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Everything posted by mpl560

  1. We NEED this. I was surprised that this was not a feature from the very start. To be able to move camera only in a 2D pattern in a 3D space, in A SPACE GAME. Very annoying. Zoom is not the same as moving the camera. Zooming in is limited to the centerpoint of the camera, the same centerpoint that i cannot move in an Z axis. I cannot imagine that it would be that hard to implement the Z axis for camera, i bet it already exists, but you cannot modify it. After all, we can move camera how we want when we design ships. I always have a problem with engines burning my eyes and i cannot zoom past them. If you add this, i suggest to bind by default the movement of camera Z axis to a mouse roll, to make it consistent with the movement of a mouse to left/right for X and up/down and for Y.
  2. I ve done some more testing as you suggested. Yes, the turrets do not work if i do not have enough system to support them.
  3. I am not 100% sure if this is a bug or it is as the developers intended. But considering that so many other systems need to be present on the ship to provide functional benefits, i will assume this is indeed a bug. I have put onto my ship enough armed turret system to have 30 combat turrets. I slap those 30 turrets onto my ship. I remove the armed turret systems from my ship. I still have those 30 turrets on my ship, they can shot and work no problem, while i have few free systems.
  4. Modifying the entire ship, as in replacing all your blocks with another type of material will not remove your turrets. Result of this bug is that you can put turrets on a higher tier material and modify entire ship with lower tier material and still be able to use the turrets.
  5. Tutorials like "Found station" or "Commanding Fighters" require massive amount of cash investment. Tutorial's job is to introduce mechanics to the player, not show the player how expensive the said mechanic is. I know that those things need an investment to pay off and thats why they are so expensive, but not all players will be convinced of that. Thats why you need to give them a free station and free fighters for them see for themselves that investing in those things will pay off. UPDATE: I ve posted in wrong section by mistake. I ve already reported my post to be moved to suggestions section.
  6. The current sorting by DPS in my opinion does not work properly. When i sort by DPS, why do i do so? Well, because i want to mark all turrets below certain dps number as trash and sell them. That will not work, if some turret that has 1000 dps and is 4 slot big is in front of the list, while a turret that has 500 dps and is 1 slot big is at the very end of the list. Therefore i suggest a new formula, Instead of making this [Damage] multiplied by [Rate of Fire] make it [Damage] multiplied by [Rate of Fire] and divided by [slot size]
  7. You have send me a private message, but i will reply to the questions in that message here, so that other devs can have easier access to the answers. No i did not. The other ship disappeared. After i have screen shot the occurrence, i ordered the visible shit to "Escort me". Afterwards i warped to other sector. When i checked the galaxy map, the scout ship followed me like normal. The secondary ship that was just the imagine on the galaxy map was gone. It was getting stuck, i assumed that after some period of time when it was stuck, it would repeat the bug, so i did not do anything with that ship. Right now i am unable to replicate the bug with that ship. Maybe restarting the game helped. I think that the ship that stayed was the original and whatever jumped was a fake or maybe a bug on UI display of the galaxy map. I do not know the code of the game, however if i were to guess... 1. Maybe what happened was this... I have send my ship, the ship didnt acknowledge the order, however somehow the game server did receive it. When i opened the galaxy map, the game server send me an updated map where the ship jumped, while the real ship in the game was still in my sector (refusing to perform jump order). When i ordered that ship to escort me and then jumped to nearby sector with my main ship, the scout ship followed me like it should. However this time my client send to the server a new position of the ship and the server acknowledged it. In other words the client and server desynchronized, but me jumping again with the ship forced the server to synchronize, by ordering the server to save new position of the ship. 2. This bug could be related to the other bug, the one where you cant stack orders with shift while the ship is trying to jump to other sector. https://www.avorion.net/forum/index.php/topic,6287.0.html
  8. I have found the 8 stones and activated them. There was an adventurer inside the sector. I killed some Xsotans that came out of the new wormhole, the adventurer survived. I enter the wormhole, going to the other side of the barrier, but the quest did not update. I have no idea how the quest should proceed, since this is my first playthrough.
  9. Hold on tight, because this gonna be some mind blowing ride. I order my Scout ship to perform a jump. The ship refuses to perform jump order. It has its warp engine charged but is just doing nothing at all. The first part of the picture represents the proof that the ship is indeed under a jump order. The second part proves that the ship is sitting nice and comfy and refuses to do the work that i pay the crew for! This is not the end! While i ve been writing this magnificent bug report, the ship performed a jump, took it just 15 minutes... or did it? The topmost picture presents that the ship Scout has indeed moved to its destination after a long delay. The bottommost picture proves that the ship Scout is now in two sectors at the same time. Just so you know, the Scout ship if not lazy can perform a jumps on empty seconds every few seconds. Very high cooldown reduction. I have no idea how to replicate the bug, to me for that specific scouting ship, it happens very often, as in every 3-4 orders its stuck. clientlog https://pastebin.com/9KbFh7kG
  10. It would be good to be able to tell apart my ships from my allies from the tactical view. As you can see in the picture, my allies and my own ships share the same colours. If i had named my ships something else, it would be very confusing.
  11. I have sent one of my salvage ships to salvage wrecks in some sector i previously fought with my main ship. I leave it to its own devices. I have ordered some far away ships from the outer edges of galaxy to get near the barrier. To do that, some had to use wormholes. When i inspected things at some point in the game, the salvage ship was at the wormhole sector. I did not send it there at all, the ship should have been at the battlefield location. The same salvage ship with all its salvage-fighters and cargo was just GONE. Not destroyed. It was replaced by a ship version that it previously was. Short story of that ship: It was founded as some small ship, lets call it version 1A. I made some modification to it and it became 1B. Then i replaced the entire ship with a new version from my saved designs, it became 2A. What i have encountered at wormhole was 1B version of my ship. There is something very wrong here. This is how my ship looks like in the ship preview. The red outlines indicate that it has missing blocks, but that is impossible. The ship in the picture shown by red outlines is a 2A version of my ship. It is a completely different blueprint from my saved designs. That's why the 1B version that is shown could not have missing blocks! There is more to prove something is very wrong here. Cargo. On the left side the ship panel tells me that my cargo is empty. On the right side, the very same ship with different image preview has some cargo as i have highlighted. You may read in the clientlog that the ship was never destroyed. Not to mention the wormhole sector had no repair docks to spawn ships from! Clientlog https://pastebin.com/xHEyPE7Z
  12. I have noticed recently that there is some trick to this bug. Try to scroll over some already existing integrity generators. At one point the blue highlight that integrates them will cover parts of the ship. It will not always work, sometimes you need some hardcore camera gymnastics and lots of patience to find that sweet spot for the activation.
  13. I would love to be able to move my camera forward and backwards. Right now by holding alt i can move my camera to the right/left and up/down. Zoom and moving the camera are two different things. It should be easy to implement this and bind the hotkey to alt+mousewheel, since you already can move the camera in two other dimensions. Copy paste, chop chop. You could also add camera a block and a hotkey to cycle through them. Would feel like a real starship. Why is it important? Because i would love to move camera in front of my ship and not see the engines burning my eyes.
  14. Thank you for pointing that out. I have not noticed those pixel sized dots at all, my eyesight is not what it used to be 20 years ago.
  15. Hiring spies is just willingly subscribing yourself to never ending spam. I hired them 4 hours ago and they still keep sending!
  16. I go to turret factory and i make a quest out of the list of items that i need. I go on an adventure to get those components for my new turret (one of them is a dangerous object, the military tesla coil). I switch to other ship and order the ship with the turret construction materials to go back to a friendly factory. On its way, the cargo ship has to pass through territory of a faction that has "good" relations. Those goody guys do not like the dangerous stuff in the cargo of the ship that i send on its merry journey. The goody guys confiscate it and fine me 40m. I dont have a say in it or a choice, because i did not control that ship directly. I switch back to that ship and my quest ingredient list still tells me that everything is ok, while I do not have the military coils that just got confiscated. Proof! Because everyone likes images.
  17. The last lane in the quest tracking display is missing. Example 1: Missing 1 out of 8 Example 2: Missing 1 out of 7
  18. I order my ship on the galaxy map to jump to some nearby sector. The ship is getting ready to jump, it takes few seconds before the vessel warps to new location. During those few seconds if you stack more jump order, the game will refuse to acknowledge those order and you will be right clicking on galaxy map with no result while holding shift. After the ship jumps to new sector, you are are able to freely give more stacked orders with shift. Why is this important? Example 1: Imagine that you send a vessel on an exploration mission to figure out those green beeping points on galaxy map, since you do not want to explore them yourself. You send the ship, you ignore the bug and wait until the vessel is at target location and the warp is on cooldown (thats when you actually can give stacked orders to the ship), you stack those exploration orders. Then you go back to doing your thing. You come back after 10 minutes and warp your main ship nearby the exploration vessel to scan for more of the green blips. You select your exploration ship on the galaxy map and you want to stack more orders. But! There is a problem, like the game again refuses to respond to the orders. The problem? Your ship is currently in a process of performing a warp. This is time consuming and tedious. Example 2: Imagine you ve got a mining ship. You do not want to waste much time on it. You select it and you order the ship to move to new mining sector, then you want it to mine there. How do you go about it? Well you order the ship to warp to that sector by right clicking it and then immediately after hold shift and select mining order. Done? Fast and easy? Nay! Because you need to wait for the ship to finish its warp and that takes few to dozen of seconds, only after it finished that can you give the mining order. This is a giant waste of time.
  19. I go to galaxy map and i want to look for trading posts to perform a trade. I type in "trade" to look for those posts. I lose the sight of my trading ship. The fleet markers or search result markers need to be able to stack upon the other, else if there is a search result in a sector and one of my fleet ships is there, i am unable to tell from a glace whether the ship is in that sector. Why is it a problem? If i search for something that's far more common in the galaxy, a lot of sectors will have a white marker over them. This will mask where my own ships are stationed. How it is now
  20. When i scroll over the reconstruction token, the game shuts down. Clientlog https://pastebin.com/qYwznQpU Visual aid!
  21. I concur with the above. In addition i would love to have a hotkey to cycle targets between my fleet's ships.
  22. I have finished two Free Slaves quests. Both quests were picked up in the same sector. When i returned to sector i have received the reward for the first quest. But the second one was not finished, nor did i trigger any any reward dialog window upon closing down the first quest dialog. To resolve this, i had to leave the sector and enter it again. I suggest to either implement queue for reward events for the quests or restart the event that is responsible for checking if it should run reward dialogs, when one of the old dialog window is closed.
  23. I send my R-mining ship to refine ore and after everything is done, the cargo of the ship should be empty. My ship has 0 of some ore displayed in its Fleet Command pannel.
  24. It would help a lot to manage refining/trading if i could see how much cargo space i have left for the specific ships under my fleet. I can see specific cargo items and their number, but i cant seem to find the information on how much more free space those transporters have.
  25. I believe this is more of an UI designer issue. The way it works is as you said. When i mirror an axis, then select a single block to inspect it, the other block that is a match on the other side of the mirror is also selected. Thus i cannot inspect a single element, because two are selected at once. I had to use F1 and learn to use shift + Z/X/Y to work around this in a feasible time. This issue i believe can be solved if the game displays information of the original target of selection, regardless of the amount of blocks selected. In other words, the details of the LAST manually selected block should always be displayed.
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