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Burnthalo

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Posts posted by Burnthalo

  1. I haven't seen one of the new pop-ups yet but the old messages used to be annoying like that too. first time I answered a distress call the message caught me by surprise and almost caused the same thing.  most (if not all?) of the messages can be dropped simply hitting the escape key (Esc). not sure if the new pop-ups can be or not.

  2. Does this mod work with the new Weapon Patch?

    I haven't tested it yet. but will be in a couple hours. I need to go thru the research first to clean out some of the over 23k items in inv..

     

    edit:

    I haven't finished researching yet. started getting a lot of runtime error crashes and disconnects shortly after starting to work on it. got about half done I think. will plug away and test out the mod once I'm done. hopefully today

  3. Are you playing Singleplayer or Multiplayer?

    today Ive been running my ded. server as single player mode.  everything was fine running all night but soon after posting here I started getting run time errors that crashed me.  its happened twice as well as a disconnect from server with-in the last 3 hours.  mine has nothing to do with CC tho. its happening even when the carriers are in an separate sector so aren't doing anything.

     

    edit: again. twice in 10 minutes while in the research and this time I was in multiplayer. still no carrier activity tho

  4. Ever since the beta branch with the weapon update went to the main branch, our server crashes immediately whenever we try to launch squads with Carrier Command. We tried 5 times with only a single ship and a single squad but it still kills the server instantly.

     

    Does anyone have the same problems since the update? I unfortunately had to remove Carrier Command completely.

     

    -

     

    Seitdem das Waffenupdate aus dem Beta Build in den Haupt Build geschoben wurde raucht unser Server instant ab wenn wir Carrier Command benutzen. 5 Mal probiert, auch nur mit einem einzigen Schiff und einer einzigen Squad aber der Server ist trotzdem sofort tot.

     

    Hat jemand anders auch probleme seit dem Avorion patch? Ich musste Carrier Command leider komplett entfernen.

     

    no issues here. I'm running multiple carriers without any problems

  5. Thank you very much. this is working great and catches a lot of loot that was being lost to the despawn timer before.  now if only we could get access to looting cargo rather than loosing that to despawn lol.

    I almost used cargo shuttles to do this but since they are common crap I couldn't get the stats I wanted so made the repair fighters like you mentioned.

     

    btw I am using latest stable combined with command carrier 0.10 and this is fine. so its forward compatible for those using cc10!

  6. as most of us already use chat clients I really never understood the point of adding voice to games. I mean do we really need yet more code clogging the systems when most of us already have discord skype teamspeak or etc etc... now granted most of my gaming had been done on outdated garbage PCs until recently so for years every process really piled on the load so it mattered more. not so much now. still... why? no point. just one more clutter for the designer to worry about keeping working. rather see more of the stuff already added in game fleshed out instead.

  7. A small one that bugs me. You can command allied, captained ships in RTS mode, but you can't control your own ship, even if it has a captain. The command "works" and it shows a line that it's moving, but it doesn't.

     

    Another feature I'd like to see is WASD or arrow key controls to move the strategy view, instead of having to mouse to the edge of the screen to move.

     

    And of course as the OP mentioned, standard RTS commands: move, attack/mine/salvage selected target, patrol, escort target, etc.

     

    wont argue with the rest of it but the arrow keys do move the view for me in rts...  the rest wouldn't be bad to see added.

     

    I'd love to play this as a space strategy game instead of your normal first/third person sim, but it lacks the infrastructure to do that.

  8. in my experience so far, by the time I have a turret worthy of making into a fighter I have enough resources and credits to cover the entire cost of producing the fighters for a full 120.. I was a bit surprised the first time I had a fighter production cost of over 45 mil but I don't think that was at all over priced as that fighter combined with the other types I fly make minced meat of the enemies in rather short order.  because of the cost and the time invested in the hunt for (or effort to make) a turret worth it I would advise keeping emergency back-ups of the fighters you like on a station or storage carrier somewhere you either don't visit often or that is heavily defended so you have them in case your main carrier(s) gets destroyed.  once the initial investment is done you build multiple copies of each on board the carrier/station for just the cost of the material breaking the 45 mil in my previous example down.  Ive got at least 300 of each fighter Ive made for a total of over 2400 spread between base defenses in multiple sectors and in multiple fleets I can deploy. those numbers don't include all the fighters I made and later trashed because I made better turrets to replace them with.  I have yet to have made a turret in the factory so cant say much about how those turn out compared to what Ive used, but Ive researched several to legendary and then repeatedly researched those legendaries until I had something worth-while.  the only reason I can think of for needing these costs adjusted is to make progress to the center even faster... no point.

  9. this works for me using the link from this page. I hadn't tried it before today. however decreasing the power climb goes the wrong direction. the turret I tried it on was 34.4 /s and is over 37 now. I did it a few times using lower tier stuff and high tier stuff. it went up no matter what I put in the scrap slots. even legendaries.

     

    you are right, i forgot to invert the buff value for Accum Energy, like i did for Base Energy. ill fix it this weekend.

     

    no worries. thanks for the work. its great

  10. great idea. it doesn't seem to work for me tho.

    the inv shows nothing at all despite my having tons of items. boxes checked or unchecked for rarity makes no difference in this. after exiting the station to try to reopen it the research option completely disappeared from the docking menu.

    below are links to screen shots of it

    https://prnt.sc/ip1wyy

    https://prnt.sc/ip1xa1

    https://prnt.sc/ip1xiz

     

    I am using latest stable version of the game. just today I got shipsscriptloader. carrier command weapon engineering and mine corp working so would think I did a drag and drop right.. who knows.

    even after uninstalling my inv doesnts show in research window and the research option disappears from the dock menu. I removed both files the mod places in the folder and replaced the original file.

  11. Thank you! this will make all the useless crap from the research station much more worth-while!

     

    this works for me using the link from this page. I hadn't tried it before today. however decreasing the power climb goes the wrong direction. the turret I tried it on was 34.4 /s and is over 37 now. I did it a few times using lower tier stuff and high tier stuff. it went up no matter what I put in the scrap slots. even legendaries.

  12. that's pretty much the conclusion I had come to.  it was nice to see confirmation tho since it free's up a lot of higher damage turrets for use. I did play around with one turret factory in one save. even went so far as to start building the complete production chain for the rail guns. just getting every station/mine needed for the gauss rail put so many entities in the sector it lagged every time the defenses activated to kill incoming enemies lol. but then I had an issue that made me decide to scrap the entire save and start over.

     

    this save I'm ready to cross the rift barrier now. I have multiple gates located and all keys. finally got my fighters upgraded to handle it. current command ship is pushing 87k omi.  4 sectors providing income from traders. plenty of salvager and miner fighters ready.  total fleet size is more than the 8 ships needed for the gate and all are useful for whatever hits on the other side.  prolly go tonight or tomorrow.

  13. I'm curious.. we know that civil turrets wont do as much (any?) damage to higher grade materials.. does the same hold true for weapon turrets? ie- will a iron chaingun do the same damage to xanion hull as it does to iron hull?  Ive tinkered around a bit with it and it does seem to have the same affect but I would like to know for sure. with the amount of stuff I run thru the research station I have lately gotten lazy and am selling every turret trinium and below but feel like I am maybe wasting a lot of high damage turrets this way.

     

    thanks

     

    edit.. reason I bring this up is more along the lines of if it doesn't matter then why force mounting on higher grade materials.. especially as xanion hull is weaker than trinium armor.. it doesn't make sense. the only reason for forcing that is because higher grade turrets would require higher strength mounts to support higher recoil or whatnot.. but if the higher grade is weaker that makes it a redundant idea.. if the damage is the same it would be sensible to use the lower grade weapons to avoid the issue.

  14. I had a similar thing recently. it wasn't a DC, but a forced close. I dropped into a system and a faction war started. as I had 2 carriers (and some miner/salvager drones) on escort and I was hit in the cross-fire. the fighters deployed before I could change any orders and completely redded both factions in seconds.  needless to say my carriers were destroyed before I could get them far enough away to save them. I was so pissed I task managered and ended task. when I logged in the next day I was two systems back and all ships in the fleet were there with me. even the ones that had been destroyed. curious I went ahead and jumped thru the same path I used the night before ending up in the same sector again. when I jumped in there was a complete second set of the fleet. it got really messed up because everything tried to follow the copy of the ship I was flying in instead of the one I was in. when I finally got them all to the outer edges and could inspect things all crew, systems, weapons and cargo were duplicated. fighters however were not. the dupes were named the exact same and everything so that made the fleet lists weird. only showed one set. to solve this I gave the dupes to the alliance. after that it showed the locations of all the ships. great way to get free ships but a big mess to sort when you didn't expect it. thankfully it also reset the relations to both factions to pre-fight conditions. I can only assume it was a save issue. I killed the process rather than logging out and shutting down so it didn't have time to save  the results. A disconnect could do the same. I did reproduce this as a test and it did the same thing the second time.  needless to say I restarted a new galaxy. meh.

  15. the sorting is definitely a minor issue. hopefully it gets better.

    in the meanwhile I would suggest using the 'favorite' feature. simply right click the small star on the 'good' turret you like or recently found that is better. that will mark it as a favorite and move it to the front of the list in any search sort. the trash can works the same but moves all items marked as trash to the bottom of the list. there is also a search field where you can type in specific additional search parameters. it helps a lot too.

  16. (...)and I see now Laserzwei added a 1.6 now for carrier commnand. that wasnt there when I was doing all this.

     

    I did?

    I sure have not been able to make Carrier Commands run in Avorion 0.16.x  :-\

    Minecorp however got its update.

    sorry lol.  I looked at the tab heading and not the topic heading.

  17. Thank You!

     

    the ones I had tried to install were:

        Carrier Command

        Fleet Control

        Mine Corp

        and Ship Script Loader since its needed by Carrier Command at the very least.

     

    dug thru the pages of posts and found the latest versions (as well as any special notes/directions I could find). but being the first game I ever tried to do this in I failed miserably. the mod install system in 'Bannished' is the only other modding Ive ever done. thats so simple compared to this lol

     

    edit. I did part of it right as fleet control partly worked. so did mine corp.  with fleet control I got the button in the top right and I was able to open the ui window and assign groups. but commands given would revert instantly back to what the ship was doing when it was added to the group.  with mine corp I found a mine and was able to interact up to confirming yes Im sure or hell no.. hell no worked and closed the window but saying yes to fix it did nothing at all.  total noob at this sort of modding so... yeah. no lol

     

    and I see now Laserzwei added a 1.6 now for carrier commnand. that wasnt there when I was doing all this.

     

  18. without command carrier (I couldn't get it working)
    See I'm genuinely surprised by that. I've had such an easy time installing it, and it works a charm for me, yet here we are with a whole group of people who can't get it to install. I'm going to investigate next week if I can repro my own installation steps, and post some instructions in the mod thread. Maybe that'd help the community gain access to a great mod. I'd love to help.

     

    I think it was me messing up one of the others that caused the whole group of installs to fail. should have done one then ran the game to test it and then moved to the next but I really didn't want to reload so much. impatience.. am sure it was my fault.

  19. torps are coming soon in the combat update.
    If you want, you can already play with Torpedoes by going onto Steam and opting in for the Beta Branch. I highly recommend it. Torpedoes and the other Combat Update additions are fantastic!

     

    I tinkered with beta for a bit. but that was around the same time I tried to install the mods and I'm thinking I did something wrong because a lot of things showed up but didn't work fully. in the end I didn't get to see much of the beta yet. will have to give it a go again soon. (I did not do the mods while on beta.. but the things I messed up carried over even after reinstalling and deciding to try beta while I was at it - did a complete uninstall/delete/reboot/reinstall and still show some of the after effects lol.. I royally messed it up :P)

  20. Good tip about the Hologram Blocks. I should experiment more with the different block types we have!

     

    Auto-docking would definitely be helpful, but I think that it would be easier for development team to implement the ship to station trading because they already have the script for station to station trading.
    Actually no, they're not tricky changes to make. I'm in the finalising stages of the mod's development as we speak. It should appear on the Mods subforum soonish. And boy! It's satisfying to use, if I may say so myself. ;D

     

    I can NOT wait for the steam mod support to be ready. I tried to install a few and failed miserably lol. first attempt so go figure. hope its a lot like the mod system in 'Bannished'.

  21. I fly around in a non-carrier with a fighter carrier and a salvaging/mining carrier both on escort.  the fighter carrier has 120 various attack fighters and the salv/min has 60 each salvaging and mining.  even without command carrier (I couldn't get it working) if I select the carrier and give the command to mine they strip the entire sector of all minables and if told to salvage they clean up all but the tiniest pieces. but it only works if I'm not in the carrier. otherwise its as you said. micro-manage city.

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