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cy414

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Everything posted by cy414

  1. sorry if this has already been posted, but there is a lot of text in this thread. wouldnt something similar to world of tanks armour angling mechanics wreck the "cube meta"? since a cube could never position it self 'edge on' to incoming fire the way a flat ship could. also, assuming equal mass/volume of blocks, a cube would lack the pitch/rotation ability of a flat ship due to thrusters being close to centre of mass.
  2. can you explain how this was done? i looked in the scripts for stuff about the xsotan, but finding it in alienattack.lua i didnt understand it well enough to be comfortable changing it.
  3. oh wow that was fast :o thanks a lot
  4. im a bit impatient for the start of game slow resourcing. any chance of a mod to change starting credits, iron & titanium?
  5. got the/a barrel roll achievment in build mode while editing a block
  6. especially bad with mining/salvaging turrets, which will never give up trying to shoot something 500+ meters further away than they can reach. also the 'situational targetting' is supposed to be player controlled if the target is in arc, and auto targeting with no arc. useful with keyboard nav mode, until it bugs out and stops firing at all.
  7. technically high tier mats are already restricted access. if the spawn logic was changed so that higher tier mats had to share spawn space with lower tier ones it would reduce their availability. or even distribution probability curve.
  8. i like it. it'd be like having x-com(original anyway) bases as spaceships.
  9. i like the idea of more weird stuff to deal with, but not the startrek online style functions & fetch quests.
  10. as much as i havnt tried using smaller ships as a tactic yet, my plan would be to use a mothership with repair turrets. and long range artillery. though i havnt actually seen a repair turret ingame yet, despite their mention in the wiki.
  11. imo, shields would be better if they worked like SIF blocks. ie, bigger block = bigger field not more hp. combine that with power use from taking damage and linking block chance % to shield hp% and they would be fine.
  12. cargo ship to station, you have permission to dock. :o
  13. yea. im hoping we get something like this. it would make a lot of sizing blocks easier if we where able to go into a mode that let us select a number of vertices and let the game auto draw in the shape. since that way the default shapes list could be kept simple and uncluttered while accounting for for odd shapes like in this thread http://www.avorion.net/forum/index.php/topic,2022.msg10264.html
  14. saw koonschi post something about looking for ways of improving rotation. well, to steal an idea right out of real life, reaction wheels. i thinking of a block that draws power, can be toggled on and off, and provides extra rotation. but, it heats up with use(since reaction wheels convert kinetic energy to heat via friction to spin down). the heat % would also impact the rotational force. ie at 50% heat the RW block would be reduced to 50% of its potential.
  15. but then you cant use it as a weapon.
  16. a variation of guard area for them would be nice.
  17. i mean, is there an underlying reference measurement unit. is it just taking some initial ship size calling it 1 then modifying that? if so, what size is that 1 in ingame meters. since if you are using the ship yard, that size is hidden. is it to do with some measurement of the core block? i guess the core of my confusion is there isnt much ingame to tell me what length/height/width a ship is in meters when ordering it.
  18. as a solution to those endlessly spinning twig ships. would it be possible to set up a system so that if the speed difference between two parts of the same ship are too different, then blocks start to take damage? or is such a thing planned anyway?
  19. i build almost all my ships from preset modules already. since not only are big changes in beta games a certainty, it also helps unify a fleet aesthetic. might be good practice for others to try doing this too.
  20. big plus to all of this. i mentioned in another thread i was disappointed when i found out what the xsotan where supposed to be, compared to what they are now. i figure a lot of this stuff is going to be ingame in some form eventually, but that it'l be a while due to adaptive ai being something even major publishers/studios struggle with. for example, kamikaze aliens (or just aliens who like ramming) would give repulsion turrets a reason to exist. they are certainly overpowered for dealing with mere boarding craft.
  21. yea. just seems a bit cheesy to skip on the resources. not to mention having to go outside the game to do it. still doesnt tell me what the scale is when using the scaling option besides "make ship bigger or smaller by this scale.
  22. 2- yea. would love to see that stuff. along with formations, cohesion and aggression like homeworld.
  23. was actually thinking of this when trying to figure out how to make a shadow battlecrab. so +1 from me full colour pallet not quite, but if you load your ships in creative you can save it there after painting it with the games full colour selection. after which you can load the saved paint job back to your main game.
  24. it does do this, but its buggy. blocks in the ifg get a blue tint to them. you can sometimes bring it back by flicking your view across the x axis middle of your ship while mirroring is on. other times it will only be visable on one side of the mirror line though.
  25. i want to be able to order ships with specific size rootblocks to make them easy to edit later avoiding some of the alignment issues. 0.6^3 and from the build menu the volume for such a block registers as about .43. but if i set the scaling option in the shipyard, that doesnt seem to be it. so what does the scaling option mean, and is there a way to control the rootblock size?
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