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bs1110101

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  1. Really just the title, found while boredly flying around. http://imgur.com/mleN46u My image didn't work, not sure why, so here's a normal link.
  2. D:\downloads\Avorion.v0.10.1\data\scripts\entity I pasted the file right into the entity folder and let it overwrite. Edit: Fixed, problem with a shortcut that wasn't updated when i downloaded the new game version.
  3. What do you mean? Like put the whole thing in a zip file and post it?
  4. Simply put, turrets aren't very good at the moment, being, at a given tech level, all stuck the same size, and with little variation between them for the early parts of the game. I have a simple suggestion, make turrets craftable and scalable. This would work pretty simply, there'd be a few turret blocks, each one being one style of turret, different numbers of barrels, firing arcs, armor, etc. Fixed weapons, missile tubes, casemates, flex-mounted weapons and all other sorts of things like that would also be built like this as well. When placed, you'd configure it through a menu, projectile weapons would have three main stats, shell size, RoF, and range. Shell size would then have a submenu for warhead types and shell speed vs warhead size. RoF is simply the rate of fire of the weapon, and range would be mostly tied to accuracy and the max range you can target things with it. This menu would let you pick any ratio between the thee stats you want, with the sum of these three numbers being governed by the point cost of the turret. Other types of weapons would be effectively the same, but with different menu options. Turrets would no longer need systems to have, instead needing special blocks to support them, ammo based turrets would need magazines, which would be explosive when destroyed, energy based weapons would use capacitor banks instead, being functionally the same, but less explosive. These blocks would govern the total points allowed for turrets, with projectile and energy weapons being on different points. Projectile weapons would also gain an RoF bonus the closer they where to a magazine large enough to fulfill their point cost, stopping people from putting all their magazines on sticks. Balance would be covered simply by making magazines and capacitor banks have large crew and energy costs, meaning you couldn't have a ship with huge amounts of guns without large amounts of generators and crew compartments as well. I'd recommend making hull blocks more useful to keep them being used more, rather then just systems and armor. Progression would be done by having different material types allow different weapons, iron would start with only canons and very basic lasers, titanium would get missiles, Naonite would get plasma and better lasers, etc. The main benefit of all of this is a further separation of tech level and power, a large ship made only of iron and titanium could easily be made with powerful weapons without having to mount higher tech weapons instead of what it really should be using, bigger low tech weapons. The other benefit would be cosmetic, allowing ships to have exactly the weapons they should, letting people use weapons that look right for their ship, not only what they happen to find, and for that matter, letting weapons become more parts of ships, not simply things tacked on, fixing the issue of copying ships from other saves or off the internet, and having to always change them to suit the guns you can find.
  5. I totally agree, the target next closest thing button is utterly useless in any sector with significant numbers of asteroids or wreckage. The way to fix this is simple, have it so you hold down the button, and it will bring up a menu of boxes to check, allowing you to have it skip over asteroids (With a separate box for asteroids with ore), or wreckage, or whatever, so it's actually useful for finding stuff without skipping through lots of junk, then missing the one thing you wanted, then having to start over again.
  6. I'm sure it's installed right, and i don't see it when talking to miners or freighters. On 0.10.2 if that matters.
  7. I've downloaded and installed this, and i don't see the option to steal ships. When exactly does it show up? Does it only work on some ships?
  8. There's probobly some mathematical way to define this, but what i think would be a very good way to make ships have more varied styling would be to have some number which corresponds to sort of a density of a cube made of the farthest points of the ship, and a range that each faction keeps their ships in. For example, a ship with lots of long spindly stuff sticking out would have a very low 'density', while something like a star destroyer would have a much higher one, being all one big chunky thing.
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