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LoSboccacc

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Everything posted by LoSboccacc

  1. LoSboccacc

    delete

    does the seed change actually work? in the other mod it was actually brocken so if you just reused the code there's a chance the built turret ignore the seed
  2. it's just a matter of doing it proper. like have faction make you pay protection money if the player is not already admired, or mining rights, which is essentially the same under a different name.
  3. nobody is forced to play at insane difficulty, but so far insane is 'mildly inconvenient' - that's the whole point really. > forcing war involvement see there's a little difficulty slider, right as the game start, maybe you missed it. nobody is advocating against your play stile and if you fancy a relaxed experience, good for you!
  4. you claim a couple asteroids, take a couple pot shot at pirates, you trade war robots.. there's plenty easy money to be made. to get there in the first place you have an easily navigated gate network. when the network isn't enough, it's pretty easy to jump from one another faction territory following the hidden energy signatures. just get some easy money at the beginning, little titanium for a generator and one of the readily available jump extending cards.
  5. you mean the block replace function or the copy paste? The block replace makes hard to get to certain elements. The copy paste might do however now that I think of it, but how does it handle armor for materials that have no armor blocks?
  6. ^ this guy gets it. a fleet cannot only field battleships. a player may strive to build and fly the largest thing, but as a faction it's a losing proposition, because battles are won by tonnage but wars are won by logistic. the only minor thing I'd add to the analysis is that battleships are more area control and denial than battleship vs battleship slugging contest, but that's irrelevant in a game where you can jump across half galaxy with ease.
  7. You all builder already have creative or easy so why complain? People that like the coop and pve aspect are currently given a tepid game with glaring holes in the mechanics, requires zero effort to beat nullifying any sense of achievement. The game still has the potential to cater to all types of players. Some people prefer to earn their fun. It's not a hard concept to grasp, that's why most games on earth have a difficulty slider.
  8. yeah or even event where if you don't act, a faction declares war on you or relations significantly worsen. can be during faction wars, can be during pirate raid, can be a quest to access their gate network, anything. just start the dialog when a player enter a sector and force his hands.
  9. the game is extremely passive at every difficulty. at any time you can build a mini iron shuttle and race to the xanium, especially using wormholes. and if you're lucky you can get the occasional faction gate that crosses the barrier. as long as you don't actively look for a fight, you're just let be without any real challenge showing up or slowing you down.
  10. everyone builds doom cube and levitates around 10 million shield which is what the power module can reasonably hold
  11. Ok then. Avorion is an incredible game as it is, I understand the desire for not adding too much. Will get my trekker personell stories fix from cosmoteer XD
  12. the enemy already grows stronger toward the center, so there's that, no need for further scaling. difficulty could control the tech level offset for each sector and scarcity of easily available materials (read: asteroids, unguarded wrecks) on top of enemy damage, and that would make progression much slower but please no enemy levelling - it sucks to finally upgrade the armor to shield and suddenly everyone is just stronger, it kills all drive one might have to build a better ship.
  13. anyway one thing I don't really like about current shield implementation is that, with some rare exception, shield are just a huge pool of hp that gives no real depth to combat. having shield leak under damage would be much more interesting in general, not just because would push armoring importance but mostly because would make combat more dramatic: currently if you have a better dps/shield ratio than the enemy you just win, even if the ship are almost matched in size and firepower the one which shield fails first get slaughtered and the other barely gets a scratch
  14. I looked trough the various upcoming features, suggestion and various post, but I can't find much information, apart from the planned boarding feature. So far crews are at most passive work unit, at best a soft cap on ship size and in general not much useful beyond having enough to run the ship. Is there any plan to have them more active, as in getting wounded/killed in combat according to role/block hit or even fighting fires etc? Having an infirmary, training centers, bridges and all that star trek crap on a ship and all affecting ship stats dynamically as combat evolves would be awesome.
  15. ah I see! thanks that'd be much better and less conflict prone - weird tho that part of the player creation callback code is also on the server.lua
  16. yep you get a million ways, you need just to pick what's the largest ship you want to be effective and tune the numbers. this also mean ppl will gravitate toward that size once found because math will be reversed. see: starmade :D
  17. that'd be an easy fix: shield/power generator to scale with the logarithm of the total block sizes on ship. it only depends on what balance the dev wish for the game.
  18. weapon attached to the hull transmit vibration to your hull so you'd definitely hear your own weaponry shoot, in the same way you hear incoming enemy projectiles that impact on the hull, and as long as the hull is pressurized those vibrations will reach your ears. if the hull isn't then you'd still feel the vibrations trough feets etc, in the same way you feel bass trembling at concerts.
  19. repair turrets are there, just need a higher tech level whatever the game balance might be, current AI is just not quite there to play with wingmans and stuff.
  20. I've done it myself if you or anyone else wants to integrate the change is there: http://pastebin.com/nZ0E91M9 what it does: - if the factory wasn't stocked when you hit the sector, you still get some inefficient production, 1/4th of the nominal rate - if the factory cargo is full, you get some money out of the excess being inefficiently sold, 1/5th of the nominal good price so working actively is quite more efficient but passive parking in sector is not the only way to get money out of factories. the idea is to simulate npc traders as they work currently. lower margin, lower earning, but adequate, so ppl don't stay parked overnight tying up server resources ;)
  21. seems to be possible to have a single 'automate both' command - when you check available fighters and select a target in findAvailableFighter launchedFighter.stoneEfficiency should tell if it's a salvager or a miner so it can target a wreck or an asteroid accordingly
  22. I want to make an easier start to a more difficult server, I'd like to give starting players 100k credit, 10k iron and 1k titanium I think I can work around the mail system to attach and send the stuff, but I can't find where/how to register the script so it runs at player first creation any pointer? I found in the doc the galaxy has a 'onPlayerCreation' callback, but I still need some way to have that method called and a script attached properly nevermind found it, in the end it's yet another piece of code going in server.lua function onPlayerCreated(index) -- default stuff do no touch local player = Player(index) Server():broadcastChatMessage("Server", 0, "Player %s created!"%_t, player.name) -- welcome mail local mail = Mail() mail.money = 100000 mail.sender = "The Tutorial Hating Co" mail.header = "Greetings" mail:setResources(10000, 1000, 0, 0, 0, 0, 0) mail.text = "Here's a starting package to boostrap your exploration. This is a dangerous galaxy, don't go alone! " player:addMail(mail) end
  23. I like he concept and appreciate how every enemy has different mechanics to keep up the challenge but the current end game is just too laggy. Needs fewer, better ships or enemy that runs with reduced ai or even a fixed hardcoded path so that the lag remains at a manageable level Also it takes far far too long to kill it. Very few have the privilege of that much uninterrupted game time.
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