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Fenrir

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Everything posted by Fenrir

  1. Well it is quit funny to collect npc stations in one sector be pushing them through gates. the ANTI Stuck System teleports them automatically in a safe spot on reentry. I have entire Empires consolidated in one sector (minus the unconnected ones)
  2. Thats right. But as long NPC stations don't Utilities that.... Also it is quite ugly to have all stations in or around an stone Block...
  3. We all now that Stations (especially on server without collision dmg) tent to get smacked around be players that crash into them. This can get quite frustrating. (Oh hi equipment store 500 000 miles away ....) That's where the new block comes into the game: The block provides two stats: Tremendous mass (like 10-50 times rock per cubic meter) And extrem break force that is "always" active (so players don't use it on ships ^^") Downside: Energy costs and many Engineers They should NOT cost many resources to not have ANOTHER tremendously weak block that provides far to many resources on wrecking.... With this we could create stations that stay at least somewhat in the right position. Also i would realy like to see that directional thrusters work on stations. Together with a script (the hyperspace blocker seem to have a script on that line) that slowly pushes them pack to nearly the old position (+- 1000 m so they don't have to fiddle around) I f the owner moves the station via tractor (gravity gun) or the directional thrusters then the new position should be set as the new "old position". (A API call and an menu option in the station to set the position should also be provided to maintain modding potential)
  4. I want to suggest the following new Options for Servers and Singleplayer: - Flight Dynamics Options: 1 to 100 A flat multiplier to roll,pitch,yaw and break speed. Base setting (comparable to current value) should be 10 so people that want more "realistic" spaceflight can reduce the value and people that wan't more arcady like flight can increase the value. - Max Collision DMG Options: 1-100 (%) Set's how much DMG a single collision can do. - Shields Block Collision Options: Yes and No Shields will be damaged first on collisions Alternative: Ship Systems like collision dampers (reduces collision dmg by x %), hard shield (absorbs X% of "pysical dmg" aka collisions), gyrophalanx booster (increases gyro strength by x %) , artificial mass (increases break force by x%)
  5. It is the reason. The current Problem is that we modder need to revisit all Mods that change basic behavior after each patch. It's quite a timeconsuming hassle. And with the devs now aiming for more small and quicker updates... Well i will look into this when im back in Germany. Otherwise you could look into the file. It's one text block for each file that needs to be transfered.
  6. @T4Ken What version are you using? Beta or Live?
  7. This Idea sounds quite good.
  8. I added the Hotfix to the main post until i can rewrite the mod. Thanks again Rotor for making the hotfix.
  9. I will need to rewrite this an most BIB Mods after the last update. The Problem is that the next big update is already on its way before I could even start with the mod ...
  10. I would suggest the following: Sepperate Collision to 3 categories: Environment (Asteroids & small Ship Debris ) Ships Stations And then two options per category: dmg scale (current option) max dmg % (example: @50% setting = A ship with 500 Live can only take 250 dmg in one collision (based on max live)) Maybe one extra option: Only destroy unconnected blocks (that means like in the safe mode of building the founders block can only be destroyed last)
  11. This mod ist for the stable branch and worked so far. I will update all BIB segments when the beta patch will be released, im currently quite occupied with work :/
  12. thanks for updating. I'm currently quite busy with work & live. I will update all BIB segments when the patch will be released.
  13. Can you upload your script folder? I can't find any problems with the mod. And we are playing with 17 Users on my server...
  14. The Threatlevel is not used in scaling it is only used for the message for the player for a rough guess how hard the attack is. And actually it was planned that the pirates crush players in the beginning with the bigger fleets. You are in that moment a ship with some hundred iron against a fleet of pirates that want to plunder big freighters or stations.
  15. You have no other aktiv Mod? Because the station should not have a max of 25 000 storage. I will look into it if the uploaded version is maybe missing a file. Edit: I checked: The trading manager file is contained and has the correct values. If i start a new universe my stations also have more max cargo.
  16. That can only happen if a second mod modifies the max cargo or if you used this on a existing galaxy and the old station script hijacked my script ^^
  17. Hello Phyne, it would be good to now in which area this was. (The pirates scale to the center) Also the defence fleets will be also be updated with the next Version. If you want to scale them down: In the Pirateattack (\data\scripts\events\Pirateattack.lua) file is a variable named "rndScaleFactor". There is a factor calculation like this: local rndScaleFactor = 1 + (rndScale / 5) change it to: local rndScaleFactor = 1 + (rndScale / 10) This will scale them down without cutting out the new raid options. The next update will increase the rarity of attacks and the scaling so it will be not so common to get a threat level 70+ relitation fleet.
  18. A Jump calculation time reduction, low percent boost highish power draw. Shield tradeoff modules, less capacity faster recharge and more capacity but much slower recharge. Crew effectiveness modules, either flat or percentage based (Flat could be like "robotic crew unit), most likely cost balance would be power consumption. This are the only one possible atm. I will look into it.
  19. Of course. ALl my mods are multiplayer compatible.
  20. It is still bugged sorry, maybe i will find the time to fix it today, but cant promise yet. When you killed the Guardian you can not spawn another one. Only the Scout drops a beacon to spawn the Guardian, so it does not grow even stronger. In default settings it got about 20-30 mio hull and shields i think (not sure how much exactly) and 1mio omicron. You can make it as strong as you want by modifying the config file. But the idea to even bigger ones sounds interesting... Maybe i will think about it, how to implement something like this without adding too much avo and items to the galaxy, endless chain kills would be op in this way. Thats why he has to be stronger each time. If you try to often he will salvage you. Btw: Vote for Guardian / Adds with strong salvagers :D
  21. Update 1.4 Rebalanced for bigger Ships (More space between Asteroids) Resized claimable asteroids (they where smaller then pebble :D)
  22. The Home of the Bigger Is Better Mod Collection. Bigger is Better aims to what it says: Make the Universe and Everything in it bigger and better. Scaled Stations! Scaled Raids! Scaled Trades! Longer Range for BB&Salvage! Buy Download now in your local Topic: [biB-T] Better Threats (https://www.avorion.net/forum/index.php/topic,3936.0.html) [biB-A] Bigger Asteroids (https://www.avorion.net/forum/index.php/topic,3903.0.html) [biB-M] Bigger Merchants (https://www.avorion.net/forum/index.php/topic,3940.0.html) [biB-C] Crew Pool Enhancement (https://www.avorion.net/forum/index.php/topic,3939.0.html) [biB-R] Civil Turret & Fighter Range (https://www.avorion.net/forum/index.php/topic,3938.0.html) [biB-S] Better Shipsystems (https://www.avorion.net/forum/index.php/topic,3937.0.html) [biB-ST] Bigger Stations (https://www.avorion.net/forum/index.php/topic,3941.0.html)
  23. And the current crown prince of bigger is better: Bigger Stations This mod scales the station to sizes worthy to be told to be an station. Don't fear to kick them into the deep space after a crash Don't fear stations with only 3 cargo spaces Don't fear stations being destroyed be a stray shot It also contains an limitbreak for the station storage: Before a station could at max store 25000 items of one kind. Now the limit is 1 000 000 (limited be the actual cargospace of the station, of course) Site effect: Raiding of stations is far harder then before since they are far better protected. Planned Feature: - Turrets on stations (with meaningful DPS) BiggerIsBetter_Stations.zip
  24. Bigger is Better Presents: Bigger Merchants This mod changes the following options: - Turret factories can now create expensive exotic turrets - Tradingposts sell and buy prices can vary more from the base value - System & Turret trader now sell more turrets & systems of the same kind BiggerIsBetter_Merchant.zip
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