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h0yer

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Everything posted by h0yer

  1. I'm having the same issue over and over again: My escorting vessels launch their fighters when enemies are around and they attack both enemies and friendlies. They seem to stop attacking friendlies a few seconds after the last enemy exploded, if the friendlies haven't turned red already^^
  2. I don't know why, but on all my ships and stations, the morale went low and all crew left within a few minutes, now I have an empire of empty metal husks floating through space. What happened? EDIT: All ships had enough crew and commanding officers, but no one worked, no workforce, although the actual workforce exceeded the necessities, so I don't really understand why the morale went abysmal. In the meantime, I can't acquire new crew, because on the way to the next station, the morale drops again and again everyone leaves. The crew autoassing does realy weird things, constantly shifts the ordinary crewman around.
  3. Aye, will do later after work. The entire galaxy? It's like 10GB in size^^ Or would it suffice to only mail the player.dat stuff and the sector folders? I have weird experience with mailing such huge amounts of data^^
  4. Hmm, the sector I'm in indeed contains two ships very similar to star destroyers, although much smaller, I guess those would count to 'pyramid' shapes.
  5. Thanks for the reply! I tried it by moving the two sector files into a different folder, the missing sector has been recreated, but the game still crashes after a while loading. Funky :-\ Would it be of any use, if I'd upload the sector files somewhere? Or any other files? Any other options? Quite frustrating, I just reached the core and went back to lick my wounds and then this, the utter antithesis of immersion^^ EDIT: I have the funny feeling it has something do do with my 'large' player file in that galaxy, which is now more than 4MB
  6. I have a rather odd issue: After a quite some time playing SP, I hit the B key for building on my vessel, but the game surpizingly crashed, afterwards, I couldn't load that particular galaxy anymore. Was running the beta and had the captined salvage mod running. A little more than 2k items in the inventory. Some log snippets: Client Server Not sure what could have happened, nothing really points anywhere, the only things I could imagine are maybe the sector got borked, or the ship I'm (was) sitting in. The other galaxies still work and I tried reinstalling, to no avail, the game still starts, I load the galaxy, takes a few minutes and poof, back to windows. Any way to fix this? halp :(
  7. Heya! I've been running into a weird problem, some freighter from some neighbors is blocking the dock to my solar plant, it just stays there and wiggles/twitches slightly, for ages now, can I somehow enter a fancy commannd that just deletes the poor freighter?
  8. Oh awesome, didn't find anything about that, but cool nontheless, let's see what comes from it... :)
  9. I thought about a simple mechanic on how to prevent pilots dying all the time because of their low fighter HP. Make the fighter spawn some 'cargo' on destruction, cargo that holds the pilot, eg. an ejection seat, rescue capsule, pod, whatever, so the player can collect them after the battle ended, or even during the battle to send them off with a new fighter. Eh, neh, bleh?
  10. LOL, indeed :D What google and youtube gave me on 'Avorion': Lots of let's plays and quite a lot of Ovarion anti-abortion campaign stuff. Avorion Ovarion :D
  11. I feel absolutely the same :) So we may use colorful language for spicing up the message, but not for just insulting or trollage reasons, which seems to be reasonable, decent, logical, social, fun... :) Fucking awesome :D
  12. I like newtonian non-orbital spaceflight a lot, one reason to play the game, because this type of flight enables so many awesome maneuvers, tactics and strategies, shadowing everything doable in an atmosphere. In short: Look, I'm always going into the general direction I'm pointig. Hm-Kay. Predictable. Linear. Boring. Vs. Look, I can choose my vector and attitude completely independant from each other, how awesome, so many permutations, endless possibilities in crashing stuff into roids, woohoo :D I'd like it as an option, but definitely not as the basic vanilla system.
  13. Hmm, could be an interesting alternative easy mode^^
  14. Wow, thanks for the quick reply, will try that out as soon as possible :) I didn't think of trying something like this inside the actual build mode. Cool stuff :)
  15. Hmm, been seeing ppl using the f-word quite plentifully in here, mostly for coloring ones enthusiasm and simply giving the said stuff some 'spice'... How far can we go? Didn't find any rules ruling out such things^^ I personally like to flavour my languge as well^^ One can never know...
  16. As the title says, is there any way to upscale an already 'finished' vehicle, like one can do with the procedurally generated ones one can buy in shipyards? I'm sure there's currently no ingame way to do it, but could I copy the xml and change some funky value, to scale up everything? If yes, where, when and how?
  17. Sounds really promising :) More a few imaginative questions than additions, regarding to the 'allince update': So basically multiple players could enter the same vehicle, and the owner of the vehicle could assign each individual player one turret? Or would each turreteer/passenger need to 'request turret control'? Drag'n'drop player icons to turrets? Could 'newbies' earn money as 'live gunners' in larger player faction s? However it'd turn out, multiple players per single vehicle is always a nice2have :) Player alliances and AI alliances between single factions/races? Awesome!
  18. I guess the Navkerball would be too much for this game, but a very simplistic HUD marker could do the trick. Like in the NavHud mod for the same game^^ And a forward velocity marker so one can better 'estimate' between grazing and crashing into something^.
  19. A few additions to your ideas: An option in the setting menu where one could set camera behaviour. Snap view to last viewing angle, snap view to dead ahead, maybe even as an addition to the F2 and CTRL/STRG freelook mode. The freelook mode could use a toggle function, maybe even some combined stuff, like tapping the key shortly will toggle, while holding it will do what it already does. And maybe certain keys for aligning the camera to the velocity vector or aligning the velocity vector to your current view, while in freelook mode. I like the HUD display of overheated turrets and the highlighting when selecting groups and selecting their mode, I think a similar mechanic could be used to highlight turrets one hovers over with the mouse in the 'P' menu, and vice versa, hovering over a mounted turret in build mode could highlight it in the overview, when having it open. Peace
  20. No particular order, but theese I played a lot and even would play them again: X-Wing: Alliance Star Wars: Rebellion I-War series Star Trek: Klingon Academy/Starfleet Academy Star Trek: Birth Of The Federation Wing commander series Ascendancy X:BTF series Space Empires V
  21. Hi! I've seen quite a lot of Star Destroyer style shaped space wedges made by the community, I totally approve, although not of the empire^^ I've been floating around with one as well, although not an as massive one as most do, it's even smaller than a Victory class or Venator, whatever. I don't even consider it to be a 'Star Destroyer', more like an 'Asteroid Warmer', but yadda yadda... Well, they are not just purely awesome and iconical from their looks, their hull shape makes them very special, let me elaborate: Each flat plane has one 'hemisphere' and two of those hemispheres overlap at all times, meaning that 50% of the entire firepower can be applied to one target at dorsal, ventral starboard and port planes. So basically all turrets can be utilized firing at two targets. But that's not the big thing. All hemispheres converge at the front position in a narrow pyramid/rhomboid shaped cone, meaning that 100% of the entire turreted firepower can be applied to one single target within that quite deadly zone. The downside: The rear hemisphere is completely blocked off and needs extra turrets that only treat the rear hemisphere or special placement at the edges. The fun is that this can be perfectly applied in this game, turrets angle themselves according to the slope they're placed on. So you can cover your entire ship in autoturrets, blasting into (almost) every direction, while still having the ability to blast everything dead ahead. German Edition: Moin! Ich hab nun echt nen Batzen netter Sternzerstörer Modelle Aller Art gesehen, alle von der Community gemacht, alle wunderbar detailliert, ich bin entzückt, jedoch nicht vom Imperium an sich, die sind uncool^^ Ich selber bin nuch auch ne weile in einem recht minimalistischen Modell umhegedümpelt, kleiner als ne Victory oder Venator, wie auch immer. Ich betrachte die Gurke auch nicht wirklich als 'Stenzertörer', mehr als 'Asteroidenwärmer', bla bla^^ Nun, die sind nicht nur wegen ihrem fetzigen und martialischem Aussehen so abgefahren, die Form der Hülle hat ihre gewissen vorzüge: Jede flache Rumpfsektion hat eine Hemisphäre in der sich das Feuer aller turrets dieser Fläche entfalten kann und zwei dieser Hemisphären überschneiden sich immer, was heißt das es um den SZ keine sichere Zone ausser hinter dem Kahn. Also 50% der gesamtfirepower kann grundlegend auf ein Ziel gesetzt werden und 100% verteilt auf zwei Ziele. Das war aber noch gar nicht das Gelbe vom Ei: Alle Hemisphären konvergieren in einer recht schmalen rhomboiden Zone direkt vor dem Pott, was so viel heißt, das absolut 100% der Geschütztürme auf ein Ziel direkt vor dem SZ gelenkt werden können. Nachteil: Hinter dem Kahn ist ne Totzone, die entweder extra Turrets, oder eben besondere Platzierung der frontalen vorraussetzt. Das witzige ist, daß sich dieses konzept hier in Avorion echt gut umsetzen lässt, da alle Türme plaziert auf Keilen deren Oberflächenneigung folgen. Also man kann das gesamte Schiff mit Geschützen ummanteln die auch in jede richtung feuern können (ausser zurück) undgleichermaßen einem die Möglichkeit geben, alles nach vorne raus zu blasen. pewpewpewpewpewpewpewpewPOW!
  22. Hi! I'm somewhat new as well, although I took a thorough peek into the game during the last week. It's really nice made, the early version already offers enough stuff to joyfully play around with. It' the most promising amalgamization of basically all the good worlds we know of. Pretty interesting how many people I found here from the FTD community, not many, but some ;P The only really important thing I wanted to add, my most intense impression from the game so far: pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew POW! :D Edit: And I enjoy A LOT of music going into the general direction of odd death metal. Mostly Meshuggah^^
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