Jump to content

amimai

Members
  • Posts

    49
  • Joined

  • Last visited

Everything posted by amimai

  1. This would definitely make sense for the higher difficulty modes, my fighters can't even really do damage to a destroyer mid game that has close to a million HP and is the size of most space stations in early game... they are just snuffed out instantly.
  2. Actually the difference between a small cargo bay, a medium cargo bay, and a large cargo bay would be staggering... A small cargo bay still needs a 1. Cargo handling system(to you know, put cargo in and out) 2. Storage systems (to hold it in place) 3. Climate control 4. Walls (for reference, shipping container has 20cm wall thickness, 15% of its diameter) So for small bays most of your volume is not spent actual storing cargo...
  3. Being able to pull up the XML ingame live would be cool, a basic IDE for praising the various values would even make it quite newbie friendly.
  4. Admittedly I do this via XML editing and replace functions already... xml editing is pretty powerful once you figure out what you are doing.
  5. I normaly build my ships internals, then layer the whole thing in 2x2x2 blocks of cargo holds and slap a layer or 2 of 0.25 thick armour on it. makes my boats fairly durable i have a personal RP rule that my shield can not be more then my ship HP(before modules)
  6. That makes more sense now :D 2mil resources is a new ship for me, not sure if I have a weight problem but them the shticks.
  7. Way too complicated for very little gain... instead of your mine proposal it's more effective just to sell it, warp to nearest resource depo, and buy back from there. Maybe if large asteroid had 1mill resources or something, but 200k is peanuts.
  8. pvp balancing how O.o we can make ships the size of small stars...
  9. i would like some form of ability to build us selves better guns as well bigga gun with moar DAKKA much much MORE DAKKA A cannon, that shoots cannons, that shoots cannons! let them fear my recursive artillery!
  10. Here are the guns in avorion Chainguns: bog standard Bolters: chain guns that overheat Lasers: hitscan pew pew Plasma: anti-shield pew Railguns: long range hits an pew pew Non-normal guns Cannons: work like torpedoes/artillery slow, damaging, ideal for hit and run Lightning: lighting o so very frightening! Mama Mia Mama Mia (Freddie Mercury FTW) it's a pretty cool weapon like cannons but fast reload with queen blasting in the background! Missiles: lets you perform a macross missile massacre! I rather like the weapons as is, they aren't too specific but still have a personality I would not like a situation where the only good gun you have is X and enemy built their ships to completely no-sell X so you die to a ship 10x your size...
  11. Difficulty also effects this. On my max difficulty game the tech level is rather high even near start area, and the turrets are beastly... for reference my ship is just starting to use trinium but has 8000om attack power.
  12. ehh... only 4k omicron firepower? my 7 slot pocket destroyer that I am running in hard mode campaign has 9k omicron damage(and still feels weak), how do you even manage to kill anything?
  13. select all, copy, delete create new ship make a thin narrow spike off the core block delete core block paste ship that you copied onto spike copy all delete create new ship paste use Q and scroll to adjust ship size down there is no limit to how much you can shrink a design...
  14. what if the faction that owns the sector evolved from blind cave fish and cant see asteroids? This is blatant specism! blind cave fish have rights too!
  15. considering this is blender I'm talking about... there's and app for that
  16. I have gotten around this problem by building my ships into giant crescents, now to dock all I need to do is give the station a hug :D
  17. Hi all I noticed a need, blender has some very nifty features like shrink wrap for point clouds (automatically create armour), all the fancy model editing tricks, and generally wizardry for ship designs. What we need is: A) extract point cloud from xml(easy to do) Would allow us to export point clouds to blender(or any other software) for editing there. B)Blender-> avorion converter To put the armour skin back on to our ships 1. Get outer points from blender(this can be done in blender) 2. Generate a layer of blocks(triangle) to give outer skin 3. Generate second layer of blocks(cubes) under triangles to support the structure 4. ???? 5. Profit That shoul give a solid layer of armour automagically for any design just using the outer edge block vertex to generate a nice smooth hull. Someone better at code then me, GO! I can make (A) but my skill at programming is not yet up to the task of (B) With the ability to xml edit it would let us make ships in 2parts, outer hull and internals, then merge the seperate blueprints (something I already do) and that streamlines building ships significantly. I'm actually in love with the potential of this format of ship design, open xml files and minor block overlap alow you to skip all the tedious bits involved in building ships seen in other games.
  18. Hmm there's an idea! Blender-> avorion converter 1. Get outer points from blender 2. Generate a layer of blocks(triangle) 3. Generate second layer of blocks(cubes) under triangles to support the structure 4. ???? 5. Profit Someone better at code then me, GO!
  19. IMO my aproach tould be quite a bit more hack~y Build the general hull large scale, scale it up even more to add in some of the large greebles, rescale down, the mock up the internals, and use xml editing to merge the two! Really having intersecting blocks and xml files open is a great thing for the game, slows a quick and dirty approach to ship building where you make the hull and internal seperate then simply merge everything no question asked. I'm guessing at some point someone will code a automatic armour wrap script so that we do not even need to manually lay down the blocks for it.
  20. How much internally do you want? And at what resolution, do you just want the general layout or extra greebles? Just building the hull for this should be straightforward, I can xml edit any internal systems you want in there once it's done
  21. Nice I've no idea what difficulty the server I'm on is at. I wonder if it's a STALKER situation where both the players and AI do/take more damage as the difficulty increases? That would explain some things, even on easy this dosen't change much, just make sure your guns are upgraded to blue/gold and the AI melts like chocolate under a flamethrower. I think a lot of people struggle because they do not make a point of using upgraded weapons and sell off red iron in favour of white naonite. In my solo campaign I already had legendary iron chain guns by the time I hit xanion deposits.
  22. Im pretty sure "the children" know more colourfull language then you... grade school : You will never find a more wretched hive of scum and villainy.
  23. You my friend need more guns... shredding AI is easy, and im playing on hard mode. buffing armour, hull, and weapons would be pretty cool and make internal systems feel more like internals.
×
×
  • Create New...