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Baphnedia last won the day on December 30 2020

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About Baphnedia

  • Birthday September 8

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  1. To make scrapyards even more awesome, since they don't seem to replenish resources, is to make a sector rule that if a scrapyard is present, all large wrecks (15 blocks or larger in 1.3.8) don't have a de-spawn timer, but all wrecks de-spawn normally. This could allow players (or an NPC tow service) a place to dump wrecks of ships that are not being rebuilt. Otherwise, on multiplayer servers, once a scrapyard is depleted, it's depleted and the primary function of the station becomes moot.
  2. Currently I'm running a modded 1.3.8 server and I understand that there will be a "Aovrion Classic" mode in v2.0. Will my multiplayer server update to 2.0 but identify as a Classic 1.3.8 server and generally continue working, or will it try to force the new gameplay on an existing, modded galaxy and send server stability straight into a black hole?
  3. When hosting a new or saved galaxy from your computer, currently you cannot set a game password or add a description to the game - for when your friends or others look for your game in multiplayer. A couple options that come to mind. 🙂
  4. Since running into high ping issues with end-game r-salvaging and r-mining turrets, I went about using turret engineering to bump the efficiency of standard salvaging turrets. I used to think it had to do with the spawning of entities and such as lots of blocks were quickly converted into scrap metal or ores; but even when regular salvaging lasers are tearing through wrecks quickly, I don't get the same ping issue. Often, when lots of cargo is dropped by a destroyed station you get a similar (yet not persistent) lag spike. What I think is going on is the following: 1. Block of resource asteroid or block of ship is harvested by an appropriate r- turret. 2. As a part of spawning each new entity (be it scrap metal or ore), a boolean check is made against every item that has an associated cargo space. I'm not sure how many checks that is, but it is a match process done against the whole table (I think). 3. Each entity gets spawned (but the number of checks being called can quickly tie up bandwidth, as a single destroyed block of ore or wreckage may spawn a dozen or so ore or scrap entities. 4. With a particularly aggressive salvager or miner, I can take my ping (normally 30-50ms on my server) to upwards of 60,000ms (1 minute), as the backlog of calculations grows. With regular mining and salvaging lasers, what seems to happen instead (my current set of Avorion salvaging lasers do 11,381 dps/slot): 1. Block of resource asteroid or block of ship is harvested by an appropriate non r- turret. 2. Game matches resource to spawn against a 7-entry table, one for each resource. 3. Resources spawn and approach ship with little to no delay. To fix the lag problem first, I wonder if it would be possible to insert one step to the spawning of resource ores and resource scrap metals: 1. Block of resource is broken by appropriate r- turret. 2. Some kind of "is_this_cargo_item_refinable_resource" test is done. If it is one of fourteen items (7 ores and 7 scrap metals with the tag) 3. Check against the 14-entry resource table and spawn the appropriate type of ore or scrap metal. 4. If it is not a refineable resource, send it to the original table of all commodities-that-take-up-cargo-space. I hope my observations help fix the problem. My server is running Avorion 1.3.5 main branch.
  5. Has the American TV show, "Wheel of Fortune" ever seem too easy? Join us as we ask you to fill in the blanks consisting of faction, station and ship names used by the various factions in Avorion! Watch as contestants sweat trying to guess "The Emirate of Na'tllshkmish" or "The Avk'mayhkgnerzb." Other games that would work wonderfully with this would be Faction Name Scrabble. 🙂
  6. The Xsostan didn't speak with any members of the United Alliance, but went about harvesting. Maybe they just don't communicate the way that our galactic civilization does. Or, maybe, that's just what they want you to believe. Dock with an Xsostan ship and they will tell you to go away ten different ways, in Galactic Standard speech. 😛
  7. We thought we knew what we were doing, and we believe we put together a wonderful bunch of (mostly compatible) mods. Combining High Efficiency Turrets & Weapon Engineering allowed me to create these wonderful Predator Canons with continuous Burst Fire and more than an 80km range. When getting into fights with lots of ships, lots of turrets and lots of weapon fire were server hangs/crashes that we believe stems from too many entities (many ships, many turrets, many weapon projectiles, many loots). Progressively, these crashes are taking place more and more rapidly, suggesting that the number of actively simulated entities isn't getting scrubbed, or, that there is such a concentration of entities in the 5 online sectors per player allowed that the server just can't cope. Short of scrapping the server, we've come up with a couple of options: Players in the Core must use "hitscan weapons" only. (Lasers, railguns, other things that don't generate projectiles that fly through space.) We're trying to figure out how we can clear the server's cache of... abandoned entites; be they small wreckages (less than 15 blocks), weapon projectiles that were fired but never reached their destination when the server last crashed. Is there a way for admins to clean up such a server? Our server never gave players any server load warnings. If we scrap the unstable server, we will not make the same mistakes - we endeavor to make entirely new mistakes!
  8. Does your home sector look like this? Do you get punched in the face by the Map UI after you intelligently put all the missing parts of an Accelerator Factory together in the same sector? The following is from a modded server, but I believe none of the mods change tooltips on the map screen. This suggestion consists of several changes to reduce tooltip bloat: 1) All stations that are mine or part of my alliance are first listed in white, then repeated in separate green and pink lists, below. Just list the stations once, to reduce the tooltip size. 2) List the stations in color, such as how the fleets of ships are listed in color based on the diplomatic relations. 3) An accessibility option for anyone who is colorblind is to use symbols for Alliance, Allies, Excellent, Good, Neutral, Bad, Hostile, Ceasefire and War to follow each station and fleet entry. Content Warning: The following is a result of two station-building sprees.
  9. Currently, I'm in the process of disabling all the mods I had installed for Avorion and I have to disable dependent mods before disabling the parent mods. This is taking awhile, and I have the following suggestions: 1) Add a "disable/enable all" toggle for mods. 2) Option for selection and deselction of mod families - so if you disable a parent mod, it will also disable all the child mods. 3) Persistent scrollbar: when your mods list long enough for a scrollbar, it returns you to the top of the list which gets very annoying to have to scroll back where you were and uncheck just one more mod. Click & scroll, click and scroll gets old very quickly. 🙂 Still can't wait to try out the new DLC because I'm slow with these things!
  10. Featuring incompatible mods! Featuring mods not tested in multiplayer! Featuring "base game requirement (0.33.5 to 1.1.*) doesn't match version 1.2 of the game" x4! (We're keeping these mods in as we anticipate the mods to be updated soon). With further ado ("hype, hype hype"), we give you the Need For Squeak modpack v2: https://steamcommunity.com/sharedfiles/filedetails/?id=2230220425 One special note: for Turret Engineering, you may need to run the command /tmod while in-game to create a link to the Turret Engineering Screen in the upper-right. For multiplayer servers, your admins may need to make sure that /tmod is a command enabled for all players. Everything else is working as intended. We think. The pictured ship is not included in the modpack but if you want it - you can get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2217069407
  11. Allows factions to slowly build new stations and expand into new territory; potentially taking control of sectors away from other factions. For manufacturing, priority is given for goods that they can produce but do not yet have a supply for (but they don't perfectly complete their economy, thus leaving room for the player to place factories strategically). Per 24h of playtime on a server or singleplayer game, each faction is able to allocate a cumulative % of their station construction capacity. Default, say 3% accumulation/day (24h of gametime). The specific traits would require some modification. Adds some new NPC Faction traits: Materialist: Instead of 3% station construction capacity towards new stations, this is 4%. Materialist (Very): 5%/day accumulation of station construction (resulting in new stations getting built). Expansionist: 50% of the time adds stations to sectors that have no stations of their own yet; 25% of the time expanding into sectors that may be in other faction's territory. Expansionist (Very): 75% adds stations to sectors they have no station in yet. 50% of the time expanding into sectors outside but adjacent to their territory. Isolationist: 50% of the time, constructs new stations in sectors they already have stations in; 25% of the time expanding into sectors that they control, but have no stations in. Isolationist (Very): 75% of the time, constructs new stations in sectors they already have at least one station. Only expands into sectors that their faction controls (via faction color on map). Spiritualist: Opposite of Materialist, 2% station construction accumulation / day; rituals/ceremonies are spawned by their faction more often in their space but also in far-flung parts of the galaxy. Spiritualist (Very): Opposite of Materialist, 1% station construction accumulation/day, often spawns ceremonies/rituals, as well as any bosses related to 'religion' in the galaxy. I wrote this while livestreaming, so the above idea might need some refining. Like scrap metal.
  12. In the late game, powerful R-mining and R-salvaging fighters cause great amounts of lag as ores and scrap metal spawn/de-spawn rapidly and in great quantities. Often, attempting to salvage a decently large ship, like Fidget (much less XWG), can cause high server load warnings AND a ping of around 50k-100k. The game takes this desync like a champ, but the impact on play makes carrier miners/salvagers untenable unless you abstain from doing raw mining or salvaging.
  13. One other thing that could make the increased difficulties even better is that the tech level of the XWG and Hex AI (and other end bosses) instead of staying at tech 52, it's tech 52+NG number. So, NG+3 would give just those entites the ability to drop tech lvl 55. It's a thought, but they might also be able to use higher tech level turrets against players.
  14. Once you reach, say, a billion credits... choosing what stations to build as you expand your faction becomes less fun and new and more like a chore. The megawealth in the endgame has this unintended effect of money and resources becoming effectively meaningless. Here are some thoughts to address both of these: 1: Factions with which you ally with cause you to go to war with any factions they are at war with. Opinions of other factions are also based upon who your allies are - such that late game "everybody is my ally" is not the norm. A cause for war between factions can be controlled sectors lost by factions founding stations (I think it is currently -10k points/lost sector). 2: Similar to negotiating a cease fire, improving relations with a faction or negotiating an alliance; having an option to fund the expansion (or upgrades) to your allies would be a place to spend late game money and resources. In this case, resources given to that faction could be spent on giving that faction new capabilities (like Naonite to an Iron/Titanium faction may cause them to slowly start installing shields and hyperspace cores on their ships). Money given to an allied faction could go towards founding new stations, ships and increasing their construction capacity. As implied, only allies will accept these extra (and optional) contributions to their coffers. 3: Having a manner in which new factions are created and grow will make the galaxy much more dynamic. This would be as light weight a process so that the whole galaxy is living, but not having a million loaded sectors (so very minimal background generation and simple background calculations). - Pirate Shipyard: if they amass enough resources/slaves/credits. Once a second station below is built, they will seek ceasefires with local player and NPC factions. - Smuggler's Hideout: a way for pirate factions to facilitate trade and improve relations with other factions through un-branding stolen goods. - Resource Depot: a way for local PC and NPC ships to refine raw ores & trade resources and improve relations. - Repair Dock: a sign that what was a pirate faction is now a fledgling faction - now that its ships can respawn in territory they themselves control. At this point they are a proper faction even if they would still have tons of work to do for building a headquarters, habitats, military outposts, etc etc. The rest of the ways that they progress can be even less linear; but they may wait until they have neutral to good relations with their neighbors before investing in something like a trading post, for instance. 4: Having some ways in which factions are destroyed: - A new type of war; wars of extermination / genocide. These show just how far galactic civilization has fallen in the years since the United Alliance existed. Completing a genocide comes with major diplomatic ramifications for all factions committing the genocide. The Xsostan could also "harvest" an entire faction on occasion (this would be very rare). - Just destroying the last remnants of a faction in a normal war? - A faction conquering another faction (capturing & aggressively building stations in hostile territory, until the offending faction no longer exists). Hooray war of conquest! Conclusion: having life cycles of factions adds a living dynamic to the galactic sandbox. Funding allied factions' expansion or improving what resources they have access to can make places like the Rim an interesting place to settle, if your goal is to build up an Iron faction all the way up to Avorion, for instance. Finally, sharing your wars with your allies will increase the difficulty of getting everyone allied with one another and add a layer of difficulty in maximizing "One Against All and All Against One." Thoughts?
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