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FuryoftheStars

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Everything posted by FuryoftheStars

  1. Edited the suggestion to include the fact that simply renaming a design breaks its association with the steam workshop. Rather annoying to me. 😕
  2. Eh, coaxial weapons are just weapons in a fixed position. Fighters technically have coaxial. Personally, I think they should have smaller ones available sooner (there’s really no reason not to have sized 0.5 iron coaxial). But by that same token, I do believe they should coaxials on the power level that you describe. Also, you can’t get coaxials on the sides of your ship? I haven’t had a problem with this?
  3. Mining system upgrade allows seeing of hidden resource asteroids, for the AI as well, so I wouldn’t call it useless. That said, I would like to see this feature as well and agree that it should be tied to the mining system upgrade (as that makes the most sense).
  4. Hmm, I have the Carrier Commander and Basic Commands for Carrier Commander. I also have the "Plll6 Loot4CarrierCommander".
  5. Ok, well I can confirm that I am not having the problem.
  6. If you check the bottom of the initial post, it says for game versions 0.23.0+ you need to download the Steam versions and gives links.
  7. This has been asked for a couple times now. Here’s the thread with the most votes on it so far. I suggest voting on that and even replying to bump it back to the top.
  8. I think some of these have been suggested (I remember seeing them, though not where), but I support this nonetheless. For 4, I'd rather see rotation lock blocks done away with and regular turret blocks be allowed to restrict angles of movement.
  9. While nice, general AI edits that can just simply take into account turrets and their positions, etc, would be best.
  10. Currently, if we upload a ship design to the workshop and then later delete the design from our game (whether this be due to us trying to clean things up/reorganize, accidental deletion, or moving to a new computer, etc), or even simply rename it, we're no longer able to update that design. It'd be nice if somehow we were still able to associate new designs we save with old workshop uploads, even if the original design no longer exists on our PCs.
  11. Isn't the lighting effects from glow blocks already affected by their color? Otherwise, yeah, I support this. Especially for engines and hangers (that way we don't have to use glow/hologram blocks to alter it).
  12. I’m pretty sure that’s because reconstruction tokens don’t work on that difficulty. Expert is the highest you can go before they stop working.
  13. I'm sorry if I was coming across as argumentative or anything. I was just stating my opinion on the subject, and then we started going back and forth attempting to defend our positions. It is just my opinion.
  14. Why not just equip your station with turrets?
  15. Please include a way for mod authors to specify "must load before" and "must load after" with dependencies. Dependencies would also then need the ability to specify as being optional (instead of only required or incompatible), and there'd need to be some circular dependency logic detection put in. This can help us mod authors manage conflicts between our mods. Possible implementation: From the modinfo.lua files, in the dependencies table, I'd suggest getting rid of the incompatible = boolean field and replace it with something like (for lack of a better term) dependency = string, where string can be "required", "optional" (default option if field is omitted), or "incompatible". Then add in a new field (not used when dependency = "incompatible"), loadorder = string, where string can be "before", "after", or "default" (default option if field is omitted).
  16. Whoops, bit fast there. You got me while I was editing my other post. I agree. Which is why I haven't voted on it.
  17. Yes, I think that's what I'm saying, too, but each station would (typically) be equipped to handle what they're most likely to see. Yeah. Unfortunately, that would happen. You could still do this without the need of dedicated hospital stations. Hospital ships, on the other hand, I can kind of see, but they'd be pretty rare and not always available for this kind of stuff (thinking of like how the US Navy has 2 main ones: the Mercy and Comfort). They'd also be more for (in my mind) humanitarian aid from one faction to another where the other maybe struggles in this regard or just came under massive pirate attack and is overwhelmed, or may occasionally travel to very remote regions of the faction's territory where supplies are probably harder to get.
  18. I agree that this could definitely play a role in it.
  19. Sorry for the delay. Here's a screenshot from a water factory. All factories and mines follow this model (I believe). This screen is accessed from interacting with the station (F) and choosing Trade Goods, or by using the Trade Goods puzzle piece in the upper right when you are in the station.
  20. You're thinking in terms of the player. First, again, with the size of these stations, how long would it take them to physically transport the patient from where ever they were injured to a hanger/dock? Remember... Mount Everest sized. (If it helps any, too, if you ever watched Babylon 5, at 5 miles long, that station was just slightly shorter than Mount Everest is tall.) You'd then also have to have a shuttle/ship already there, or deal with the wait time of getting one there. Second, we get a lot of conveniences in travel cause otherwise we would grow bored and not play. But if all the benefits we have were "true" within the Avorion universe? WTF is holding all of these factions back from colonizing every sector?? Also, as I said, the degree of the injury they could deal with may vary from place to place. Maybe equipment docks wouldn't have the facilities for someone giving birth, but habitats would, or a casino may not have facilities to take care of industrial/chemical accidents, but a factory would, etc.
  21. No. Sometimes you can have a strike that doesn't go any further than that other than straight quitting. Sometimes you can have a mutiny that just straight happens.
  22. This would require them to make some serious changes to the way weapons are rolled (a change I'd be in support of). I'm just pointing this out as I'm not sure on the likely hood of it. I just want to also point out that, in the long run, it's actually better to do your research 3 at a time. Take 15 turrets. Researching 5 at a time, you'll get 3 of the next rarity. Researching 3 at a time, at a 60% success rate, is also 3 of the next rarity, +2 of the same rarity that you can feed back in with your next batch. (I did +1 your post, btw)
  23. I already can do this? Maybe this has something to do with the option to enter strategy mode by zooming out? Try turning that off and see if it helps?
  24. In the case of a failed mutiny, sure. But what I was thinking of was more of a strike, really.
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