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Gatt

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  1. I love this mod, its the only one that I have to have installed to play. Thanks for making it and keeping it updated.
  2. Doesn't seem like it would be much harder than adding modules. Each ship would have one captain slot you could add add a captain "module" to. Any extras would be in your inventory(we would probably still need to pay them). They could even have a chance to drop from enemy ships as escape pods, maybe you have to convince them to join you. But I'm not a coder by any means so i don't know how hard this would be to add. Whether in game or a mod i hope this gets added
  3. If you go to the windows start menu and select "run" then type in %appdata% it will bring up a folder called %appdata%. Avorion folder should be inside. It is where you add ships that you download. I made a shortcut to it so i can place ships in easily. Edit: Double checked when i got home it is called the Roaming folder
  4. This would be a neat mechanic. It would give you more reasons to search the galaxy for a super captain. They could work like modules. Could also be expanded to other areas of the ship, Epic engineers and mechanics (preferably named Scotty) that could push your stats past 130 or train crewmen faster. Awesome gunners that could improve all weapon accuracy. Very good idea i think this would be cool. It would also make losing a ship cost more and be more personal.
  5. I have tried setting up ai captained ships to mine resources, but it seems that despite having lots of mining turrets and plenty of miners manning them the ships never seem to fire more than one or two turrets at a time. Is this an AI problem or just a ship design problem. Is it better to have one miner with alot of turrets or several small miners with 1 or 2 turrets. Thanks for any info
  6. I think the save games are in the%appdata% folder under avorion/ galaxies. I don't know if you can change where it saves it but you could copy your game and take it with you.
  7. Sorry to hear that, that probably means there is something broken in the new beta version. Next time you experience something like this don't just say something isn't working, post the error log. Without an error log I can guess the error. (I am not good at guessing) Yes there is, you have to do it manually. You have to follow the instructions under "With other mods" in "Installation/Download". I am working on a way to make this easier for people installing my mod but so far not a lot of luck. No worries man, it was just a heads up not complaining at all(probably something i did wrong anyway). I'm a moron and am not even sure how to post an error log :D. Side note i love your trading reach mod that is very handy. Thanks again
  8. quick question, since intalling your mod every hidden mass sector has been completely empty. does your mod change something that would effect this or is it probably another issue. do i need to restart my galaxy. i will fresh install and see if it helps. thanks for any info Edit. did a fresh beta install and only installed this mod and when i started a new galaxy i had nothing in my starting sector, no asteroids, stations or anything. going to uninstall for now.
  9. I have been afraid to try it but since the gates are ships what happens if you give it a crew and engines? Will it move and if it does will it still function?. Can i give it gunners and place turrets on it? Could you make a version that creates a wormhole on both ends so i don't keep starting out in the gate when i load in. Absolutely no complaints just curious, still a great mod and thank you for creating it.
  10. Just installed your mod, looks cool and can't wait to find a mine. You seem like the person to ask this, would it be possible to make a version of this mod that adds npc owned mines, or possibly player built mines, that we could buy ore from? Mines that functioned more like factories. I even like the idea someone suggested of requiring them to need resources(energy cells, drills, and mining robots come to mind) to operate. I typically spend my time trading and salvaging so i end with plenty of money and would gladly just buy ore and not pay a fleet of (for now) glitchy captains to mine. This could take advantage of mods like out of sector production. Even a modified resource depot that regenerated ore would be cool. Im not a coder so i don't even know if this is possible. I think something like this would also help multiplayer servers. As the game gets closer to being finished servers will end up getting wiped less and less, as big as the galaxy is eventually all the mines could be found and claimed so factory versions would be handy for long term. This is a problem for other game servers where resources get claimed and new players get left out. So just a question thanks for your time and a great mod. Good luck on your finals
  11. I feel your pain man, i just started playing this game a few weeks ago and had a little trouble installing mods. its not as simple as some games with a steam workshop or even a mods folder that you drop everything in and it takes care of it, but it is not to hard. 1 this game stores files in 2 places. the main place is the steam install folder located in C:\Program Files (x86)\Steam\steamapps\common\Avorion or wherever all your steam games are stored. inside that folder is another folder called Data, all the mods and scripts that you download and unzip will go in that folder. if you look inside that folder you will see sub-folders with different names like scripts, textures and so on, most mods go into the scripts folder or one of its sub-folders, most modmakers give you a folder path you need to follow. When you unzip a file you should end up with a file called "Data" you can simply drag the file into the avorion folder(the main page, don't drag it into the Data folder directly) and it will install it where it needs to go. if it says the file already exists you need to overwrite it. if you look in Avorion/Data when you are done and see a folder called Data you did it wrong. there is no folder called data inside the main data folder. you can also open the Data files in the install folder and the mod side by side and follow the sub-folders down and anything that is not in the main folder you can just drag across. you may also find files with the same name, the ones in the mod need to overwrite the ones in the install folder. some modmakers take files from the game and edit them and give us a new copy, that is what we are doing when we install the mod overwriting the main game files. some modmakers add new files so nothing needs overwritten just added. Another thing to note is that if two mods edit the same file then the last one you install will overwrite the and get rid any other mods you had installed so not all mods will work together. for example 2 trading mods will modify the same file so only the last one you install will work. there are ways to combine them but only if you know how to code( which i dont). 2. The game also stores files in a file called C:\Users\owner\AppData\Roaming\Avorion this is where are your user data is stored, ships saved games and such. when you download a ship xml it goes in this folder. in a folder called "Ships" you need to restart the game to see them in the game. I had trouble because i created a shortcut to %appdata% folder to add ships and was trying to add my mods here instead of the install folder. just remember to backup anything you change. it also helps to make shortcuts to the install folder and the %appdata% folder to add things easier. i hope that this helps and would be happy to try to answer any questions that i can. Good Luck
  12. These sound like good ideas to me.
  13. I have been playing on beta and so far all of the mods i have installed have worked. Just backup and give it a test.
  14. i got it to work. the zip folder has the tradingoverview.lua in a folder called system not systems. when i just dragged it in it created a new folder called system. i moved it to systems folder and seems to be working. thanks again
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