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LoSboccacc

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Everything posted by LoSboccacc

  1. add a feature at shipyard that can upgrade the ship materials - if a material doesn't support a block, it remains unchanged of course (maybe make an option for armor to go to the nearest level, like oogonite)
  2. factions headquarters have a higher chance of spawning equipment dock and research station and can be found by asking merchants
  3. if you own multiple ships in a sector, you often don't spawn in the ship you left the galaxy with when you disconnect from a server
  4. the tooltip for the block replacer only tells what the block you are going to transform is going to be, but it'd be more useful to know what the block currently under the mouse actually is, so by zooming in a ship you can be sure of the block you're replacing/upgrading
  5. here you can see the desync in action: https://gfycat.com/SeparateInsecureDrafthorse client thinks the turret are aiming one target, the server is actually aiming another target. damage numbers show the actual current target, but the client gfx shows the turret aiming at unrelated target
  6. if you want something that rotates fast, fly a corvette and smaller. also, create longer leverage arms for your thrusters instead of placing them all centerline.
  7. the faction headquarter doesn't get listed in the sector station list by name, only appears as [ ]
  8. sound distance is too short, many long range weapons hitting enemy aren't emitting sounds because they get cut off. I agree hearing all sector sounds might be overwhelming, but at least the player ship sound should be played always
  9. it'd be glorious to have a cartographer guild
  10. still you get the problem with ppl endlessly designing dongs and such. but I like the idea, especially if players design built with the randomizer block have those blocks randomized again by the shipyard, so each would feel unique somewhat but still in line with the main theme
  11. so sad suggestion forum is where ideas come to die :( https://www.avorion.net/forum/index.php/topic,1867.0.htmlic,1867.0.html
  12. whatever the system it'd be extra useful for the player ship to receive the same subtitles as the others, so that when you share the ship the naming comes naturally - currently 'look at my fregate' cover ships from 1mil to 10mil volume :D
  13. to me transformers where quite easy, but I found one semiconductor factory only after searching hundreds sector :( I immediately went online to write a stern letter to the suggestion forum XD https://www.avorion.net/forum/index.php/topic,1942.0.html
  14. well I was asking because ai traders spawn resources out of thin air, which cause people to rely on them instead of searching 1k sectors to find that one conductor factory. so I've people that stay parked in their own sector, watching ai traders come and go, and I really want to avoid that because it ties up server resources for nothing and encourages passive behavior
  15. would it be possible to let factory without ingredients produced at a reduced rate, say, 1/10th? to simulate traders replenishing them as they do when you are in sector.
  16. or just make them strength on each direction proportional to surface area and volume. so volume * frontFace area is the force in front/back direction etc. and their shape still matters, without promoting the creation of hundred thin slices (that would have the same effects because, integrals)
  17. beta or standard? did you install the mod on the client as well?
  18. so the issue with locating a specific factory is well known: most of the sectors are generated as needed so the game does not yet know if a given sector will hold a factory of a specific type or not also, given the large amount of sectors (generated and not), an exhaustive search would be too demanding. here's a suggestion to have it all work: make finding stuff happen not in a infinite search menu, but in the interaction menu with traders/selelrs/etc. this will limit the search scope, as they'll only know about their faction territory. on their territory, there will be a known limited amount of sectors having factories - they're known beforehand because of the energy signatures, even if their content is not yet generated. now, for sectors that are generated, the game can just check against the list of generated stations, plus a chance for the trader not knowing about the station. for sectors that are not yet generated, the game can still use the chance to generate a particular station at each sector to provide an answer: if there's say a 0.1% chance to have a solar factory, for each hidden energy signature the game can run a random test against that chance and if the test pass, the not yet generated sector gets a flag that tells the engine to generate a factory of a certain type the next time the sector gets generated. sectors that already have a flag of this type are excluded from further checking or can be bounded to a maximum amount of station generating via the interaction menu in other ways, to avoid abusing the mechanic. by tweaking the chance for the traders of not knowing about known generated stations one can still maintain the illusion of coherence in the game.
  19. ^ what it says on the tin if you have independently targeted homing missiles on autofiring, they act like dumbfire missiles
  20. agree especially because there are many bugfixes in there, like turret factory range and quality bugs, it makes no sense for a release to come out with glaring issues that have a fix already in the forums unpatched
  21. it seems the server has some contention issue with many open sectors, by which I mean I rarely see more than one two cores in use, and I'm running a dedicated 8 core with 16gb ram (not virtual, real, honest cpu) and when one player lags because fighting or generating a sector everyone does.
  22. img.bbc_img { max-width:100% } that's all that's needed to fix the annoying scrollbar added to large images
  23. Am I alone here liking that developers are working at giving massive ship penalties so that fleet have a purpose? (that of course assuming the fleet ai gets fixed)
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