Jump to content

Frolonov2

Members
  • Posts

    35
  • Joined

  • Last visited

Everything posted by Frolonov2

  1. The tractor beam from onboard dock module need some rework. The beam from NPC stations could cancel all sideway velocity and excessive inward velocity of player's ship, but the onboard beam just pulling batteries/containers without canceling the unnecessary velocity and having trouble choosing a dock from multiple docks on the same size, making docking process difficult as the object would go anywhere but not attached to the ship.
  2. The auto undock feature is super annoying as batteries/activators would drop automatically and get thrown far away when the ship fly pass the designated objects, let alone how frequently the tractor beam from the dock pull the object to the side/bottom of the ship rather than direct docking...
  3. It's better if the rift shop offer some sort of rift exploration tickets that player could buy without mission objective attached to it, so the player could still get into the rift for mining/data gathering/boss fight.
  4. I tried playing a few rift missions with modded upgrades and object detector. It seems like the detector doesn't locate the survivor's asteroid/research vessel wreck, while the radiating asteroid would create false signal(seems like this kind of asteroids are only disturbance rather than having any value). It's likely that the mission would become very difficult without on board object detectors, as the play through is already time consuming enough flying directly towards monolith trying to find mission objects. There's certainly a need to mark different objects with different color/icon when the detector is working, or even a filtering/direct lock on function to help locating whatever the player is trying to find.
  5. Frolonov2

    Mod Request

    Actually you could enter build mode and turn the mine into a tiny trinium block by loading ship design, so you don't have to carry it on a huge and powerful ship.
  6. It should work independently, unless you have other mods that could override this one.
  7. check \steam\steamapps\common\Avorion\Documentation\index.html enum StatsBonusesRadarReachHiddenSectorRadarReachScannerReachScannerMaterialReachHyperspaceReachHyperspaceCooldownHyperspaceChargeEnergyShieldDurabilityShieldRechargeShieldTimeUntilRechargeAfterHitShieldTimeUntilRechargeAfterDepletionShieldImpenetrableVelocityAccelerationGeneratedEnergyEnergyCapacityBatteryRechargeArbitraryTurretsUnarmedTurretsArmedTurretsPointDefenseTurretsAutomaticTurretsCargoHoldLootCollectionRangeTransporterRangeDefenseWeaponsFighterCargoPickupExcessProcessingPowerStepsProductionCapacityMinersPerTurretGunnersPerTurretMechanicsPerTurretEngineersMechanicsGunnersMinersSecurityAttackersPilotsFighterSquadsFireRate
  8. It seems traders could not interact with the station. There's no trade activities unless player go to other sectors. Also, cargo shuttle may get stuck in a station which it passes by, occupying the space in hangar and prevents the original shuttles from landing...
  9. https://drive.google.com/file/d/1XBWOgXxTmPeFOX2Awk5O3QxXoo50wmHe/view?usp=sharing Faster transition between station and transport mode Replace the file in 'steam\steamapps\common\Avorion\data\scripts\entity\utility' https://drive.google.com/file/d/1mCdIznwcmUU-GNenNlRdtkG-YFtR8Q0b/view?usp=sharing Faster ship founding at shipyard Replace the file in 'steam\steamapps\common\Avorion\data\scripts\entity\merchants'
  10. https://drive.google.com/file/d/1ikhqpc8DUA45bFI4zKyIhMbJ9gXJCjvg/view?usp=sharing Reduce station/mine founding cost Replace files in 'steam\steamapps\common\Avorion\data\scripts\entity'
  11. https://drive.google.com/file/d/1Oq28Ze5TvR8h61wkyG6mkJPCilShFnaG/view?usp=sharing Improved fighterfactory Replace the file in 'steam\steamapps\common\Avorion\data\scripts\entity\merchants' Backup original file before replacing. Note that even with 14k durability, 4149 in beginner difficulty could still destroy several fighters.
  12. https://drive.google.com/file/d/1OS_M8e9ucnwxiTQDLKPmQbMCTmchsB8e/view?usp=sharing stronger system upgrade. Replace files in 'steam\steamapps\common\Avorion\data\scripts\systems' Backup original files before using this one.
  13. Since Ogonite is the heaviest material, how about turning it into powerful inertia dampener/gyro array?
  14. A 'search and destroy' command for fighters and ships to actively clean up all enemies within the sector. Current 'attack enemy' command could only be used against a designated target, while the ship under 'patrol sector' command only attack targets at close range. Those commands are inefficient against large number of enemies, especially when fight a xsotan invasion or cleaning up a pirate base.
  15. I tried this setup in a new save. Mining, buying turrets and building fighters did become much easier. However, it still needs much effort to find new mining site and NPC factories. Finding proper mining turrets to mine higher level material also takes a lot of work and trial, since reputation in AI faction usually starts from fairly low level, which means their equipment docks/ turret factories won't be available until reputation reach certain level. Building turret factory in early-game would be too expensive. As for improved chance to get legendary upgrades, it does help getting good mining/trading/C43/radar upgrades in early-games, but hyperspace/shield reinforcer/shield booster are still rare. Based on that I wouldn't think this new setup affects the balance too much. There's certain known method to improve reputation above 'good' level: 'Free Slave', 'investigate missing freighter(pirate/illuminated)', 'She's innocent', 'pirate raid event', 'warzone event'. Those missions or events appear highly depend on RNG, while commerce/tribute won't help to get above 'good' level, I would say necessary play time for progress would not be reduced much by my new setup and new players without much knowledge about those would have to try even longer, which means the original setup would be even more exhausting.
  16. I modified several game scripts to create a 'beginner' or 'casual easy' difficulty. Extracting files from the zip and use those files in 'modified1' folder to overwrite respective files in 'steam\steamapps\common\Avorion\data\scripts\lib'. To restore the original setup, use those in 'backup1' to overwrite files again. Players may choose to start a new save to find whether this setup could make early-game experience easy enough for beginners... Modification includes improving early-game resource gathering significantly and reducing cost of most items. This could help beginner focus on the main story without wasting too much time on grinding. It also increase weapon range and projectile speed to ease up aiming, while teaching beginner to improve ship size, armor and shield, as well as the use of shield reinforcer upgrade. modified file link: https://drive.google.com/file/d/1QTB2qOuZH7wrLrpdI6d-rA5G07mqDKal/view?usp=sharing
  17. 1. mining/salvaging turret with a conical hit zone that works like a vacuum cleaner. This turret doesn't need precise aiming and it can clean up small debris easily. It should have lower dps compared to laser. 2. flame thrower/shotgun type turret that launches a cloud of plasma/nanobots(a cloud would be a single object with a hitbox much larger than a bullet) to attack target. Precise aiming is not needed. Might be a short-range, fast firing weapon or long-range, slow weapon with seeker shot. 3. teleporter/blackhole gun that removes the connection between blocks or teleports blocks away from target, making the target disintegrate without damaging valuable blocks. Might be used to freeze quantum ships like xsotan/fidget. 4. plasma torch/light saber turret. A melee weapon (range below 2km) with shield penetrating ability and might do very high damage to the block within its hit zone but not to the HP of the entire ship. This gives small ships a chance to defeat huge ships by destroying their root blocks precisely.
  18. Maybe an 'interceptor' pattern for PDC/PDL/Anti-fighter fighters to take out enemy fighters/torps?
  19. Maybe they should be allowed to convert to blueprint/fighter. They're not really powerful so mass producing them hardly affects balance. Maybe keeping their special properties when merging same type of turrets in a research station is also necessary.
  20. Those are the legendary turrets I found so far. They might be useful at early~mid game, but not powerful enough for end-game...
  21. 1. use different key for dock and undock, so that an object would not get undock right after being docked. Or undock after holding the key for 3 seconds. Or disable undock for 3 second once docked. 2. allow stations to form a chain. Currently 2 connected stations cannot be docked by other ship or station, only a central station with multiple docks could dock several other stations. 3. allow goods to travel through docked stations, or allow all docked stations to access all cargo bays within the system. Currently goods could only be sent to an adjacent station, which makes it difficult to set up a complete supply chain. A simple way might be consider all cargo bays of all docked stations as a single one, otherwise the number of goods sent by automatic delivery needs to be increase(maybe up to 1,000 items each time?) so that stations could fully utilize their production capability instead of being limited by cargo inflow and outflow. 4. allow dock-to-dock alignment and distance detection, make it easier for stations/ships to dock each other. 5. allow station to use transporter to interact with traders so they don't have to struggle to get close to their target station which is surrounded by several other stations. This is important for traders with a large ship.
  22. I guess merging launcher turrets and torpedoes could be a solution to performance issue, meanwhile solving the cost/availability problem of torpedoes as well as speed problem of rocket/missile. A turret that launches what is currently called torpedo at a slow fire rate while maintaining the high damage/shield penetrating ability would be great.
  23. This suggestion is proposed to solve the excessive cost & production time of fighter, as well as replacing the "upgrade point" design system. Fighter should be based on a fully functional ship template, which must have engine, thruster/gyro, power generators big enough to power all other blocks, crew quarters big enough for the crew. shield/integrity generators are optional. Performance of the fighter should depends on the ship template-turn rate, acceleration, top speed, HP and shield would be the same as a scale-down ship and the cost would also be calculated in the same way. When creating a new fighter, player could use a slider to scale down a ship template and the fighter performance data would be updated in real time, just like the way a ship is edited. However, there should be a upper and lower size limit for a fighter in case that player use a huge or micro ship as template. As a result, fighters would just act like small ships, allowing them to catch up with the carrier while making it meaningful to build large hangar block to support larger, more durable fighters. As for building time, a fighter should not take more than 5min to build(which is the time needed to build a ship from shipyard). Assembly could be used to speed up fighter production, if production time of a single fighter falls below 1min, it would be possible to complete more than 1 fighter each time in order to round up the update frequency to 1 min. Minimum build time would allow filling a 12-fighter squadron in a minute. Such change would hardly cause balance problem as rapid production of fighter would still consume resources quickly while production could not continue once the assembly/hangar or the carrier itself are completely destroyed. Fire power stats would still based on the turret but DPS of a fighter would depend on the size of fighter. A fighter large enough would have full DPS of its turret, but the fighter would got much less chance to dodge attacks from instant-hit weapons like laser/railgun/tesla/lightening. This allows players to take out large fighters with main guns on a ship. When deleting a fighter, the resource should be returned to player in the same way as deleting blocks on a ship.
×
×
  • Create New...