have been complaints about why trading feels "broken" and why all the stations are out of stock. A lot of people have been wondering what is going on. I have read through a lot of steam posts and lot of forum posts (Some go back to 7 months). Basically ever since the V11 patch, trading has become almost non profitable.

    A lot of people on Reddit have been mentioning that they were unable to make more than 500K per trade, which is very low compared to what we could make before.

     

    Before it was possible to make millions using trading. It was a viable method to get enough capital to start your own empire, build your stations and so on.

     

    I was personally disappointed with this nerf choice because it rendered trading entirely unprofitable. At this point selling asteroids and mining is a better income.

    So I decided to snoop around the code and found the core reason why trading is as broken as it is.

    As unfortunate as it sounds, the development team has for some reason decided that we should not make more than 500K per trade run. That is right, you read that correctly. Trading is hard capped so no station ever has more than 500K worth of goods of the same type.

     

    That is why there are so many low level resources like water. They sell for 10 credits each and if you have 28K of them, you can make 280K profit tops.

     

    When it comes to high level items like drills, anti grav units, weapons, body armor, vechicles, war robots, there are never more of them than their total worth of 500K

     

     

    In my opinion this is a poor decision and the nerf is way too huge. I would understand if the cap was at 10 milion, or maybe 5 milion. The spawn rate is RNG based anyway. You still require some amount of luck to find the right items and the right trading routes.

    There is a 35% chance to have a station completely out of stock. That still makes it balanced and a viable way to make money assuming you have big enough jump range and the right trading software.

     

    But 500K is way too little. It is nothing compared to how much you can make by selling stuff or destroying pirates late game.

     

     

    I would appreciate your thoughts on this.

    Thanks.

     

    I also modified the file and removed the hard cap, so the trading is as it used to be. If anyone is interested in the modification, please let me know. I will upload it to the mods section.

     

    Well duh. Trade are safest way to gain money.

     

    If you want hard profit are pirate hunt. Or killing station. Makr sure kill the expensive ones.

     

    Dont forget to brand. Or leave and get in sector. To hit station like pinata. It wont asset as stolen goods.

     

    100 mil in my pocket.

  14. There are trolls on every steam forum. Best thing to do is just to counter their arguments with your own, without resorting to any name calling, but also to acknowledge any legitimate feedback or criticism of the game. Report any posts that are harassing or otherwise break the terms of service. Not much the game devs can do though.

     

    where is moderator.

     

    also there is troll who use dev name for them to shield them self. (like fanboy, but defense to game so he will think he was right. despite the fact he is trolling.)

  15. Players being locked into "you are already dead" situation without any warning is a bad thing.

     

    Either give players tips about what the could encounter if they go there

    OR

    Let them be able to escape.

     

    If you can't kill them, ou should be able to avoid them until you can.

     

    If there's a big fight with superfast hyperspace blockers and support ships, it should be marked with an "!" on the map as a quest.

     

    Sure, it might seem easy now, but once they fix the artefacts so only one gives +5 slots and so they don't stack, it will be harder.

     

    i create a difficult enemy and interesting ones, not creating artificial difficulty.

     

    the enemy should able to create variety of war, and unsuspecting player who get "locked" should observe before fight.

     

    there is no warning in fight.

     

    fighting enemy in this game are a joke. just have 800 m/s and shield then jump. you survive.

     

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