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NerArth

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  1. These mods pre-date the steam workshop modding section, which is why they were never made into mods there. I am not developing these mods anymore but I have thought of reviving them in a different way, which if possible, would make use of factories or raw ores. I should really mark these as obsolete and untested with newer versions. At the moment I'm not sure I have enough time to really look into doing any mods, which is why I haven't started anything recently. But I'd be surprised if nobody else has developed any other mod that fulfils the same role as passive resource stations. At present my method for side-stepping (my) resource problems in 2.0 Avorion is to go into the galaxy config and set ores/wrecks to 15x multipliers, so that automated captains on away missions can gather a million or so in a few hours, depending on setup.
  2. For the most part, I have enjoyed returning to Avorion, especially in a single-player mode and overall it has felt perhaps a lot more enjoyable than it used to feel in many ways. I've put in roughly over 60 hours over a few days so far, in a Veteran/Free-play with the new progression enabled. Admittedly some of those hours have been poorly spent, idling waiting for ships to do things. Travel is especially a lot simpler in some regards for me with the use of the "Travel" captain command, at least when using the correct captain for the job with a suitable ship, i.e. one with appropriate raw stats and captain traits regarding command ambush risk. I think my main issue with things as they are, comes in with combat but mostly for a few "niggles", I feel. Maybe it's just me, too. - As it is, my own AI captained ships seem wonky at the best of times and at the worst of times, try to destroy each other for no apparent reason, something that could hopefully be prevented by putting in some kind of sanity check on the AI targetting friendlies of the same faction, at least. - Trying to fight certain enemies like the Four has proved very frustrating, because my AI ships will not chase enemies properly and when in range won't even fire their weapons it seems. Adding to that, the enemy AI seems to now manoeuvre incredibly well, to the point that tracking them manually has become very difficult for me, making my battles in general take excessive amounts of time and requiring a lot of chasing and boosting when it wasn't necessary before. I recorded a short video of my experience with my AI ships vs. the Four but admittedly it was a bit of a poor test so I'm not sure it's worth posting... - Adding to the frustration aspect, enemy AI ships seem to have incredibly good aim and tracking, even with the "Precise Enemies" option set to off, whilst the captains of my ships almost always fire too far ahead of the enemy (when they feel like firing?) and generally only hit enemy ships well when they are at certain oncoming angles of approach. I appreciate writing AI behaviour must be difficult, but I can't say I understand why there's a discrepancy in enemy AI vs player-owned AI in regards to combat effectiveness, for example. I have tried different captains in combat and noticed no difference in that regard. I think the only other main negative is the usual, lack of ship-building materials. Even with the Free-play option of having ore asteroid numbers vastly increased and with captained ships finding resources, often I can't even meet the minimum requires for a station redesign by a faction, which is a bit annoying, but I live with by just not bothering with that aspect in the end. If captains can procure goods and torpedoes, I wonder why not ship-building materials, exactly, an action perhaps restricted to miner captains? It seems to be difficult to gather good amounts even with combined mining, salvaging and searches for fresh resource depots. Maybe it would be game-breaking to some, I don't know, I would find it acceptable even if the rates were worse than those of a depot. Anyway, the best thing for me about the play experience now is that I have felt it's much less of a pain to have a decent amount of credits, even at the start. That has made me feel much more relaxed about losing ships and losing things in general, since I know that I can off-set that to some degree with credits. I just wish combat felt less frustrating, even if the loot balance is feeling rewarding enough for me otherwise.
  3. I hadn't seen any new notes mentioning that it was added (after the fact), sorry about that.
  4. I mostly came on the forum to also mention this issue where our ships will start shooting between themselves, when they had previously been given orders. The only way I find of stopping this is issuing them a stop order again while I'm out of that ship. It's a somewhat annoying bug, especially when it happens with a much more powerful vessel than the rest you own in the sector, since it can obliterate the rest by accident. Otherwise, I also agree that the new progression feels beneficial to actually wanting to spend more time in lower tech level sectors.
  5. Have you tried the option called "Always Turn Ship", in the Controls menu? It enables the old way of functioning for the Mouse Steering mode.
  6. Updated the mod to be compatible with Avorion v0.20
  7. Thanks, you're right; I did miss this version/reply even when I looked through the thread pages the first times. I'll be killing the links to my modified versions and I'll be checking out the code on that one for future reference. Unfortunately, at least for me, in forum threads like this it's very easy to keep track of who posted what, so that's probably how I missed it. :(
  8. See here for the issue I found with it. See this for a similar issue someone else had. I myself since attempting to fix the mod have found the same crashes, but I couldn't find where the problem was originating and I haven't had a look again since I simply decided to make my own mod instead. If you do find the issue do let us know, as I'd be very interested in understanding what caused it.
  9. :D by the way, (yeah, the 90-material-thing won't let me sleep calmly ...) there's a 90-material-cycle everytime I activate a regenerative asteroid field... but the last two days when I watched this explicitely, it always changed to the expected value in the next cycle. I haven't spent as much time as I'd like on this but I have been working on adding a little icon that will show up on the top right if you enter your extractor station, and by clicking this a window will show with information about the station and an option to sell the station and to upgrade (or even downgrade) the station. I've done most of the basic work on the structure, I just need to get the upgrade/selling functions to work properly, so nothing to show for now. As for your concern about the 90 material cycle, I'll try to investigate this with the regenerative asteroids mod when I get a chance, as I have that mod installed too but haven't really noticed this behaviour. Which extractors are being affected, as far as you can tell? Ones in that regenerative sector only or all of the extractors?
  10. Hm, ok. But do you mean including upgrade costs or just from base cost? I suppose it could be something that can be changed in the config anyway, but 50%-ish of base or total value is probably ok... I'll think about it anyway. Yes, no worries, in the next major version, this will definitely have improvements, as will other details. :D
  11. Hm, when the 90 resource messages happen after the first time, have you been moving around sectors? There's a lot going on in this log and it will take some time to go through; did you notice more or less when exactly it happened? (1000 YAM search matches :'() Oops, you may be right about the help for the command, I'll have a look at that. I also would like to add a list of current costs to the command help but it was being a bit tricky and I hadn't decided on a good way. 8) Sure. Selling the station sounds ok to me, but how much do you expect to get back?
  12. I know your issue is a bit old but I'm still interested in seeing if we can understand why it was happening. Is your ship an usual or complex shape? Could you provide a screenshot of the situation when it does not work?
  13. Ok, thanks for the detailed investigation and hopefully it won't happen again in the future. Let me know if it happens again under a new circumstance. I will be releasing 1.1 today by the way. It adds the upgrade feature via a command, /yamup.
  14. Ok, thank you for the clarifications. Using YAM on the drone shouldn't have caused the issue, as I tested this and didn't observe duplication, but this shouldn't be possible anymore anyway since 1.0b so I guess that was while you were still on 1.0a?
  15. Thanks, that's very helpful, especially the sequence. Just to make sure, the dupes are always called like Craft 0, Craft 1, Craft 2, etc? Or do the duplicates ever have the same names or similar to what you've actually named? Your in-game clock has actually helped me notice something a bit odd; 2018-06-07 16-18-53| Restoring 1's craft Craft 0, type: 3 2018-06-07 16-19-56| Restoring 1's craft Craft 1, type: 3 2018-06-07 16-20-08| Restoring 1's craft Craft 2, type: 3 These 3 entries are very close to the times after creating X, and then leaving X into drone the first and second time. And they do repeat themselves at other points, usually they are followed by some of my YAM output like: 2018-06-07 16-19-56| 0 2018-06-07 16-19-56| YAM mine entity init, vars defined, station name: Craft 1 2018-06-07 16-19-56| station values 5 Xanion 2018-06-07 16-19-56| Removing transform script just in case it exists... 2018-06-07 16-19-56| in1,2: nil nil 2018-06-07 16-19-56| Setting loaded values. 2018-06-07 16-19-56| Loaded values: Xanion 5 2018-06-07 16-19-56| index 5 value Xanion 2018-06-07 16-19-56| yammine Update interval is defined and has previously been set to 300 and resource amount set to 900 This collection of log output by YAM indicates that a mine has been initialised, which is probably from one of the duplicate stations, presumably "Craft 1" in this case. Furthermore I know that this specific collection of output indicates that it was a station that was being loaded and not one that was created by the /yam command. To clarify, did you use the /yam command with the craft called "x"? I ask because I understood that you did but don't see any reference to the command being called. In any case, these "2018-06-07 16-20-08| Restoring 1's craft Craft 2, type: 3" outputs aren't from my mod and I've had done a search through the lua files of all the ones you've listed and I can't find the exact source of this log print (I don't think it's a vanilla print, as I haven't seen it before and there's a lot of CarrierCommander log prints around it), so I suspect this is related to CarrierCommander, but I may be mistaken. My suggestion at this point is to make a backup of your galaxy, your scripts, and your mod settings; then disable or remove carrier commander and anything that depends on it, if you can, and repeat your steps and see if it still happens. I've looked through all the logs you gave me and couldn't identify any other recurring patterns, please let me know if you spotted something that I missed that you think may be related. In the future I'm also going to add some more print information about the source of which ship is outputting the YAM stuff to the lua console so that when reading through logs I'll be able to pinpoint better which ship did what. I know this is very long but it seems like we've actually found something a bit complicated. :P Edit: And the code that appears after the YAM output: 2018-06-07 16-18-54| yammine Update interval is defined and has previously been set to 300 and resource amount set to 900 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 2018-06-07 16-18-54| Flyable Created 1 0 0 0 I know that this is CarrierCommander and the first 1 is referring to a station, and it does happen at the exact same timestamp as the YAM output. To me, it seems odd because it all seems to be happening in a pattern and coincides, but I don't know exactly how CC works and I don't really want to bother the author unless we can be sure that the problem isn't something from YAM, though I'm not finding a cause inside YAM and I can't reproduce your bug.
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