Jump to content

BenWinston

Members
  • Posts

    44
  • Joined

  • Last visited

Everything posted by BenWinston

  1. Wow, thanks a lot Koonschi! Please pass a good work along to your team!
  2. Ah, I understand. Makes sense, really. Just need to read the instructions! :P
  3. Laserzwei, Have you ever considered renumbering the versions to match the version/build of the game? Seems to me that might clear up a lot of this confusion. For what it's worth...
  4. I'm playing the latest and greatest Beta Experimental, and the Carrier Command is working perfectly, no issues (unless self-induced) at all. personally, I just wish Laserzwei could join the dev team!
  5. For me, it's only the second time it's happened, both times I had been playing for extended periods, with a lot of long periods on Pause. Honestly, I wasn't even going to report it, since it was most likely something I induced.
  6. Sorry, I should have said in my original post. I play alone on a solo server, I was shooting either Xsotan or Pirates. I don't have any other ships (except fighters) other than the one I'm flying.
  7. Really? Kinda weird, but I've only seen my fighters that close. Maybe I'm just missing it. I'll keep watching and looking. Sorry 'bout that, and thanks for the correction!
  8. Like it says, after a few minutes of play, my PDCs and FLAK turrets will shoot at torps I launch. I loose about half my torps until I figure out what's going on and shut the defense turrets off. turning them back on after a few minutes seems to reset them for a time.
  9. Oddly enough, my single player game just did the same thing. Lost connection to the server.... the one running on the same machine as the game.
  10. That button you're talking about is a 'buy back' button in case you sell something you wanted to keep. You buy it back from the station. What we need is the ability to sell fighters and torps to the station as well. it's a small thing really, in the grand scheme of things, but it would be handy to have.
  11. FLAK or Anti-Fighter Turrets are a great idea, and cool as hell to see firing, but really, they're about worthless. Fighters, even the shortest ranged ones, can engage targets from at least four or five klicks away. These turrets only have a about a half klick range. To make them useful, perhaps you can extend the range out to say ten klicks, but only let them fire on fighters only. I agree that FLAK cannons are and should be a short ranged weapon, however, we are talking about space here; no fighter in it's right mind will ever get close enough to it's target for the FLAK system to be a threat. Just my opinion, for what it's worth.
  12. These two threads are related... https://www.avorion.net/forum/index.php/topic,5309.0.html Should merge them... at least in my opinion. ;)
  13. Sorry, I misunderstood you're original post; my bad.
  14. with properly configured weapons, why would you need such a function? Instead, just have them code in a switch in the options menu to load game with weapons enabled/disabled? Would that work for you?
  15. Okay, I know I'm an idiot, but more than once now I've accidentally bought the wrong torps. Could a 'sell-back' function be added in the equipment dock? Also, how about the ability to sell out-modded or old fighters? It's be nice to get something back for those old fighters when you upgrade. Perhaps a fraction of the build cost? (sell at either Equipmenrt dock or fighter factory, same places we can sell 'equipment')
  16. are you talking about 0.20.0, or did you release any hotfixes since the release of 0.20.0? I've got to admit: I stopped playing after 0.20.0 was released to the beta-branch, because it introduced many bugs. As of this morning, current beta branch version is 0.20.1 - they just put out a patch that fixed some of the identified bugs. Mostly AI fixes, but as Koonschi has said...'This issue has been fixed..." so I would take that to mean they stepped on this particular bug in this patch.
  17. Thanks! Keep up the great work guys!
  18. Actually, the idea about turning them into a commodity late game was precisely because of the rarity closer to the core. Supply and demand; iron and Titanium gain value once again in the core. However, keep in mind, this is only a suggestion, and not everyone plays the game simply to get to the core. There's pirate hunting, and all the commerce options. Add the ability to build and sell fighters and shuttles, or even bigger ships and *poof* a whole new facet to the game is available. really, with only a little work, this game could be... well, infinite, really - think about it. A player founded corporate conglomerate could easily become the size and strength of an NPC faction.
  19. Good idea, that. Or perhaps a smelter facility can be added to the build-able factories list that uses iron ore and produces Iron ingots that can be sold as a commodity? (obviously other metals as well but can only run one type of metal at a time.) Thus turning the excess unused metals into a sell-able good like gold and diamonds. Factories and other manufacturing stuff can buy them since most everything takes metal, right?
  20. No problem. This game is too much fun to let something so small get in the way of enjoying it.
  21. There is another way to tell the difference between green and yellow dot sectors. when you hover over a green dot sector it says something like "Unknown Energy Signatures" if you hover over a yellow dot sector, it says something like "Hidden Energy Signatures." I can't remember the exact wording right off the top of my head, but the Yellow ones have the word "Hidden" and the Green uses "Unknown" Maybe that'll help you?
  22. you won't find an Operation Exodus beacon in any green dot sectors. They will be in Yellow ones, and probably with a few pirates, though about half the time they're just in asteroid sectors. Sorry mate, sounds like you were simply looking in the wrong place.
  23. Wow, this commerce issue must be giving them fits. I hope all is well with them.
  24. Actually, this whole part of the thread that I started was because I had a major brain cramp. For some reason, I was thinking the defend/dock command was for what to do in the event of combat, when it was really for when they ran out of things to do. One can never assume the level one's own idiocy; sometimes you just have to boldly and proudly show it to the world.
  25. I understand that it was only a suggestion to bypass the whole dock then relaunch thing. If the Miners and salvagers ignore combat, they will keep on keepin' on while the fighters do the fighting. Like I said just a suggestion. - Surprise!
×
×
  • Create New...