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  1. Possible workaround: If you have an AMD card and your driver version is 23.12.1 and Avorion crashes when trying to enter a galaxy please try this: - search the Internet for "AMD {your GPU} previous drivers", for example "AMD RX 6700 XT previous drivers" - you should get a search result from the official AMD website (for example: Previous Drivers for RX 6700 XT) - Download driver version 23.11.1 - Install it - Reboot - Try again if you can start Avorion and enter a single or multiplayer galaxy - Please report back here if this works for you or not, with the exact model name of your GPU.
    2 points
  2. So whenever we attack a single enemy vessel and we have an obscure amount of turrets on one ship, have the gpu take over that math to break down and generate loot efficiently and effectively. Dyson sphere program in the next update is going to do the same. the sort of math the gpu also can do will be moved to the gpu to help the cpu by lightening the workload and take over heavier math tasks that otherwise tanks the performance and framerate. so for me who has 100's of turrets on my ridiculous ship, have the gpu math out that targeted ship to boost performance. It's like ubi did with AC odyssey to valhalla. Odyssey could even use up a 12 core thread ripper due to the amount of people and other physucs, but valhalla moved that over to the gpu thanks to DX12. Made any gpu tank, but the game is already graphically demanding. this game is not so much on graphics, so it has quite a reserve on gpu calculations.
    2 points
  3. Add moving fleets on the map to every faction "wow, hold up! 350 factions, each with fleets! Even NASA couldn't run that!" That is why these 'fleets' are actually just an item that has: Coordinates of which 'cluster' it is in (more on that later) Which faction it belongs to A 'Fleet Power' point system: When a player enters a system with a 'fleet', 'Fleet Power' decides how many and how large the ships are. A fleet of 10 power will have 10 system slots worth of ships. With weights to create a semi-balanced fleet of large and small vessels. So for 10 fleet power, it could be three 2-slot ships and one 4-slot ship (10 total). The next step is to add 'Clusters': Effectively getting the whole map and dividing it into 'clusters'. Each cluster would have a 'Defensive Power' and a 'Cluster Capital' (a system that spawns with shipyards, HQs, repair docks...). Each cluster also spawns a fleet. Every so often fleets are ordered to: Merge with another cluster's offensive fleet (if that cluster has no enemy clusters bordering it, a cluster fleet cannot merge if there are no enemy clusters near neighbouring allied/own clusters) or attack a nearby enemy cluster system-capital. When this happens, add up the attacking fleets power and pit it against the clusters defensive power and fleet power (if it has a fleet). Then add a splice of RNG and have it slowly reduce each others power over the course of an hour or so. (This way, players could arrive at the System-capital and assist either side) Should the attacking fleet succeed, the Clusters capital becomes theirs and over the next hour, that cluster will convert to the victor's faction. Faction balancing: You may be thinking, "So, what? One faction gets the upper hand and starts gobbling the whole galaxy?" That is where 'Cluster Caps' come in, all factions have a cluster cap, if they are over this cluster cap, their offensive fleets get weaker by a flat %. This % increases slowly to a max % the more clusters they own, this is so a massive faction doesn't suddenly receive 99% smaller fleets for being 1 cluster over their max. If they are under this cap, the fleet size is unaffected (to ensure a faction with only 1 cluster will remain very weak unless the players ally them and ask them to attack a cluster, and helps them manually (more on that later)). Fleet power and defensive power are calculated by these factors: Distance from cores, player presence (if a player has several trading/shipyards... stations in a system and has positive relations with the faction present, that cluster gains a buff), faction perks (aggressive factions would have stronger offensive fleets) and nearby pirate clusters (more on them later). Player influence: Players can influence a clusters defensive and offensive strengths by: Positive: Trading Attacking pirates or aliens Building stations (more impact if in an alliance with the faction) Negative (most effective in cluster capital-systems): Raiding systems Destroying stations Smuggling Engaging fleet ships Alliance Options: When you are in an alliance with a faction, you can ask them to attack another cluster. This will bring up a menu where you can 'donate' resources to ~~bribe them to~~ attack a nearby cluster with their fleet. This cost is decided by: Relations with the target faction and their perks. An aggressive faction would be far cheaper to ~~bribe~~ get help from. Additionally, when you destroy a clusters fleet and all stations in its system capital, you get the option to claim the capital for yourself. You can then gift it to a nearby faction for money and relations. If you do not do something with the system, it will be turned into a pirate-capital after you leave the cluster and some time passes (more on that later). This could (but unlikely) be expanded to allow the player to create their own faction. A buy option costing multiple millions after taking a system-capital. You then get a menu where you name your faction, choose its color, and its ship/station designs. This could simply be a 'this design can spawn as a ship yes/no' or a 'this design can spawn as a ship yes/no and can only be between X slots and Y slots' to allow players to design certain ships that only spawn at certain sizes (with sizes that have no designs spawning randomly generated ships/stations). Pirates and You: Empty clusters will each have a pirate-capital somewhere within them. These do very little on the grand scale and factions will not attack them. All they do is: Reduce defensive and offensive fleet powers of nearby faction clusters. Spawn fleets that only target players if they are nearby. The closer to a pirate-capital the player is, the stronger the fleet. Fleet strength is also decided by distance to the core and the amount of nearby pirate-clusters owned by the same pirate faction. Event frequency judges the spawn rate of new pirate fleets. If you destroy a pirate-capital ships and stations, a new pirate-capital will generate in that cluster after a certain amount of time unless you claim it (or gift it). This means clearing out pirate bases can, potentially with claiming, almost completely delete pirates from the galaxy (events will have a small % of spawning pirates regardless of distance to pirate-capitals). Enemy Factions and You: If you enter an enemy cluster and begin attacking ships/stations. 'Fleet Power' ships will begin spawning to attack you. The amount of 'Fleet Power' donated to attack you is based on: How many slots total your combined forces have in that system, some RNG and your relations with the faction (the more hated, the more ships sent to attack you). The max amount of ships that can be deployed to attack you is: Total slots of your forces in a system X 3 (with a config allowing this to be increased). This means raiding a small outpost in a cluster to then start attracting and killing the clusters offensive fleet could be a strategy to weaken the amount of ships in the clusters system-capital (where fleets stay when not on a mission). If a fleet is below a % of strength, they will not send any more ships and become inactive until they regain most of their % back. If you are in an enemy cluster and you are near an allied cluster, allied offensive ships may spawn to assist you. This is based mostly on their perks. Other ship limits from above apply (max ships for example).
    2 points
  4. I'm requesting that Bio Gas production is not just a fixed number that comes with the animals, but is given functionality of its own, derived from the animals, and their size. As it stands, if buyers come and don't get the animals, but just simply go after the Bio Gas, or don't come at all, the ONLY way to fix the situation temporarily is to dump the animals so more Bio Gas is created, which is a real problem. If you've ever passed by or lived on a farm, you KNOW that Bio Gas is being generated "non stop" by these animals. Unless of course you turn the animals into food. 😜 Plus there is the issue with Bio Gas that it's a very small quantity that is given per animal. The animals should be producing the Bio Gas on a constant basis, not simply assigned a fixed number. It causes a huge production bottleneck that has to be corrected manually on a continual basis. Thank you for your consideration. I love the game, I look forward to new functionality and improvements. And of course, hoping you consider my request.🙂
    2 points
  5. It looks like it could be an issue with initializing sounds. Can you try updating or reinstalling your audio drivers?
    1 point
  6. Hi there! The issue sounds like a transmission error. Do you know if the files were transmitted via text-mode or binary-mode? You can check for a transmission error by comparing the exact size (in bytes) of the savefolder between the server and your pc. In the case of a transmission error you can try the following: be sure to use binary mode transfer transmit the savefolder as zip or tar.gz and unzip it on the server
    1 point
  7. Good Afternoon, I would like to put forth the suggestion of a new corner block. Currently, nearly any shape desired can be created with the wonderful palette of blocks, edges, corners, and twisted corners. The only exception to this is when a slope is being constructed in an oblique manner as can be seen in the attached picture. As it stands, there is currently no method with the provided blocks to fill in the empty spaces. The proposed block would solve the issue of the gaps and provide the community with the last corner piece required to fully unleash their creativity! SketchFab 3D View - https://skfb.ly/6TwAN
    1 point
  8. Apart from many other QOL's/Suggestions here, I feel one definitely needs its own post. Click-itus is severe with the base game. It is bad enough that I have to step away not because of time or desire to play, but because of physical fatigue. There are mods that take care of some of this problem, like "Auto Research" by rinart73 (mod 1731575231) and "Trash Manager" by Chefkoch (mod 1788913474), but they are not base game, and thus on official servers, one must make the death of a thousand clicks just to do research, clean out stash of junk, and so forth. The sheer magnitude of clicking required when you've got 1000-2000 items in either your stash or your alliance stash or both is intense. Add in the server latency and effectively having to click the same thing twice and its far, far worse. Trash Mod is simple: Click Material. Click Quality. Click Mark. Go to Scrapyard or Equipment Dock and either scrap or sell. Auto Research is as simple. Between servers that use these and servers that don't, my left-button finger feels the difference almost instantly. Alternatively, make it so that "vanilla Avorion" servers can add these mods for QOL sake without losing vanilla status, as they have zero bearing on gameplay outside of physical fatigue. Another joy is anything you need to buy. Torpedoes. There's a mission now for that, but that means you have to let your ship run off into neverneverland outside of your control for X amount of time in order to refill your stocks. What are you doing now as a player? Sitting around, waiting to get your drone shot by pirates. There's a mod called "Torpedo Production" by jakecool (mod 2053583501) that works relatively well outside of getting bugged any time a ship you use any 2.0 map command where it kills all of your production and forces you to re-set every production terminal. But without that on a vanilla server, what are you doing? Clickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclickclick. This is truly unnecessary physical fatigue that could be handled with some QOL updates. Even a "Buy all" next to the buy button for a specific torpedo would be a solid improvement.
    1 point
  9. I figure the squeaky wheel gets the grease. Granted, I'm probably one of the few psychotic enough to endure the current state of docking to build super structures. Docking problems: 1) The game hates collisions and docking. 2) The game has a hard time understanding docking. Docking suggestions: Make docking blocks color coded. Red docking blocks on structure 1 tractors Red docking blocks on structure 2. Make different docking block types. Station to station - Particularly useful when building large structures or large manufacturing facilities. Red to Red Blue to Blue. No more tractor to center of mass Ship-A - Not color coded or anything-simply exactly the docks we already have Ship-B - Color coded for multiple objects docked - work exactly like the station docks. Would allow a mothership to have multiple ships dock to specific points, and as an add-on, shipB docks show up as items on the fighter string on the left side of the gui, so the ship when told to dock, will dock to shipB dock of its color. Commerce - Docks specifically intended for commerce, works exactly as the current docks work on stations. Station Docking Thrusters Give thrusters to station to improve docking - works when the station is being told to dock to another station or a ship Station Keeping Thrusters - Allow a central structure thrusters that allow re-alignment at 1 to 5 degree/sec Stop the light speed anti-dock bug. Please. A structure moving at <1m/s should not be able to spontaneously launch itself to .5cee.
    1 point
  10. # Add method getEngineProperties to ShipDatabaseEntry local acceleration, decceleration, maxVelocity, yaw, pitch, roll = ShipDatabaseEntry:getEngineProperties() Could be used to estimate per sector duration of map commands. # Add required energy to the return values of ShipDatabaseEntry:getHyperSpaceProperties local jumpRange, canJumpRifts, hyperspaceCooldown, isHyperspaceEngineImpaired, requiredEnergy = ShipDatabaseEntry.getHyperspaceProperties Could be used to calculate the travel time between sectors for a map command. i.e. the maximum between the hyperspace cooldown and the time it takes to recharge the energy required for the jump. # Document behaviour of Galaxy:getSectorView seems to only return a sectorView for the sector you are in and sectors that are connected to your current sector. Fortunately there is Player:getKnownSector, otherwise the mod I am working on would've turned out to be a waste of time.
    1 point
  11. I think it would add to the immersion of the game a lot if the game had smooth warp jumping, similar to what Elite Dangerous has. Warping and seeing your ship going faster than light and then jumping into the sector you chose would be a lot better than seeing your ship warp, see a loading screen, then youre magically there. I dont know how hard this would be to implement, and I know in the end theyre both still loading screens, but it would be really cool to see.
    1 point
  12. This would be nice, yes. presently they're just "wherever" which is irritating.
    1 point
  13. Bases are a pain in the neck to destroy even in the early game because they are so much more powerful in shield and hull compared to ships. While it's understandable, as they are stationary, large, and expensive, it makes wiping out an enemy faction tedious, time consuming, and somewhat boring (especially as destroying a station doesn't impact the faction into begging for ceasefire... if it did, then that would be different). I suggest the creation of "siege weapon" systems -large 3-6 slot weapons with devastating damage, long reload, no seeking/tracking, and no movement (only aimed down a ship's length). Such weapons would make attacking a faction's stations more efficient while being nearly impossible to use in combat against ships and requiring ships designed around handling their weight and recoil as a balance. ...not to mention... the explosions from them would just be fun -especially in asteroid fields
    1 point
  14. Allow for the Icon choices to be increased with modding or just add more icons for map flavor.
    1 point
  15. I'm requesting that factory production not be tied to the max limit of one item being hit, halting the entire line of products. Some products are vital to other factories while others are not and they hold up ALL factories in that line of production because one item hits its max limit, and automation becomes a pipe dream. Logic would suggest that production at that factory for that one item simply stop as the others are allowed to continue. Thank you for your consideration.
    1 point
  16. A block or tool to design widgets to ships with editable animations. Examples: -Spinning Radar receivers -raising, lowering arms -blocks that adjust once a certain speed threshold or energy level is reached -strobing blocks
    1 point
  17. Allow me to preface by saying I enjoy the combat in the game. Now with that out of the way, there have been a number of times that I have jumped away from combat having taken massive amounts of damage (same for enemy ships, too), and I can't help thinking: "Man it's fortunate you can't take damage to systems"....but that... actually sounds kinda cool, in a way... The actual suggestion: System damage in combat Say there was a chat box on the lower right for crew updates... and in combat, when your ship takes hull damage, there is a chance for a system -like main thrusters, maneuvering thrusters, targeting, weapons, navigation - to go offline for 3 seconds to multiple minutes depending on how heavy the damage is and how much actual armor your craft has in its build (with ships that have no armor or light armor-to-volume ratio in the design being impacted more heavily than ships with a lot of armor-to-volume-ratio in the design). I think it would be incredibly interesting to be in a fight and see "Our engines took damage! Thrusters at 50%!", or, "That blast knocked out navigation! We need 60 seconds to get our jump drives back online!". Similarly, I'd be just elated to see, "Captain! Weapons reports we knocked out their engines! They're a sitting duck!" Suggestion second part: Crew Deaths in combat In a similar vein, I'd like to see crew able to die when the hull takes damage. I'd like my ship to limp into a system heavily damaged and running on a skeleton crew, having to take on new recruits. Something that makes taking that earlier damage meaningful, even in a small way. The notification of, "Hull breach! We just lost some crewmen!", or "That blast took out some of our gunners!", or even, "Captain, we're losing too many people, get us out of here!", would add just that much more to combat. Suggestion part 3: Option to Surrender I'd also like some way of trying to admit defeat in a fight (against human ships, of course). A way of broadcasting a surrender signal that might be accepted if you pay them off with money/cargo, might result in you being sent to the nearest system with your crew but no ship, or might result in a double-cross where they take your money and kill you anyways. I just think even being able to have that option would add more to the flavor of the game itself: Not all fights are to the death, you can try to run, or surrender to save a good ship and crew -and the NPC ships can do the same. Anyways.. those are my suggestions.
    1 point
  18. Imagine this scenario…you've spent hours upon hours building up relations with an NPC faction, to finally get it to “Admired” status. You've just finished fending off attack waves of both Xsotan and pirates from one of their sectors, so you call in your salvaging ship to clean up the mess. While that's being taken care of, you decide to do some business with some of the shops in the sector. After all, the faction loves you now, so you can get some good prices. While perusing the wares, you notice a message that their relations toward you is dropping, FAST. In literally only a matter of seconds, all those hours of work have been completely destroyed. This is what happens, frequently, as a result of accidental friendly fire. It can happen from any long-range weapon shooting at an enemy, and a friendly happens to be in the way. It can happen from a piece of wreckage that happens to be close-by to a friendly, as your salvage ship or fighters try to get to it…the really frustrating part of that one, is that the salvage lasers don't even do any damage to the friendly, as long as they have shields, so what the heck are they getting so angry about? On top of that, if the wreckage is so close to the friendly as to be within their shields (such that the salvage lasers couldn't possibly get to it, ever), the AI doesn't know that, and will continue to fire away, angering the NPC faction even more (despite that no damage is actually being done to them). The frequency of these occurrences, and the amount of time destroyed with every occurrence, make for an absolutely infuriating experience. Because it is stupid, there's no good reason for it, and there is virtually nothing you can do to prevent it. Because even if you immediately do know what's causing it (and most often you don't), you still can't react fast enough to prevent a MASSIVE hit to your relations with the NPC faction. This is so rage-inducing, as to cause people to stop playing entirely. I for one, on more than one occasion, have quit the game because of this…not permanently, because I still have faith in the future of this game…but when I've come back, I've started a new save-file rather than trying to repair the damage caused by such a stupid incident. I'm sure many people have actually perma-quit because of it, and you don't hear about it because why would they waste even more of their time coming here to complain about it? There are such easy ways to fix this. 1. You can make it so that relations penalties only occur if a shot hits the INTENDED target. ie., if someone else is caught in the crossfire, they don't get pissed at you for it because you weren't actually shooting at THEM. 2. Only incur a relations hit if they actually take DAMAGE. ie., salvage and mining lasers do NOTHING to shields, so why would someone get mad at you for a mining laser doing absolutely nothing to them?? That's like someone getting angry at a declawed cat for swatting furiously at their steel-toed army boot. 3. I have suggested this SO many times before…improve the targeting AI, so that it checks the firing arc of a weapon BEFORE it fires, to see if the path is blocked by a friendly. If there's a friendly obstructing your shot, DON'T FIRE. You have no idea how many times I've considered just not playing anymore, until this gets fixed.
    1 point
  19. Win 10 AMD ryzen 5 2600 Radeon RX 6700 XT 16 gb ram All attempts to complete at least 1 task in the rift ends with the following. The picture freezes, but the game continues to work. Judging by the sounds, the menu opens, if you move the mouse in the area of the buttons from the menu, a characteristic sound occurs. If you start "shooting" during a frozen picture, then you can hear a sound from. in 14 out of 14 attempts , such a situation. at first I thought that RAM was overflowing. But there are still about 6 GB free. clientlog.txt serverlog.txt
    1 point
  20. Chemical factories demand bio gas, water, energy cells, and gas. 4 factories that you can't fit on the holy "fetch from factory" trinity, and it only produces 2 chemicals. The rest are solvents and acid and the such. Just to be able to supply my small ammunition factory, I needed to make a paint factory that also consumed chemicals and even with 3 XXL chemical factories. Not to even mention that trying to set it up to have no deficiencies is a hassle since it demands from a very diverse line of factories. Ammunition also has more inherent value than the gun factory uses ammunition. My issue is, if there was a cargo station (which i know have gotten suggested a bit and there is a mod for that seems to be icky at working for me at best) or if the chemical factory produced more chemicals or if making ammunition didn't demand so much of this one thing that seems to be produced in such lower quantities, it'd fix this bottleneck. As it is, I have three XXL chemical factories trying to feed both a small paint and small ammunition factory that seems to be forever hungry for more detergent.
    1 point
  21. I just wanted to share my findings in trying to mod the music in Avorion. It's really easy: Just make sure that the music you want to add is in .ogg format and put it in the appropriate folder. Since most music is .mp3, you'd probably need to either use a software program to convert them, or find a website that will do an online conversion for free. (Try searching for "mp3 ogg batch online convert".) Myself, I used the free Audacity audio program because it allowed me fine control of quality and file size. (I used a quality setting of "4", which is good enough for me. But "5" may be slightly better.) But doing it that way was tedious. There are sites and programs that can batch convert dozens of songs at the same time, which is obviously much faster. Background (ambient) music is located here: {Steam folder} \steamapps\common\Avorion\data\music\background Action (combat) music is located here: {Steam folder} \steamapps\common\Avorion\data\music\action Don't get me wrong: I love Avorion's music! However, there are only 8 background tracks and only 8 action tracks. After a while, they can start to sound a little repetitive. So, I wanted to add more. In case anyone else would find this useful, here are the tracks in X2: The Threat that fit a background / ambient theme: And here are the X2 tracks that fit an action / combat theme: IMO, another game with music that sounds rather reminiscent of Avorion's is Eve Online.
    1 point
  22. Hello, I posted this in the discord about a year ago, it was one of the few suggestions that got over 30 thumbs up! While part of the suggestion such as stations gaining regen was added, NPC Defenders did not receive this buff. 'NPC Faction Defenders' should gain passive HP regeneration; NPC defender gains "x%" amount of hp per "y" seconds ; NPC defender gains 1.2% hp every 15 seconds. This should make faction generated ships slightly more durable when surviving repeated assaults from enemies. Thanks for reading, GYB
    1 point
  23. The problem: Military missions -for me- are fun... but problematic. 1) You will be attacked by the enemy faction in the mission. This is expected, BUT 1a) Any act against the enemy ships drops your relations -despite them attacking you as default 1b) NOT attacking them can still get your ship destroyed, and even if you survive it, you fail the mission and get no reward 1c) Completing the mission will result in a declaration of war from the faction 2) The rewards for the mission are far outweighed by the costs 2a) Your ships and stations may be attacked by the enemy faction 2b) Any suing for peace will cost several fold what you gained form the mission reward 2c) The faction you assisted does not increase beyond "excellent" relations nor offer you any greater compensation for the war in which you are now part 2d) The faction you assisted may cease hostilities with the faction you are now at war with, without negotiating anything on your behalf The suggestion: add in a way for the player to finish the mission successfully without impacting relations to the enemy faction. The easiest way is to add the following to the mission text: "If you accept this mission, as soon as your ship(s) enter the system, our ships will activate a powerful jamming device to prevent any transmissions from exiting the system.. As long as one of our ships survives, all of theirs are destroyed, and you finish within the time frame, the enemy faction will never know of your involvement" Then, add in a code to the mission for "is number of friendly ships>0, y/n?", and "is number of enemy ships <1, y/n?" such that if both are "yes" when the mission is concluded, you complete the mission clandestinely with no faction relation penalty, and if either is "no", you take full penalty for destroying the faction's ships.
    1 point
  24. So I raided an enemy system... as I did, an NPC faction I had very good relations with also attacked. All but one of their ships was destroyed -the last one being severely damaged. Then, while we started hitting their station, it started attacking the exact same station -zipping around, darting in and out... and right in front of all my ships' guns... and getting itself blown up... and reducing my level with that faction by HALF. needless to say... this was incredibly annoying... would have been nice to have some way of requesting they depart, or attack a different target in order to avoid that result. Edit: That faction sent in another wave of ships and again went after the station we were attacking... now I'm at war with what was once a friendly faction....this sort of device is SORELY needed...
    1 point
  25. Damage to Crew would also be interesting to have specialised / inhumane weapons that are designed to leave the ship more or less intact, but kill the crew, making it easier to take over the ship via boarding.
    1 point
  26. I've been noticing recently in the modding space that Avorion only has a single instance of the engine sound file for thrusters, engines (going forward), and idle. Having a seperate audio file instance for each action would allow some fun sound opportunities. A seperate file for engines when moving forward along side a different sound for vectoring would be amazing to have to improve the audio experience.
    1 point
  27. I'd love to see a big map overhaul in vanilla, with all kinds of improvements. The map really could use some love (one-click 'add note' when?), and my RSI some respite... Until such time that happens, as a workaround there's a mod called "Galaxy Map QoL" by Rinart73 that has colours and a handful of new icons. Still not perfect – the colour palette is limited, there are a couple duplicate icons with vanilla, and the scope of icons is still lacking – but it's a massive improvement already. I wish Boxelware could integrate and expand upon this, or at least take inspiration from it.
    1 point
  28. Cool, I look forward to seeing what new ships you come up with... And feel free to message me if you get stuck trying to figure out how to build parts of your ship, and need some more building tips.
    1 point
  29. I expect that it will take a very long time to have vaccines distributed. Though there could already exist a safe vaccine, any vaccine will need to be tested for safety, which takes a minimum of years! Enjoy Avorion for now.
    1 point
  30. There’s certainly no reason for these small things to cost as much or more as the ships that launch them.... They could still use other love as well, but the production costs and time are extremely high.
    1 point
  31. I agree that there should be some mechanism to VOLUNTARILY report or turn over illegal goods. This would allow you to avoid fines and relations penalties, and perhaps even improve relations in some cases (such as actively freeing slaves). Maybe something to “flag” illegal cargo, to be reported or turned-in the next time you're in a “civilized” sector, so that if you happen to be scanned by a military ship, they simply see that you have cargo already intended for the authorities, so they can just offer to collect it since they're already near you (instead of practically arresting you for carrying illegal cargo). A two-fold solution, would be a mechanism to set collection behavior of dangerous / illegal goods. [*]Don't collect cargo above a predefined hazard level at all. [*]Collect cargo below a certain hazard level, but automatically flag it for return to authorities (if applicable). [*]Collect all cargo, regardless of hazard level, and don't worry about flags.
    1 point
  32. Great idea, but I think it could be solved easier. We could just have the opportunity to free slaves, making them part of our crew or simply disapear (or even become a new type of cargo we can hand over to any station or ship).
    1 point
  33. Hey Xtreme, the game is released through Steam: http://steamcommunity.com/app/445220 You need to register there to get an account and then you can buy the game there.
    1 point
  34. Hey guys! Perhaps, someone already know me from Space Engineers workshop, so if you're one of them - some of the ships might feel familiar for you :P First of all, I always prefered smaller ships, so no titan-sized giants there. All ships are upgraded for current beta branch (DTU), but there are kinda obsolete versions, which were made before going to beta - provided by request. Btw, when I say "starter ship" I usually mean "smallest possible titanium ship for 7-8 crew (1 mechanic, 4 miners, 2 gunners) with 1 upgrade slot", usually costs 300-500 titanium. First ship you ever build for comfotable start, no iron-only ships. Ship specifications goes in following format: So, I'll go in chronological order: Hornet Mini - Starter Ship Hornet XL - Corvette Hornet Super - Frigate (?) Chimaera Destroyer Archelon Military Freighter That was enough for first walkthrough. Then, I started all over again. Ibis Starter Ship Sword Starter Ship Katana Starter Ship Baldr Gunship Thor Heavy Gunship Tormentor Frigate After that, I returned to thinking own designs, mostly getting inspiration from random space ship arts. Megalodon Heavy Cruiser Revenant Corvette That's all for now, folks! :D P.S. Don't mind that "z_" prefix in file names - I tried to organize it somehow, move it to bottom in game menu, well, wasn't really useful...
    1 point
  35. As mentioned here: How to scale a ship up or down: [*]Click the "Select Blocks By Drawing A Frame" option. [*]Drag the selection rectangle around the entire module to select everything. [*]Press [Ctrl]+"c" to copy. [*]Turn 'Safe Mode' off. [*]Delete the ship, but make sure to leave behind at least one block! (The easiest way would be to either add one more block and then deleted selected blocks, or Apply a basic cube ship .xml. See Note 1, below.) [*]Press [Ctrl]+"v" to paste. [*]Adjust your Scale Step and Grid Size as needed. [*]Hold down either W, A, S, or D while dragging the mouse to scale. Note 1: Optional (easier) way to skip steps 4 and 5; If you saved the base cube as a ship file beforehand, you could simply Apply that. I find that easier. I believe most players call them "templates" because these are all saved in the templates.xml file (found in your C:\Users\ [username] \AppData\Roaming\Avorion\ folder). How to create new templates (bottom of your build inventory window): [*]Select the blocks you want to become a template using either the "Select Blocks" option or the "Select Blocks By Drawing A Frame" option. [*]Press [Ctrl]+"c" to copy. [*]Press [space] to open the build inventory window [*]Press [Ctrl]+"v" to create a new template out of the selected blocks. Sometimes, however, I have need to convert a ship file directly into a template without the copy and paste method. (The copy and paste method may change something.) How to convert a ship .xml into a template: Create a copy / backup of your templates.xml file. (See above for location.) Open templates.xml with either Notepad or Notepad++. At the bottom of the file, right before the last </templates>, insert this code: <template accumulateHealth="true" convex="true"> </template> Open the ship .xml with either Notepad or Notepad++. Copy the ship's data, but only the stuff between the <ship accumulateHealth="true" convex="false"> and </ship> tags. Paste it between the <template> </template> tags in the code above. Save your modified templates.xml file. Profit.
    1 point
  36. hello everyone i am very bored now I have stayed ay my home for 2 month I can not go outside I want to know that when will we get the Vaccine
    0 points
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