Jump to content

lammaer

Members
  • Posts

    5
  • Joined

  • Last visited

lammaer's Achievements

0

Reputation

  1. Well... i found out that relationchanges.lua is the file seems to be responseible to calculate the relationship impact depending on the damage made to shield or hull. I decreased the "factor" to 10% (simply just multiplied by 0.1 :) ) and while in the debug console I saw the effect of my change (very small factor numbers), but the actual reputation damage remained the same. I even didn't find the code what actually prints the reputation damage on the screen, so there must me some hidden (not LUA) code playing a role here....
  2. The biggest frustration in the game for me is how easy to destroy relationship with AI factions, and I believe it should be handled a more lofgical way or simply toned it down. I'm near the core, and when big fights happen (eg alien invasions) now days I reluctant to help the residents, because it is just too easy to ruin even EXCELLENT relationship with some accidental hits. For example, killing an alien ship gives like 400-500 relationship improvement - but an accidental hit from some stray missiles or fighters on an ALLIED ship takes couple 1000's. This is just plain wrong. My ideas (from the simples to the more complex solutions): - idea1: reduce relation hits to 10% (at least). (actually I'm looking to mod it myself) - idea2: scale down relationship damage as the player gets closer to the core. 1000 damage near the core should result in much less relationship damage than the same damage near the edge - idea3: scale down relationship damage taking into account the CURRENT relationship with the give faction. Eg having better relationship should mean the relationship damage should be LESS when damage happens. Just as in real life, we can bear more from close friends... - idea4: based on the curret relationship, have a buffer damage "pool" what causes no relationship hit. Eg in every Y minutes, you can cause X damage to a faction without having relationaship impact (X can be proprrtional to the current standing). This is to mitigate the ACCIDENTAL damage, so X should be chosen carefully -idea5: in a given fight/sector, compare the damage done to the faction's enemies and the faction itself. Get relationship damage ONLY if the ratio of (faction damage / enemy damage) is bigger than X (eg 5% or less). This is to handle the accidental friendly fire cases in big fights.
  3. Have some questions regarding the "https://avorion.gamepedia.com/Debugging_Scripts" mentioned https://avorion.gamepedia.com/Debugging_Scripts 1. On the system TAB what Client Log / Server Log supposed to do? I'm clicking them but don't see anything happening 2. Ship commands tabs - Entity values comand: for me it seems to be always empty, I expected/hoped to see the fields of the Entity class (as described in Avorion/Documentation/Entity.html ) will be displayed there 3. Apart from LISTING the scripts NAMES related to entities with the "Entity Scripts" and "Player Scripts" options, is there anything else what can be done with the SCRIPTS there (apart from the obvious Adiing and Removal)? The debug wiki says "It allows you to view and modify variables and scripts of entities, players, sectors and so on." - but I couldn't figure out what can I do (eg how to modify) with SCRIPTS here. 4. What does LIKE / DISLIKE buttons supposed to do on the SHIP TAB
  4. Well... not too many responses so im kinda necroing it - but I'm also interested to how to get up speed in avorion scripting. :) Probably either you figured out by now OR just given up.... in the first case, care to share your experience? :) Regarding the " I can't believe everyone writes mod scripts by exiting and reloading the galaxy after every line change." As per https://avorion.gamepedia.com/Debugging_Scripts , if you enable Dev mode, you can reload the changed scripts without the need to exit and reload the universe (don't worry, I did it couple times then started to look around if there are shortcus becaus I also didn't believe this is the way to go) ------ A question from me: is there any good IDE out there for scripting in LUA?
  5. I played Avorion SP for 70 hours without any issues. I really enjoyed it, reached to the barrier, started to build my fleet. Right now I have 7 miner ships mining in 7 different sectors with 2 squadrons of mining fighters, one asteroid mine and 2 battleships (the biggest one is made from 246 blocks, all the others are much smaller). But now the game becomes laggy.... the savegame is around 740MB. - On the galaxy map, it often takes seconds to ships acknowledge orders. - I often face sector not loaded message when I move ships from one sectors to another. It takes 5-10-15 sec to have this message skipped (so I can give orders to the ships moved these sectors) - My mining ships randomly stuck at various stage of their mining cycle (mine->jump->refine->jump back) - Fighters often completely disappear from mining ships randomly. 2 squadrons just gone in sectory where no enemies nor me present. - Even the battles I see real lag (like ships moving back and forth , skipping, pressing left button sometimes doesnt fire just with 1-2 sec lag) - UI elements (like station shopping panels) open with 2 or more sec delay. - When I load the game, it takes like 4 minutes until all the ships will have a proper status dislayed (eg idle, mining, jumping), till that some of them has no status at all. 1 or 2 ships never get status update until I manually switch to that ship. So the game getting more and more laggy. My machine is beefy enough (Ryzen 5 3600 + 32GB ram, the game is on SSD). My CPU utilization is below 50 percent, memory is even less. So my question: is 7 mining ships too much for the system? (I see considerable performance improvement when I stop all my mining ships). CAn I do anything to have the game back in good performance?
×
×
  • Create New...