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Nozeron

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  1. Maybe this is just with me, but always remember to back up the file you're putting this in. I wasn't thinking, and put this into the proper file, and ended up with problems. First, the mod did add the seeding. How ever I couldn't buy anything. No stats showed up for the guns, and the price was always "To expensive" so it said, even though I have unlimited money in free build. So I removed the mod so I could buy guns again. Now the turret factories don't even give the options to build turrets, nor buy anything. All they are good for is talking to, and hiring crew members. This mod broke the game save I opened while the mod was installed as far as purchasing turrets. All other game saves still work after getting rid of the mod, just not that one.
  2. I'm having trouble adding upgrades. I try to put them in like I "think" it would be, but I just get an error message. For upgrades I tried /inventory upgrade Turret Control System M-TCS-5 Exotic 5 /inventory upgrade Turret Exotic 5 /inventory upgrade M-TCS Exotic 5 /inventory upgrade Armed Exotic 5 But none of them worked. Also tried /inventory available upgrades, but it just gave me an error message. As for the weapons, they seem to be random when I add them in. Could there be any way to also determine the seed of the weapon? This way we could look through a turret factory for the seed we want, and load that specific weapon in.
  3. I really should have read the comments before installing this. Just bought 15 of what I thought was a REALLY good salvage laser, then ended up getting shit in comparison. =( I'll eagerly await for the update that fixes this. Great job though, it's kind of fun to be able to go through various seeds to see what kind of turrets there are.
  4. So I'm a bit confused. " Extract the "data"-folder in the zip file into your <installdir>\Avorion\data Folder. If ther is a folder called "data within <installdir>\Avorion\data you did it wrong :-[. Leave the "client" folder untouched." So we are suppose to extract the "data" folder into <installdir>\Avorion\data, but if there is a data folder in the file we were suppose to extract the data folder to, we did it wrong? Wouldn't extracting the "data" folder from the zip file into <installdir>\Avorion\data put a data folder in <installdir>\Avorion\data, which would mean we did it wrong? I'm also have no clue of where to find "<installdir>\Avorion\data".
  5. So I have seen some posts of people asking what's going on in zones you aren't in, other people complaining about how zones work when you're not in them, and I think I saw something that the devs are working on what is happening with zones you aren't in. Mainly has to do with player founded stations not working unless you're in the zone it resides in. Time stamps on zones. So the game makes a save file when you enter a new zone right? In that file, everything that is going on gets saved. What stations there are, how many ships there are, the inventory of the stations, station/ship/asteroid locations, and other things. I don't know if it already does this, but why not also save a time of when you leave. When you return, the inventory of all stations AI and player changes based off the time stamp difference between when you left, and when you returned. Hypothetically let's say a station makes (or acquires in the case of a trade station) a solar panel every 30 seconds, and 25 are sold off to AI ships every 30 minutes. In 30 minutes, the station would make 60 solar panels, while 25 would be sold off. After an hour there would be 70, 2 hours = 140, 3 hours = 210, and so on. In the game though none of that is actually going on. You return to the station after being away from it for 3 hours and 32 minutes. The game would see this difference, and automatically add the appropriate supply to the station of 274 solar panels. That way you don't return to a station after a long time, and one of their supplies still be empty For player controlled stations, the income needs to be a separate system/program than the sector, that way it's still producing income for you, even though the sector isn't active. Production should work the same way though as AI stations, based off the time stamp difference. Just a thought that I thought I would share. I actually know next to nothing about how the game works/runs/operates. Knowing me, I had an obvious thought that the devs are all "well no shit sherlock".
  6. I think what he means is a toggle button. So you click the button, and the turrets just shoot at where your cursor is pointed with out you having to hold down the fire button. Problem with independent firing, is the weapons are usually weaker while doing it. They also may turn to attack a closer ship instead of your intended target. I have tried using the independent firing. The turrets feel as though they miss a lot more than if you manually aim them.
  7. I had a ship at one point (was testing things) that had 400 M/s brake boost. Was a tiny ship with about 200 sheeting thrusters, and very little of anything else. Wasn't the quickest, but stopped on a dime.
  8. Maybe I'm missing something here? Strafing is moving to either the left or right with out turning. This is accomplished with the A (strafe left), B (strafe right) keys. It is for me anyways. The only time things get a little complicated with this, is when I'm strafing, and have to rotate. That's only because the rotate keys (Z, X) are under the movement keys. So finger positioning gets a bit awkward.
  9. Added feature that allows you to either paint an entire block, or just the side. As it is now, sometimes we are limited in how we can paint out ship because when we paint a block, it paints the whole thing. With ramped/slant blocks areas, it's hard to get a paint job with 2 or more colors, and it look good.
  10. I'd like to add 2 things to that if I may. Allow more block overlay. It would allow more inventive designs for ships. I'm hitting a dead-end with my current build, because it's impossible to bring the blocks together properly. Mainly due to the fact that I need to overlay blocks to make it happen, and I can't. With the sorting of the weapons. Would be nice to have a way to save "favored turrets". Early on, I'd have a tone of turrets from time to time. Sometimes I would want to switch to either full offensive, or full mining/salvage. I would have to spend quite a bit of time going through all my turrets, comparing each one each time so I could figure out which ones I wanted. If we had a way to save turrets as favored, that would greatly help switch turrets out when it's needed. This will probably also need a warning for if you're at an upgrade station, and accidently click "Sell" on a favored turret. Or not let the favored turrets show up at all.
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