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Valck

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Posts posted by Valck

  1. Thank you for stopping by then and replying, will give it a try.

    Even though I'm no fan by any means of the Invision software these here forums are running on, I think functionally they are still vastly superior to Steam's sad excuse of a "forum" "discussions". Will be sad to see them go.

  2. More map feedback:
    I can't be the only one who ever noticed the map is flipped horizontally?

    If you use a jump gate from one sector to another, you always have to turn the opposite way to what you think you should.
    Let's say you went "north" (i.e. entering from the "south" gate), and now want to go "east", you'd expect to have to turn "right", wouldn't you? Instead you have to turn "left".


    Granted, I should have reported this much sooner as it has been that way ever since I first started playing the game...

















  3. There is a "Preview" button, it's the end of the formatting buttons list.


















    That's part of what I meant with "too JS heavy".
    The preview button is only there with JS enabled, like many other functions that could have a no-JS alternative implementation to fall back on, but don't.
    The entire "formatting buttons list" isn't there either, which leads to






















    cumbersome non-WYSIWYG formatting















    ...

    Some (many? most?) BBCode tags work, but it's cumbersome at best, and only if you have previous knowledge that something like that even exists.

    For example, there is no way (at least that I know of) to quote posts with a reference to them, in a way the original posters get a notification, or mentioned for that matter.


    PS.:
    And if you look at this very post, it is a prime example for "wasted screen estate", too...
    PPS.:
    Aaand apparently even more screen estate gets wasted upon editing the post... those quote blocks just keep growing. Invision apparently insists on doubling every end-of-line with another one of its own. Brilliant!

  4. As a counterpoint, I do miss the old forum.

    I'm definitely not a fan of Invision, to put it mildly, and I couldn't care less about "modern" looks versus usable functionality.
    Too JS heavy, too much wasted screen estate, cumbersome non-WYSIWYG formatting, and even WYSI usually NWYintended, especially with no way to preview what you're going to submit.

    And the bots... sorry moderators for constantly pestering you about those. I don't know how long I will keep it up though, I'm almost starting to feel like one myself.


    Oh, and I forgot – a pity about all the broken links in "old" posts, too.

  5. And another one for the map: Adding a map note takes several clicks and quite a lot of precise mouse movements. This could be streamlined considerably.

    Currently, one needs to
    - right click the desired sector (semi-precise positioning)
    - move mouse to "tag sector" menu option (precise positioning required)
    - click
    - position the mouse pointer over the sector *again*
    - right click desired sector *again*
    - precisely reposition pointer to "add note" menu option *again*
    - click
    - position pointer over text area (only coarse positioning, but still)
    - click
    - enter text
    - precisely position pointer over OK
    - click


    Instead,
    - call "tag sector" from within the "add note" action (while keeping a separate tagging action though)
    - automatically activate text input field when "add note" action starts
    - allow keyboard completion of text input (by say, using CTRL-Enter to finish)
    and profit

  6. I've been browsing online more than three hours today, yet I never found any interesting article


    like yours. It's pretty worth enough for me.

    In my opinion, if all webmasters and bloggers made good content as
    you did, the net will be much more useful than ever before.
    By the way, here is a link to useful site for earnings -



    Seeing how there recently is a flood of these posts, all varying in only minute details, it would seem like a word filter on posts by unauthenticated users that include a few keywords could easily get rid of them.

    Say more than two of
    - browsing
    - webmasters
    - bloggers
    - content
    - earnings
    in one single post, and not by an authenticated user, hides the post until reviewed by a moderator. Or even outright deletes it.

    Maybe a filter is already in place and just needs its word list updated?
  7. Some time ago, Boxelware changed the software running this forum. That new software generates links with a different structure than the one used before, and doesn't understand the previous format.
    If you look at your browser's URL bar, you'll see something like "forum.avorion.net/index.php?/topic/1234-somename#comment-9876", when previously it would have looked like "www.avorion.net/forum/index.php/topic,1234.msg9876"

    While it is possible to "teach" the new software how to cope with the old format, it is a lot of tedious and error prone work, even if much of it could likely be automated.

    Personally I don't think it was a change for the better, but that's just my opinion, and Boxelware will have had their reasons for the change.

  8.  @Shrooblord, I have posted the beginnings of a British English localisation mod. I am not a native speaker, but I prefer my English to be more civilised if I can help it.

    So far I have fixed the spelling of several terms, such as Aluminium etc., and rephrased a few AI dialogues. It is not intended as a literal, professional translation, and as such I have taken the liberty of changing a few things beyond mere translation.

    I will go over the "goods/commodities" at some point, that is something that irks me too.

    Also, and this is mainly for @koonschi and the rest of the devs, I have found a few issues with phrases that have no option for translation, and also some items get sorted based on their original order (for example, "Maize" is sorted under "C" for "corn" not "M" in some places, and does not get translated everywhere in the Maize farm's trade configuration menu). Feel free to post or PM me if you need more detailed information.

     

    Find it here if you're interested: https://steamcommunity.com/sharedfiles/filedetails/?id=2160397457

    • Like 1
  9. On 3/29/2020 at 1:49 PM, TacticalMaster said:

    (PS: I don't get any of these freezes if I'm transferring or hiring crew. But entering your own Equipment Dock also causes these freezes.)

    I do get a significant freeze the first time I interact with an equipment dock after loading the sector. On subsequent "interactions", "interacting" itself and the available menu options, behave as other stations do, with the exception of "buy equipment". Selecting that menu item always needs to think for a second or two, no matter how often it has been selected before.

  10. As far as more commands go, I think it would be very helpful to have an extended buy/sell order that does not expect a specific amount, but whatever is possible at the moment (taking into consideration supply/demand, free cargo, and available funds). Maybe by providing a value of zero or a negative amount, to signal "buy up to this much, or less if criteria not met" and "sell as much as we can, or less if client doesn't want any more", and then move on to the next order. Pretty high up on my wish list...

    • Like 1
  11. @Laserzwei, I'm coming back to Avorion for my yearly fix ;) and your Advanced Shipyard is and has always been one of my must-haves, thank you so much for this mod!

     

    I'd like to change the time it takes to build ships though; is there a clean way of overriding just the

    local requiredTime = math.floor(20.0 + plan.durability / 100.0)

    from outside your mod, that is, with another mod that depends on yours and only modifies the two constants (and maybe also the one for "if captain > 0 then")?

    If that's not possible or feasible, would you consider adding some kind of a configuration file that persists mod updates?

     

    Mods

    Do mods go into different folders or into the same 'mod' folder? Or, are all the mods unique on installation (or both)? Please help out a new guy. Thanks in advance  :)

    Depends on the mod, really.

    Some mods are patches to the vanilla game files that need to be merged manually, and carefully, if more than one wants to change the same file.

     

    Others have their own directory structure below ./mods/, and require no or only small changes to vanilla files. The "mod folder" approach is relatively new, and the whole "modding" business is just as beta as the rest of the game – it works mostly, but it takes some care and attention not to mess up.

     

    Here's a recent discussion about basically the same question.

     

    hth

  12. version of the game is 0.20.2.

    There's your problem, most likely.

     

     

    Hello everybody,

     

    there is a new update for the mod :)

    but its mainly for bugfixing and stability since last release.

     

    FleetControl v0.5.1

     

    Changelog:

    • fixed bugs and problems with script changes and some strange client behaviour (thx to Shrooblord for feedback)
    • added 'clear' action to '/fleetcontrolconfig' command for removing all saved mod values (for troubleshooting purposes)

     

     

    Game version at time of latest mod update in July was... 0.18.2, IIRC

  13. A couple of questions about turrets, in general:

     

    1. Do turrets with the "independent targeting" trait deal less damage only when set to auto-fire, or is their damage value as true as regular turrets?

    Turretts with the independent option do the same damage regardless of whether you're using it or not

    2. By how much does the independent targeting trait reduce damage?

    50%

    3. Why do weapons seem to deal variable amounts of damage depending on the type of block that it hits? My railguns deal 3K damage on certain blocks but 1K damage on others.

    AFAICT railguns penetrate hull blocks (and others) and are only stopped by armour, i.e. they are capable of damaging multiple blocks. My guess is they deal their damage to every block they hit, which would be 1 in case of armour, and multiple in all other instances

    4. Related to the last question: why do my railgun turrets have a damage value of 300 in the tool-tip thing but when I hit anything, it appears much more powerful than that? I'm not talking about the DPS value.

    See above

     

    Go find a turret factory (the higher tech level the better for more options) and experiment a bit with the values, what I wrote above is practically all based on observations I made there.

  14. "the sector name/coordinates move out of the way if the vanilla resource info is displayed"

    could you help me out please?

    For example if you open the player or ship info windows, the (vanilla) resources window shows up, and the sector name/coordinates are pushed to the right. The faction info window however remains where it was.

     

    This may be some special use case where I have it placed next to the coordinates display, just because that made the most sense to me. If it is placed anywhere else on the screen, moving it would probably not make much sense...

    20181225203429.jpg.fc86b71bb6a42974fdb52367470b8811.jpg

    20181225203430.jpg.8e225168faad48f5184a23f96097f863.jpg

  15. Brilliant mod!

     

    A few ideas from a fresh perspective:

    • in the factions readout, use the actual status colours; it's mildly alarming when a faction that's barely negative shows up as hostile
    • I don't know if it's possible, but it would be awesome if the factions readout could somehow be attached to the sector info; the sector name/coordinates move out of the way if the vanilla resource info is displayed. Also, I'd prefer the faction names either center- or left-aligned, but that's just my subjective opinion
    • the power readout is currently not useful to me (maybe later in the game, idk). I'd rather have a status indicator of the ship's systems, whether they're enabled, disabled, or overloaded; preferably as its own, separate window. I may try and take a shot at this myself, don't hold your breath though.

     

     

    I'd also like to offer a tiny change to the clock display:

    53c53
    <   drawTextRect(DateTime.hour..":"..DateTime.min..":"..DateTime.sec, rect,0, 0,ColorRGB(1,1,1), 15, 0, 0, 0)
    ---
    >   drawTextRect(DateTime.hour..":"..string.format('%02d', tostring(DateTime.min))..":"..string.format('%02d', tostring(DateTime.sec)), rect,0, 0,ColorRGB(1,1,1), 15, 0, 0, 0)

     

    Instead of "1:2:3", it will format the time as "1:02:03". I'm kind of undecided whether I'd want a leading zero for the hours as well...

     

    Thanks for your consideration.

  16. Just chiming in here to voice my support for a DRM-free version of the game.

    I do "own" it on Steam, but I wouldn't hesitate one second to buy another copy if it were available on say, itch.io or GOG. Make that two copies if it were available on both ;)

     

     

    EDIT:

    Also a huge "thank you" for supporting Linux! Go Boxelware!

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