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FightingCookie

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Everything posted by FightingCookie

  1. Not my idea! Buuuuut it is a clever idea for me! Add additiona side boss - a xsotan one - which jumps in when you cause some havoc with xsotan breeders so they would have more puprose than just being lore thing. His special role ingame could be to drop at random any xsotan artifact so players wouldnt need to jump back to farm one for new ships. For example a big long mothership with parts of rock,stone and ores blend into it could be his main characteristic in graphic design 🙂 A boss with same behavior as normal xsotans so it spawn as neutral so unknowing players will have chance to escape. Thank you for great work! Game is awesome btw! 🙂
  2. Welcome! Newest beta 0.20.2 singleplayer insane difficulty Today I spawned mad scientist in my ship (900k shields maybe more and 700k armor?) with 7k firepower NOT USING stone armor because before it was fun and quite dangerous fight but now... that boss had over 32bit limit firepower displayed ( 2eXXX where x are numbers im guessing its that limit thing :p) and as he fired plasma guns it was fine yet when we got closer with his lgihting guns he killed me in 0.3 seconds.. its really how it meant to be? i mean ofcourse wall of stone is tactic but just 1 of his guns htiting somewhere "between" stone armor and youre dead? and with new boosting mechanic where every npc can boost i dont think its reasonable to keep it that way. and damn next sector youre fine fighting enemy "army" ship dreadgnouhts etc in their sector and that boss is like out of other galaxy type of difficulty :D for me its very bad to force that hard player to use stone that boss will insta kill you
  3. check your ship jump range asnd your fleet ships jump range.. they have to be the same or ship following you with lower hyperspace reach than yours - that mean you want jump further than your fleet ship can do - it wont follow.. and they wont jump if they "stuck" in sys for exmaple between rocks..
  4. bosses do respawn (every one can be respawned in same way as you spawn them in the first time) like AI just flying around in proper distance from core.. :)
  5. https://github.com/baldurk/renderdoc it can extract models(and actually what gpu does to frame) from directrx games but... dunno if this would work for Avorion well.( after you got 3d model saved its very easy to import (and fix some lacking faces) into any 3d modeling program.. Im actually curious if its possible to do that in this way :)
  6. agrr after some testing now im sure.. same ship (mining) 3.5 mil volume.. gets very easly stuck in astreoid fields while mining flown by AI captain .. a lot more ;x Anyone else see the same? :x
  7. more like put more thrusters near ends of our ships :) found out nice buff of rotation speed etc (0.4r/s).. just by puttin a thruster near the end back of a ship... 2/3 of the ship size thruster one:) now how do I make it now work with it.. hmm.. Just saying I get the thinking of it.. and I love the fact you need to build thruster much further from centre mass.. yet.. hate the fact 1/3 of my ship have to be thruster just to make it turn somewhat nice (and I actually like the very slow moving big ships.. yet with so much thruster and I still have problems to move around with it?) And I dont want to know what "square" shape ship builders think of it.. while more.. "longer" ships have option to put at the each end more thrusters.. a big ones ;x Im just.. not sure about those changes.. and ofcourse the fact we cant just put so OP engines instead of thrusters.. and that we cant "turn off" thrusters fumes :) AAND ofcourse dont get me as a hater1 :) already 121h ingame.. and will still grow for sure :) and I love this game :) just.. there are some stuff I would wish .. jsut wish.. :)
  8. I have 6 ships in the fleet.. 4 ofdifferent types and sizes ... every single one of them got screwed by this patch.. before that(beta branch ago) i would say thusters were fine for me.. now my biggest ship (volume 14.5 mil / 8 upgrade slots) is barerly turning..samne goes to my smallest mining ships 3.5 mil volume... they all just got lost like 60% of turning power.. added up much thrusters and didndt help that much.. ohh and the "drifting".. ouch :) 18 km target in a big ship .. if I have any speed in other direction.. I move in a curve to the 18km away station .. hard to make it straight line :) I mean : I cant fly straight ;p But power speed of flying forward.. .like engine buff.. would say its too much powerful for the thrusters part? like.. I would just lvoe to put engines pointing other directions and use them not the thrusters ;x Another thing with it: only I found out that AI controlled ships (my fleet ships) for exampe mining ship now get "stuck" and dont move in astreoids muuuuch more often than before.. like with worse turning force they just.. cant move.. and they get stuck more easly? its so annyoing ;x
  9. so easy yet.. so.. good feature it would be too :) depends ofcourse if it would be colour modification like in block building or.. other colours tab with different colours setup gained by random drops.. (i would like the second option.. just to add some more fun in fighting ;p) well ofcourse im on "yes" on this idea..:D just depend how it would work :)
  10. "Added a "Repair Ship" window" yay! :D missed that much expecially the repair cost info now we need auto repair toggle function for our other fleet ships :) for example toggling 3 minutes after combat :)
  11. Hello! My suggestion is to make a toggle option for launching fighters so you can decide if AI will launch fighters or not (manually ) so we can have like mining fighters + combat fighters in same ship and make launch only those(or not)which are needed maunaully/by AI (for combat) For example I want to have salvage fighters on my carrier but I dont want them launched while I am in my other ship -for example mining- while AI is engaging pirates with my carrier (AI will launch fighters even while in escort order ;/)
  12. Hello (im new here :) but I already have 70ish hours ingame) and now I have a problem! Made a Carrier to carry salvage fighters but AI keeps launching them in the fight while Im in diferent ship.. is there a way to tell it not to do that?
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