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Valgrick

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Everything posted by Valgrick

  1. Glad to hear it's coming along nicely, and yeah with the new required code, everything is taking awhile to update to the new beta. I'm lookingforward to the new update :D
  2. Valgrick

    [MOD] TrashMan

    I can confirm that is it broken as well Looks like everything is broken tbh, im getting errors for everything. Look at this: That should give you an Idea at least about what is going on.
  3. Hey So for those of you wondering about the Update I mentioned: Hammel and I are going to be Integrating the Changes Bubbet and I made into the ExtTurretFac Mod, but it'll be a bit before we roll out the new update (just need to make sure stuff is ready and working 100% as intended). (Credit for the Coding goes 100% to Bubbet) If you really want to try it out, without waiting for us to get the changes integrated into the Official Mod, I have it avaliable just Message me, or Head over to the Rusty Discord and ask me (Name is Valgrick on there as well) here: https://discord.gg/w7D4mn5 Also here is a preview of what to expect (this is a Trimmed down 100% working version): it's not the official product yet, but it is working and it saves A LOT of time, it's saved me hours of searching already. Thanks guys -Valgrick
  4. Alright so after A LOT of help with an Experienced Lua coder, we now have a more detailed search function in the Turret Factory, there are alot of new features with it, but first I just wanted to make sure it is okay to Post an Update to the Extended Turret Factory. Essentially These are the Features: -Find the Best DPS / Damage / Range / Efficiency. -Input Minimum values of Turret Attritubes to sort through the seeds (from worst to best) (Damage / DPS / Damage/slot / Range / Fire Rate / Cooldown / Shield Pen / Hull Pen / +% shield damge / +% hull damage) -Search with FIlters: (Non Coaxial, size .5 - size 3.5) Is that Okay with you to post a New Version Hammelpilaw? I don't know of a way to DM you so this was the next best thing.
  5. Hey Hammelpilaw, Im curious if it's possible with this mod to be able to set the game to automatically add in the ingredients for each turret. So say you're searching through 100-200 seeds you will be able to see the max stats of each turret when you go to that seed (thus eliminating alot of clicking). Also addition if this is possible then maybe change the search function to make a test turret to check the the DPS and not the damage of the turret so that the search will reveal the Highest DPS seed and not the highest damage seed. I'm going to look into if this is possible from my end, as I really would like have these feature as part of the mod to help with the QoL of turret making. Ill be posting updates on my findings, tho im inexperienced to say the least in Lua.
  6. Before I say anything I'd like to thank you Koonchi for putting all your blood sweat and tears into Avorion. I understand having to divert your attention to the forums to talk about these subjects is taxing on you. But please try to understand us, we're like dedicated fans being ignored, and we don't like it. Everyone will agree that this game has A LOT of potential and it could go on and on even after a release. I think not just Koonchi has become passionate about helping making the game a success, but modders and a good part of the dedicated community too. If we didn't care then we wouldn't be posting stuff like this, we would just outright ignore the game and move on, but people do care and want the game to progress and grow. The Modding community goes to great lengths to add Quality of Life changes to the game, and im sure there could easily be a good relationship between the Dev's and the modders if kindled right. And just as Rinart73 said, they could help alot with bug reporting/fixing, in fact I think those people are your best bug reporters since they may even know ways to solve the issue. Now about the main issue at hand (and this will come off a bit harsh maybe). The Community feels largely Ignored..... You said that you have stopped frequent updates because it takes time...and well since there isnt a community manager anymore, that would explain why we've been ignored. There isnt 2 Koonchi's to manage the community and Develop the game, no matter how much we wish there were. One guy cant do it, like you said this is the harsh reality. It's painfully obivous that you need some one dedicated to interacting with the community. You cant expect a game like this to succeed if you let your forums die, there needs to be some interaction between the community and the Dev's. Yeah, we're mad cause we've been ignored, but we also want to help shape the game, we have good ideas too you know. I know it's not easy finding someone to be a community manager, but you obivously dont have enough manpower to Develop the game and Interact with the community. We have much more well thought out ideas than the people at conventions and a few of them have even been put in with Lua mods to help progress the game. The harsh reality is that we need some interaction, on at least a bi-weekly basis. Not just updates, actual communitication like this on the forums or Discord. Where there are Polls done and responses to questions. Where bad ideas can be shutdown. Where the most annoying bugs for the community can be brought to light. (btw the most annoying thing in the UI is the lag when you have 1000's of modules and turrets in an alliance vault, it's almost impossible to use at that point). TL:DR The game has alot of potential and we all want it to succeed. However.....No interaction = community ignored = mad/frustrated community. Keep up the good work Koonchi! Just keep us involved man! We're here to help, let us help!
  7. Hey thanks for the quick reply, I appreciate it. I read your post on the Xsotan Scaling Problems, and thanks for clarifying what your mod can do as well... time to talk to my server admins and see what is balanced for us.
  8. Hi Hammel, First I love the mod and the variety it adds to the game, I'm a frequent player on the US Rusty {CorePvP} server. So i've had quite a few run ins with the Dreadnaught. He is definitely a boss to take seriously and I love the difficulty it adds to the game! However, with the new Scaling the has been added into the game, there are a few issues, which im sure you're aware of. Now (on the Rusty server), the dreadnaught can spawn in with millions more omi (I've encountered some with 100 mil+ omi). The XWG has this same issue (on the Rusty server i've seen the XWG have 4 billion omi) which of course mean instant death for anyone no matter how strong they are Now of course This is a bit obsurd, but with the XWG you can have some counterplay, like just staying more than 15km away from him so he cant kill you. Now i'm fine with the damage in all honesty, it adds a great challenge to overcome. The problem lies in the fact that he spawns right on top of you (about 5-10km), so well if you only have about 5 seconds to get away, well you just die. My suggestion is maybe make him spawn about 30-45km from the spawn area of the sector so the player can accurately assess what he is getting into with scanners etc and decide whether he wants to fight it or to run. Im not sure if this is possible with the coding or not, but I thought i'd run the Idea by you. Thanks again man, the mod is great!
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