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huckletoon

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  1. Hell yeah, thanks a bunch, man.
  2. Okay boys, we have a wee problem. I'll try to be as comprehensible? as I can. I went to a Smuggler Hideout a while back, talked to the smuggler that's always sitting by the station. I accepted his mission, delivered the shit to Bottan, then got the mail from "A Friend". Went to him, got the shopping list, took a lot of searching but completed the list, and dumbass me clicked "show location" or whatever on the quest menu. It brought me to a section of space in a space-time rip. I thought, "Well shit, better abandon the quest and try again". Well, I did, and redid the delivery to Bottan, and nothing happened. Looked in my mail, found three messages from "A Friend" instead of one (One was the original mail, the other two I don't know). In the mail, duh, shows where the guy is, and this is different from where the "Show Location" button lead me. So I may be screwed. Koonschi/anyone, is there any way to...re-enable that quest? I really don't want to start a new galaxy all over after spending five hours on building my ship with Xanion. Apologies for no structure dudes, it's late. Woooo, Huckletoon
  3. Haha, yes I like to go overkill with turrets. 24 gets the job done quicker. I understand what DerBudi is saying; that solves my problem for the most part. However, in fighting droves of enemies, one often finds better turrets to use, and most of the time when I switch my turret setup, there are different turrets every time I change it. I could do what DerBudi or gn_leugim are saying, yes, but with 24 turrets it becomes difficult to try and differentiate which turret is which. Thus, taking them all off so that I may see what I have in my arsenal to use is much more preferable, for me, at least. So, and this is what I like about this game, it's up to the player to decide how one wishes to play the game. I will likely continue taking off every single turret when I switch so that I can best utilize my turret slots. I do appreciate the suggestions, though. :) Rock on, Huckletoon
  4. Koonschi, In reading the patch notes for the latest iteration of Avorion, I noticed that turrets are no longer removed when repairing a ship in the "Build" menu. I'm not sure how you had the removal of all turrets in the first place implemented, however, if it wasn't too bad, perhaps it would be a good idea to have some way to remove all of the equipped turrets, much like repairing one's ship use to; a "Remove Turrets" button, if you will. Not necessarily a game-breaking issue, but more-so a quality-of-life improvement, as having to remove about 24 turrets every time I switch between mining and preparing for a firefight is quite tedious. Rock on, Huckletoon
  5. Not a problem, as a programmer myself I understand the importance of precise reports. It's good to hear that the escort AI has been fixed; now I can have a mining dork again :) The fighter issue is interesting; I will test out some different ship structures to see if I can get it to work. The last problem I had makes sense; that was my first assumption about the behavior, but, as you mentioned, it was unclear. Thank you for your feedback on these issues; a communicative developer is a monumental thing. We'll keep looking for anything that seems to be broken. Sounds good, man. Let's keep at it to help keep this game as amazing as it is.
  6. Good Evening, everyone. After playing for approximately fourforty hours, I have run into few bugs, for which I commend koonschi and Qui_Sum. However, what I have run into has been a mix of both minor and major issues. I would first like to mention something that has been mentioned before in this thread: http://www.avorion.net/forum/index.php?topic=437.15. However, no offense to gn_leugim, it's a bit of a mess. Behavior Experienced -After attempting to jump to another sector, the server/client crashes and, upon reopening the game, brings the player to the closest allied safe haven in their drone, without their ship. Actions Leading Up To Behavior [*]Purchased a newly constructed ship from a shipyard [*]Hired a captain and transferred that captain and some surplus crew onto the new ship [*]Entered the new ship and equipped ship systems and turrets [*]Switched back to my original ship and ordered the new ship to Escort me [*]Jumped sectors 3-4 times This happened quite a while ago, and as such I can not recall minor details. However, this happened a total of twice to me, and through a quick look at other posts, I believe this has to do with how the server handles player-owned ships and their AI. I have attached what I believe to be the correct server log, however I am unsure of the time of occurrence. For that, I am truly sorry, koonschi. I could not find the correct one. Apologies. The second odd behavior I have noticed may be my own fault, however I have found no information regarding it. Simply put, I cannot seem to get the Hangar/Fighter feature to actually work. I've built a hangar on my ship, I've created a squad, purchased fighters, hired pilots, and when I click on the little fighter icon for the squad and select "Attack", "Defend", or "Return", nothing happens. Unsure if this is because of something I have missed or due to a miscellaneous reason. I have attached the serverlog for when I had purchased the fighters. The repeated "Cannot assign Pilot" is because I had not hired any, and I had "Auto Assign Crew" enabled. The last behavior I have frequently noticed is regarding interactions between NPC stations. Behavior Experienced -After jumping in to a sector inhabited by NPC stations, the only option given in the interaction menu is "Electronic Bulletin Board" Actions Leading Up To Behavior (I have found that this often occurs after a firefight) [*]After defeating all malicious entities (pirates, Xsotan, etc.) I switched out a turret control system with a different one, usually a radar upgrade for deep scanning or a quantum hyperdrive upgrade for farther jump length [*]Upon arrival to an NPC inhabited sector in which there are stations such as a resource depot, equipment dealer, etc. with which one may hire crew from, trade goods with, etc., and with all of my turrets attached that I had on during the previous fight (meaning more turrets than my ship should be able to have equipped), I only given the option "Electronic Bulletin Board" Now, I have found a very simple workaround for this: unequipping all turrets seems to allow proper interaction with the stations. Koonschi, if there is anything that needs more explanation or description I will do my best to supply it. Thank you for your tremendous work with this game. serverlog_Sun_Oct_09_21-35-26_2016.txt
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