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Khorius Irelius

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Posts posted by Khorius Irelius

  1. Shame we can't order ships to jump, or go through a gate, ahead of us really.

     

    I'm a little confused by this.

     

    We can currently order ships to go through gates ahead of us: Enter RTS mode, select the ship you want to use the gate, right click on the gate. The path will turn blue instead of green and said ship will jump through the gate to the next sector with no issues.

     

    The same functionality exists for wormholes, just a little bit trickier. Align the crosshairs of the player ship with the wormhole before entering RTS mode, which will put the grid plane level with the wormhole, and then direct a ship to approach it. Once the ship gets close enough to the wormhole, it will jump through in the same way as a Stargate. Easy peasy.

     

    It would be nice, however, to be able to have ships independently jump to a sector, without having to escort the player.

  2. Hey guys.

     

    I need some help here. I am very proficient with PC hardware and software, however, networking skills are not exactly my primary area of expertise. I am attempting to start a vanilla dedicated server for myself and some friends, using the resources on the Avorion wiki as a guide. I have managed to get the server up and running with no issues (locally), including incorporating our existing galaxy.

     

    Here's the issue: the only way that people can connect to the server (that aren't on my local network) is if I manually invite them through the Steam friends interface. I have updated the server, everything was opened and is running in administrator mode, and I have selected the option to list it publicly. As far as I can tell all my firewalls are disabled. Not only does it not appear on the public server list, but my friends can't even connect to it directly with the IP address.

     

    Can anyone advise me on a possible course of action to correct this?

    Perhaps someone could elaborate on this (from the wiki):

     

    The UDP and TCP ports that will be used for the game must be forwarded to the machine that runs the game. Default ports are 27000, TCP and UDP for game traffic 27003 (UDP) for queries, 27020 and 27021.

     

    Here is a direct link to the guide that I am using for reference: https://avorion.gamepedia.com/Setting_up_a_server

     

    Thanks in advance!

  3. Someone PLEASE hook a brotha' up with this!

    *See Attached*

    - or -

    CLICK:

    https://imgur.com/a/PerXO

     

    I will gladly help in any way that I can!

    (Including hours of testing and troubleshooting in every possible scenario)

     

    If someone can do this for me I am also very willing to help

    out with any of your Avorion projects!

     

    Just shoot me a message!

     

    PerXO

     

  4. [  ! BUMP !  ]

     

    Please, please, please implement

    JUMP BRIDGES

    into vanilla Avorion!

     

    What?

    When I say "Jump Bridge" I am basically referring to a mechanic

    that would allow the player to essentially create star-gates which

    would link two sectors of their choosing, allowing the player to quickly

    travel between them, just like the ones found in faction controlled sectors.

     

    Why?

    Jump bridges would add an immense amount of immersion to Avorion.

    I have stations, fleets, and other points of interest at various locations

    all over my galaxy, just like many other players. The ability for players

    to link their primary areas of operation would give them the feeling of

    actually controlling their own faction.

     

    How?

    It would be (from my viewpoint) pretty simple to implement. Just make

    "Jump Bride" a type of station that players could found (perhaps even

    using the same model as the star-gates?). Then, in the stations' settings

    menu, have a drop-down list with all the other jump bridge stations that

    the player has created, elsewhere in the galaxy. Once linked, they would

    function exactly like star-gates or wormholes.

     

    OP!

    I wouldn't want these Jump Bridges to be overpowered or broken (like

    entering the /teleport command for example). They should come with

    restrictions such as a maximum distance, based on the stations hyperspace

    reach perhaps? Maybe even restrict it so that once two of these

    "Bridge Gates" have been linked, they cannot be un-linked until destroyed?

     

    Just food for thought!

    Please consider!

     

    Thanks!

  5. ...transferring the goods to my ship to then dumb them into a stationary cargo container (which is just a ship without engines because Avorion doesn't have stations that can be used as an all-purpose cargo containers) is supremely tedious.

     

    I know this isn't what you were asking about, but I just wanted to say that I too use "cargo stations".

     

    What I did was found the cheapest factory I could (servo factory), and built it with an insane amount of cargo space. I built the factory in an empty sector, near my main area of operations with lots of wormhole access to the rest of the galaxy.

     

    This works as a "Central Star Bank" for all my goods that I don't want to resell or move around the galaxy with.

     

    Just some food for thought!

     

    Good luck!

  6. I'm not sure what you've been experiencing, but personally, when I had 4 turret slots available, then dropped to 2 slots, I can keep my 4 turrets, but only 2 of them will fire.

     

    I investigated further and I guess you're right, some of them do not work. Although, it appears to select the turrets to keep at random. Thanks Shroob!

     

    Next Question: Insurance

     

    Is there a limit to the number of ships that a player can insure? I have a lot of fleets, with each ship being fully insured. I just assembled a new fleet, and the option to insure them is completely gone (both while piloting the ships, and by selecting them from another ship).

     

    Anyone have any information on this?

  7. Next Question:

     

    TURRET SYSTEM UPGRADES

    When you replace a (for example) 6 slot armed turret system, equip the turrets, and then replace the upgrade system with a (for example) 3 slot armed turret system, the turrets stay equipped and seem to have no loss in effectiveness. Is this a glitch?

  8. Important to note, there is a difference between jumping normally and teleport.

     

    Teleport retains your relative position *in* the sector.  If you jump normally to sector X Y, then fly out 200km from the spawn point, if you teleport to x2 y2 from there, you will arrive in x2 y2 200km out from the middle.

     

    That's good information to have, thank you.

     

    If I were to use this teleport command I feel like it would ruin the experience for me, thanks anyways though.

  9. Nachtu, thank you for the great resources! I use Factory/Goods Overview on a daily basis already!

     

    New question: I remember reading somewhere that there were trading system upgrades in the game that would allow you to trade with stations in your sector without being docked at said station. I have worked my way up to an exotic Salesman Trading System and still no such mechanic.

     

    Was I given false information? Is this only possible through the use of modding?

  10. Up to this point I have committed to playing Avorion mod free, but if what I am looking for exists, it will save me hours of travel time...

     

    I have multiple mining fleets all over my Galaxy. When they exhaust the resources in a sector it is a huge pain to stop what I am doing and make my way to their sector so I can move them to a new one.

     

    Is there a mod out there that will allow the player to jump to a ship in another sector? Similar to the reconstruction mechanic that occurs when the player ship is destroyed?

     

    Please advise! Thanks!

  11. While building an Aluminium Mine will require a large start-up cost (> 7 mill if I'm not mistaken), you will quickly make a return on your investment due to the fact that it will be selling Aluminium to Traders for 200k per trade after its conception, with about a 10-15 minute trade cycle. Plus, it will supply your Factory with the components it needs to make product, which will also be selling goods, now at a lower production cost since you have an Aluminium Mine that produces Aluminium "for free" and with zero drawbacks once it's up and running (there's no depletion mechanic or real significant upkeep cost to speak about).

     

    I went ahead and built my servo factory before anyone replied to this. However, I built it in a sector of space where I have excellent relations with the owning faction, and they have 2 aluminum mines already operating. Will it work the same way since I don't own the aluminum mines?

  12. Thanks for the info!

     

    ok, so some questions:

     

    force turrets? for what? any good use for these? maybe like pushing a wreck in a still functional station?

     

    armor on shielded ships? do or don´t? also: thickness? so far I use them for estetics only

     

    way to big ships that won´t fit jump gates: any chance a protruding rod up front would trigger the jump?

     

    I put force turrets on my auxiliary combat ships in my fleet because they have short range weapons, so force turrets are useful for pulling targets into damage range.

     

    I put armor on shielded ships as well, but not much. I find that having around 8k hull is more than sufficient. And yes, thickness (volume) does effect how much armor a block will provide.

     

    That's a good question, I too have lost ships on the small gates. You should build the ship you drew and run an experiment and then let us know!  ;)

  13. Lets Talk About Fleets!

     

    Last Update: 2/17/2018

    Corrected minor mistakes & re-formatted for easy reading.

     


     

           

    [size=10pt][font=verdana]A fleet is a group of ships. In Avorion, this means having multiple ships that have a Captain amongst their crew, allowing said ship to be independently flown and operated by the game's AI; based on orders you give it through an in-game menu (which is accessed via the F key, while targeting a ship). Fleets can be a very rewarding, profitable, entertaining, and challenging way to play Avorion. But they can also be a resource draining, time consuming, headache inducing, painful experience. My fleets are what I spend the majority of my time working on and interacting with in Avorion. I wanted to take the time to start a discussion about what makes flying fleets enjoyable (and highly profitable!), as well as the drawbacks and areas for improvement. [/font][/size]

     


     

    Mining Fleets

     

           

    [size=10pt][font=verdana]For starters, if you don't at least operate a single mining fleet whilst doing your other activities, you should be. Once set up they will continuously generate resources for you, and require little upkeep. However, mining is just the tip of the iceberg when it comes to what fleets can do and what they offer. I personally have 3 separate 10-Ship mining fleets, all operating in sectors where I have mining stations. These sectors are all connected via warmhole to the three major layers of my Galaxy. This allows me easy control when I need to reassign them to neighboring sectors, after draining all the resources in their current one.[/font][/size]

     

            Mining Fleet Tips:

    • Build and test a mining ship that is inexpensive, with high maneuverability, and use it as a template for your other mining ships (this will help to keep the jump ranges in sync).
    • Be sure to equip all your mining ships with mining system upgrades so they can quickly and easily find new asteroids.
    • You do not need to put any cargo bays on mining ships; resources are shared globally (unlike goods).
    • When deploying your miners in a sector, manually send them to different parts of the asteroid belt, before issuing the command to mine.
    • As a general rule of thumb, you will want to deploy your mining fleets in sectors with 2k+ asteroids.

     


     

    Salvage Fleets

     

           

    [size=10pt][font=verdana]Salvage Fleets work similar to mining fleets, except they are outfitted with salvaging lasers instead of mining lasers. A salvage fleet can be extremely profitable if deployed in a salvage yard. However, salvage fleets require more upkeep, as you will have to return to the sector they are deployed in every hour to renew your salvaging license. You can use the same ship plan as your miners, but it would be wise to add decent sized cargo bays, because some wrecks can drop valuable cargo.[/font][/size]

     

            Salvage Fleet Tips:

    • Equip your salvage ships with the same system upgrades as your miners, but with cargo hold upgrades instead of mining systems.
    • If possible, stay within a few jumps range of your salvage fleet, so that you can quickly reach their sector when it comes time to renew your salvage license (you will get an alert when it is about to expire, regardless of your location in the Galaxy).
    • Always remember to replace your salvage lasers as you acquire better ones.

     


     

    Combat (Escort) Fleets

     

           

    [size=10pt][font=verdana]This is where the fleet mechanic/playstyle in Avorion really shines. A Combat or “Escort” fleet consists of ships which follow the player around the Galaxy and assist them in a number of ways, most commonly by providing support during fights. Escort ships are usually fitted with the best turrets and upgrades that the player can afford, will have a decent amount of shield and hull, and will often be built to play a specific role.[/font][/size]

     

            Combat Fleet Tips:

    • Combat fleets are a great source of active income. Keep a small gang of support ships with you to make quick work of pirate sectors, and conduct Prime-Sector raids.
    • In my experience, I have found the most effective combat fleets consist of various purpose-built ships to perform specific tasks. For example; small and agile plasma-turret ships for draining enemy shields. High-health, heavily-armored, rocket launcher boats for attacking enemy stations. Fast, frigate style destroyers with tons of tesla/lightning turrets for laying down heavy damage.
    • I personally pilot a small but very fast “point ship” outfitted with a lot of repair turrets. While my combat ships fly around wreaking havoc on my enemies, I gather up the goods that are dropped, and provide repair support to them as needed. I also intentionally maintain the lowest hyperspace reach of all the ships in my combat fleet on this point ship, so that they can all easily escort me from sector to sector.

     


     

    Fleet Management

     

           

    [size=10pt][font=verdana]You control the ships in your fleets by giving them orders via the fleet Management window. To bring this window up you must be in the same sector as the ship you are issuing an order to, select it, press F, then select “Orders”. This will open a menu with various commands such as Attack Enemies, Guard this Position, Mine, Salvage, etc. You can also see all the ships that you own by pressing “i”.
    
            In my opinion, the fleet management system could use a complete overhaul. You cannot bring up the fleet command window to issue orders to your ships while in RTS mode. You can, however, select multiple ships and right click on other objects in space to issue some commands such as movement and attacking (but it’s not very reliable; I have noticed that sometimes my ships will just stop in the middle of a movement order, as if they had forgotten where to go). In addition, while in RTS mode, you can select a ship and hold down the right mouse button to bring up a small command menu.[/font][/size]

     


     

    How To Fly Fleets

     

           

    [size=10pt][font=verdana]The most efficient way to fly a fleet is to combine the three. For example, in my own game, I farm resources and credits by raiding factions in the outer rim. I use 30 ships (31 including myself) that all play a specific role. I have 10 combat ships, 10 mining ships, and 10 salvage ships in my primary escort fleet. That might sound like overkill, or even daunting from a logistics and management point of view, but once you have it set up and fly it a few times, it becomes rather simple. The most difficult and tedious part of operating a large fleet is keeping all the hyperspace reach and cooldowns within relative sync.
    
            What I do is assign 1 ship in each squad as a “commander”. I will name and paint the commander differently from the rest of his squad mates, for quick identification. I enter the command ships and issue the “Escort Me” order independently to all of the ships in that commanders squad. Now when I get back into my primary ship, I can assign orders to all 3 squads individually just by selecting their commanders. Again, it takes time to set up, but once you're off and running; you'll be sprinting.[/font][/size]

     


     

    Investment vs. Return

     

           

    [size=10pt][font=verdana]Just like with most things in Avorion (and life really) your potential to yield a profit with this playstyle will depend on how much you are willing to invest in it. Operating and maintaining proper fleets requires a lot of time, credits, resources, and energy. I myself have an entire folder on my computer full of spreadsheets, screenshots, and notes for my fleets, trade routes, etc. But that's just me and my nerdy self.
    
            I could sit here and crunch the numbers, but in summary, my fleets have completely changed the way I play the game, and they can generate anywhere from 50 to 200 million credits per raid when it boils down (after collecting all loot, salvaging all wrecks, mining all asteroids, unbranding stolen goods, and then selling all goods/turrets/upgrades).[/font][/size]

     


     

    Tips for Flying Fleets:

     

    • Remember to constantly be upgrading your turrets as often as possible; remember that the quality of the material your laser is made out of, will determine the type of resources that ship can gather, as well as their effectiveness against enemies as you get closer to the core of the galaxy.
    • Be sure to eliminate all threats in a sector when deploying your mining/salvage fleets. No enemies will spawn into a sector if the player is not there, which means the fleets you leave behind for passive farming will be safe if the sector was safe when you left it.
    • Move your fleet from sector to sector using your hyperspace drive. Avoid Stargates whenever possible (your ships will smash into each other, or the gate, or they won't go through at all if you go through first...not to mention it is expensive).
    • After warping your fleet you will notice a new vertical blue “health bar” next to each of your ships, this represents their hyperspace cooldown timer. It will disappear when that ship is ready to jump again.
    • If one of your ships starts to take critical damage, go into RTS mode (F9) and order that ship to move away from everything in the sector. Once its shields have recharged, bring it back into the fight.

     

     

    Fleets are a very immersive, entertaining, and rewarding way to play Avorion.

    Good luck, have fun, and fly safe!

  14. No really...Gimme a flippin bridge view!

    You can hold down alt and drag your mouse around to move the camera and crosshairs, and then zoom in as much as you like on your ship to get a "bridge view"

     

    Dunno how often I lost me ship boosting in a small and mostly invisible rock due to ship size

     

    Not to mention the stuff I lost this way...very annoying

    [/Quote]

    Yes, collision damage in Avorion is brutal. Mix that with the cosmic fog in some sectors, and you have a recipe for disaster. I have lost a couple ships this way.

     

    However, collision damage makes the game more realistic (spaceships aren't made of rubber). I suggest you play in a galaxy that has the lowest collision damage setting, or you can turn it off altogether.

     

    Also, me selected fighters in F9 view should react to me commands, e.g. rightclick to attack, mine, salvage...

    Wouldn't that be nice?!  ;)

     

    The fleet Management system in Avorion is in desperate need of a complete overhaul. And you are correct, we should be able to issue orders to our ships while in RTS mode.

     

     

    As a side note... From the title of this thread I thought you were talking about a jump bridge. PLEASE GIVE US JUMP BRIDGES!!!

  15. Next question.

     

    I have decided to get into production now to produce good for the upgraded turrets I require. The first factory I am build will be a Service Factory. Doing some research on them I noticed this:

     

    https://imgur.com/gallery/Zzhfn

     

    So, does that mean that I have to build my factory in a sector where there is an aluminum mine, as well as place all the required materials in the stations' cargohold?

     

    Seems like a lot of effort for not a lot of return...

    Screenshot_20180129-174720.jpg.c2b835ea1207d49a2531f0fcb65a6306.jpg

    • If you are the main damage dealer, fire at the generators to either destroy them quickly (by total system failure) or (if the generator is load-bearing) to avoid firing at the cargo bays. All cargo still in bays after the conversion to wreckage can be salvaged and looted without being considered stolen, yielding full value.
    • A last tip: when attacking mines, fire Mining Lasers. The huge stone part generally adds a huge amount of health but can be whittled away quickly with appropriate firepower.

     

    Wow, thank you!

    I wish I had this information last night, I could have significantly increased my return! Thanks!

     

    :)

  16. Check out this mod. Gives you much better tooltips on turrets, including DPS when taking overheating into account.

     

    http://www.avorion.net/forum/index.php/topic,1635.0.html

     

    Thanks for the info and the resource, but I have committed to playing Avorion only its original form, as released by the developers. I have decided that I will not be modifying or altering my client in any way.

     

    As far as stations go, I never destroyed one so I'm not 100% sure but you get the cargo it has on it and you can also salvage it for resources. It will also mean traders will no longer spawn to trade with it. I think most people go after the cargo ships instead of the station itself.

     

    Okay, so I spent a good six hours last night experimenting with this in the outer rim where everything is generally weaker. I am here to tell you...destroying stations is 100% worth the time and effort.

     

    Every single station I destroyed rewarded me 50 to 150k worth for resources (Iron and Titanium where I was), around 10 to 15k in credits, and 4 - 6 turrets/upgrades. The turrets and upgrades were mostly vendor trash, but often with high rarity (still low stats) increasing their vendor value.

     

    Once destroyed, stations drop their cargo. Destroying trading posts, resources depots, and equipment docks are very profitable. I found and destroyed a Body Armor S factory, which dropped 234 Stolen Body Armors. After unbranding them at a Smugglers Station, I sold them to a military outpost with +40% mark up for a 58 million credit profit (my single biggest trade by far in Avorion thus far).

     

    I don't think anything happens if you wipe out a headquarters.

     

    Confirmed. Nothing special happens. Headquarter stations actually have significantly lower health than other stations in the same sector, and drop the least amount of loot/resources.

     

    I believe though if you destroy every station in a sector and then build your own station, that you'll "own" that space. I assume they have some faction warfare and territory control stuff planned for the future because a lot of the base features needed are already in the game.

    I tried to do exactly that. The game seems to think that the faction I evicted still owns this space. Their cargo ships and defense fleets still warp in, and attack my stations. I do not advise anyone to build stations in sectors where they have destroyed stations, because the ships in this region will now all be Abhorrent with you, which means they will not trade with your stations, and you will waste your money.

     

    All in all, it was a very rewarding and entertaining experience, which I will be repeating.

  17. Thanks for the info Schroob.

     

    Good idea for a thread like this! Will you compile all the answers in the first post / post a link to the replies that contain answers in the first post?

     

    EDIT: Yes sir! I intend on organizing/indexing them in some fashion  ;)

     

    I spent the last few hours building and testing some plasma turrets, and from my experience I can indeed confirm they are highly effective against shields (even the basic material and rarity versions).

     

    This actually leads me to my next question:

     

    In my solo game I am playing as a pirate, and I am curious (before I go ruining my alliance reputations), is it worth the extra time it takes to deal the necessary damage to destroy factories/stations? Do they drop turrets/upgrades? Do they spawn reinforcement fleets? What happens if I destroy a factions' headquarters?

  18. Due to the absence of major documentation for this amazing game, I find myself having a lot of questions that I cannot find definitive answers to anywhere but here. So, instead of starting a new thread every time I need to know something, I will just bump this thread  ;)

     

    So, with all that being said, question one...

     

    I know there are lots of turrets with the + Damage to Shield modifier, or penetrating, etc. I am wondering what weapon archetype is most effective against shields in general? Tesla turrets or nah?

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