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Avitus12

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Everything posted by Avitus12

  1. I only have the cool down on 0 if I'm hopping around a small aria trading or looking for parts, normally its around 60 seconds, Cool-down modules stack ;)
  2. Updated first post with new images and the XML ;D
  3. Hi dev's My galaxy wont load most of the time, I hose a mp game from my computer so my friends can join me. I have gotten "server unreachable" error a few times. The sectors file for my galaxy is 4.5 GB It has about a two min load time when it dose load, and it loads about one in four tries after restarting my computer or deleting the "globals" file in AppData\Roaming\Avorion\galaxies\DansServer. I can load my galaxy up in sp sometimes (like 80% of the time) but the load time is still around 2-3 min. Putting steam in offline mode seams to help sometimes but that could just be a coincidence... system specs Prosessor: IntelĀ® Core i7-3930 CPU @ 3.20GHz ram: 16 GM 64-bit windows 10 GPU: GTX 970 These logs are from my last mp infinite loading screen, there was no "server unreachable error" this time. server log http://pastebin.com/92dgANx8 client log http://pastebin.com/QxWMz9xK Thanks for any help P.S. EPIC game, loving it to death.
  4. I'm not quiet sure I'm getting the right idea from the blog you linked, but if you are referring to "The Most Dangerous Form of Feedback" section, all I can say is I understand the consequences of what I'm asking, and I know it will lock a large amount of players out of late game on insane difficulty maybe for ever, and I think that is acceptable, there are 7 difficulty's, with that many you SHOULD be able to please everyone.
  5. We will most likely never see a difficulty boost of the 500% that I have asked that would make the game much more enjoyable for large ships, however I think the dev's can clearly see the case I am making and understand that the game is completely broken in some arias now. An adaptive system would be a nice solution but a lot of work to implement, it can also feel unnatural and unrealistic if not done well. The dev's have asked to give feedback on weather we think the game is to easy so hear I am saying it is. At the moment I will take any solution to make the game harder, I don't mind what it is. Content that will provide additional challenges has been mentioned such as more bosses, but who knows how tough they will be... I am a game developer myself and I take balance VERY seriously, I'm experienced with balancing how hard the enemy is and it can be a tough job finding the sweet spot, especially in a game like this where there is so much to take into equation.
  6. Yep fighters are useless AF atm >_> I just have the bays because they look cool...............
  7. In my opinion late game on insane difficulty is far to easy. I have spent roughly 323 hours in Avorion now and know the game quiet well. Judging from what I see so far late game damage on enemy ships needs to be buffed by around 500% and health 400%... even then I'm confident I could build a ship with enough punch to take out an entire alien/pirate fleet with ease. At the moment its hard to find a ship that I cant one shot... Now I realize not every one has a behemoth mass of a ship like mine, some people prefer smaller, weaker, faster ships, and that's fine, though I feel they would have at least two options if enemies where far harder to deal with, option one, they could bug bite the larger ships and wear them down or play on an easier difficulty. A ship that is large enough to have all 15 slots unlocked with as many high level Avorion turrets as say ten slots will allow, lets say around 25 turrets, with that you could easily breach 100k Omicron damage, you might even hit 200k not sure, Health and shields by this point have also become stupidly powerful, to the point where nothing is a challenge. Thoughts?
  8. I've never played Expanse but your right, I searched it up and Talos dose have a few similarities to the Donnager class. Talos is still currently a work in progress, it might be a few days before I upload the XML, but its coming :)
  9. The Mk-I and MK-II where not so meneuverable lol... and yes its epic to play, its a little slow but mops up anything it hits... its designed with ramming through ships in mind, its basically a trireme. XD
  10. This is my ship that I play with on my MP server. Talos MK-IV Dreadnought Built in beta 0.10.5.7633 using giros and directional thrusts. I am using my texture mod hear http://www.avorion.net/forum/index.php/topic,2512.0.html XML link https://www.dropbox.com/s/a4zuieu0trjs17a/Talos%20MK-III5.xml?dl=0 Enjoy. ______________________________________________________________________________________________ New ship, 666 Armageddon MK-I XML link https://www.dropbox.com/s/igdluv5ct2hu8eb/666%20Armageddon%20MK-I.xml?dl=0 more pics more pics My new ship built in the Aliance beta Talos MK-VI More pics in the spoiler download link coming soon
  11. So you have to change it in the ini, all good now... except for the part where its still to easy...
  12. So not knowing how easy this game is, I was expecting a good fight late game so I set my server to difficult... big mistake, I should have set it to Insane... though I get the feeling even Insane will be far to easy considering how easy it is currently. I have seen a server command that is suppose to up the difficulty but I cant get it to work, this is the command. (/difficulty [value] difficulty of the server, allowed values are: -3, -2, -1, 0, 1, 2, 3 Default: 0) Has anyone had any luck changing this? Maybe I can changing it in an ini? Who else thinks this game is to easy late game? Also is it true that the difficulty only chainges enemy damage and not there health or size?
  13. Hi This is my first Avorion mod and I have a feeling it won't be my last. Here is a Dropbox link to the files https://www.dropbox.com/sh/r4ljnpzje7mte0d/AAAa04rzmn8HRqkwiqlu9gkea?dl=0 Mod version: 0.1 I have removed the camouflage from Titanium, Trinium and Ogonite and added scratches instead, scratches have also been added to the hull of the same material types. Installation: add the files from the zip to Avorion\data\textures (back up originals first) modded one is on the left, it still reflects as much you just can't see it from that angle.
  14. I would like to see a button that selects all of the attached blocks to your currently selected block, every time you press it it selects the next block out, so every selected block selects the next one out. Thoughts?
  15. I think a handy feature would be if you could save an additional systems load-out, and have a button that swooped between them at any time, so you could have a combat loud-out and a traveling load-out, or a mining load-out.
  16. Well, what I'm asking is, has any one found an average block count that bogs there system down, be it sp, mp, low end, high end ect, I just wanted some numbers thrown at me to get a better idea about how system intensive high amounts of blocks are. I guess maybe I should have added a "?" to the title of this thread?... lolz
  17. Maybe a "Practical block limit" should be added to the FAQ as I don't think it has one atm and as minimal lag is desirable its important to know.
  18. I host a local server on my computer and two of my friends join, our ships normally have 3/6k blocks and lag is minimal 90% of the time. You say around 2k blocks is ideal for mp games to keep the lag down, and of course there are a few factors hear but is this estimation from experience or just a general feel from what you have herd/guessed?
  19. So I'm curious, where would the practical block limit for one ship is with a mid/highend PC, I have been up around the 8k blocks mark a few times and all is still smooth, with the exception of it taking a few seconds to compute the AO but the frame rate is fine and there is no lag, I have a beefy i7 cpu with 16 gig of ram and an 4 gig ddr5 GTX 970 gpu? Sure I could load my ship up with blocks till I killed my pc and derive a number from that, but I feel it cant hurt to ask if someone has already done that ^_^
  20. Yes true, a simple hide/unhide would be better then nothing, or even hid everything but the selected, if a layers option is to much work. Layers be best though imo ^_^
  21. YES finally, volume based thrusters :D Pancake thrusters should not be a thing, kill them with fire XD
  22. So I was rebuilding my ship a while ago and I ended up with about one billion engineers... I think it happened when I transported all my crew members to a new crew compartment and deleted the old one, it was all part of the same ship, the new workers didn't contribute to my payment up keep till I transferred them to a new ship... yes I killed a lot of them when I deleted my old ship... I have been unable to replicate this bug and it has only happened once.
  23. Something I fine that has no match when working in 3ds max or Photoshop, is layers, being able to assign specific images/models into there own layer and toggle there viability on and off dose not only speed up the work flow but it literally makes some things that would otherwise be borderline impossible a walk in the park. I request a layer feature for blocks, you would need a list of created layers, a way to name them and maybe how many blocks are in it, a way of assigning a selected block to a selected layer, a way of creating and deleting layers, and most importantly a toggle button for layer viability. Thoughts?
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