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hqz

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  1. Thanks. This is really helpful. I didn't realize that I could just override any function by defining a new one with the same name and the same namespace. This opens a lot of interesting opportunities.
  2. Is there a way to somehow "inject" a new function implementation? A bit like Harmony in other games. Basically I just want to override CaptainGenerator.calculateSalary() but I don't want to have to copy the whole script just for this.
  3. I'm trying to reduce the time a station takes to disable transport mode. So far I found data/scripts/entity/utility/transportmode.lua where there's the following variable: self.restorationTime = 10 * 60 It seems to be referenced in most of the functions that deal with the delay I'm looking to change. However, when I change it to a lower value (e.g. 1 second), it still takes 10 minutes to disable transport mode. Am I missing something or am I looking at the wrong script? Is it possible that the script (or some of its data) is persistent despite reloading the game? (I haven't tried yet on a brand new game to confirm this) Note: I have modified the game's script directly instead of making a mod so far because I wanted to test things first. I already did something similar to make the "refine ores" command faster and it worked without making it a mod while I was testing it. So I don't really know what would be different here.
  4. Hi, I've played Avorion quite a lot in the past but I haven't played since the Alliance update. My brother might be quite interested in playing this game with me thanks to the new feature that would allow us to pilot the same ship in multiplayer. But I can't find any information on the net (including Youtube videos) about how this actually works. Could someone share some experience about this feature please? (or just links to videos that actually shows this stuff in action) Thanks.
  5. Thanks, but I think it might be something else. Even with ships with the same jump distance, and even if I wait a long time before jumping, and make sure they're on "escort" and not far away from me, sometimes I'll jump and one of my ships will just stay behind. And then I have to go back and forth until all my fleet (3 ships) is at the same place together. That's why I wanted a command to make them jump before I jump with my main ship, so that I would know in advance that all my fleet is going to be at my destination. I've tried a few things to make a fleet worth it, but with the current state of things, I'm just going to focus on solo'ing the game. I don't really need a fleet, I just thought it would be cool. :) PS: it's still a great game without fleets, don't get me wrong.
  6. Thanks for the answer. Well, based on this info I'll probably not bother with building a fleet then and rather focus on my main ship instead.
  7. I am trying to create a new set of commands to help me manage my fleet via the console. e.g. /fleet mine -> tell every ship I own in this sector with at least a mining laser to execute the command "mine". /fleet salvage -> same for ships with salvaging lasers /fleet jump -> tell all of my ships in the sector to jump to the calculated jump coordinates. (this is to cope with the issue where sometimes your ships don't jump *after* you) If possible I would like it to work also on multiplayer servers that I don't own. I thought it could work because most of the stuff it needs (info and functions) seems to be available on the client side. But I'm not sure how commands are actually tied to the server. Where can I find the answers I'm looking for? PS: I wish there was a tutorial about how to do basic stuff with mods. e.g. creating a "Hello World" mod that just prints "Hello World" in the console but gives some idea of what is executed on the client and on the server and how this ties together.
  8. I just tried it last night and indeed it works better than what I had. And indeed it is very *not* manoeuvrable. Which seems to work as intended. :) In the end I got fed up with having to backtrack to retrieve my other ships every time they would not jump with me or fail to follow me through a wormhole. So I decided to increase the size of my main ship so that I could add a +4 unarmed turret upgrade and add more (auto-targeting) mining lasers. And then I scraped my whole fleet. I'm going to solo the game until I get fighters I guess. Regardless, thanks again for the advice here. It definitely improved things for me.
  9. Yeah sorry about the name. It comes from the time when I didn't have a clue about the scale of the end-game ships. :) Anyway, thanks for the replies. So far what I get is that: I need a bigger ship. I need more turrets. It's better to distribute turrets on distinct sides of the ship rather than concentrated on a single part of the ship. Any rule of thumb or advice regarding the most efficient size? Is there a set of "good" numbers to optimize for in terms of manoeuvrability and max velocity? Sorry for the noob questions BTW. I just feel like so far I could add a +4 unarmed turret upgrade on my main ship and I would mine faster than my dedicated AI miner. And since people have been saying otherwise in this topic, I must be doing something wrong.
  10. (I hope it's okay to revive this one-month old topic instead of creating yet another topic about the same thing) I feel like my automated miner is not really mining fast. I can mine stuff faster using automated turrets (with lower damage) on the bulky freighter that I am piloting myself. When I look at it from the RTS view, I see that it just moves around a lot around the asteroids and only occasionally fires its mining lasers. The end result is that for every asteroid, especially the large ones, it spends more time moving and positioning itself than mining. Maybe it's because of the ship design, I can't really tell because I'm still new to this game. Right now I use this titanium small "corvette": http://steamcommunity.com/sharedfiles/filedetails/?id=882549663 Basically a quite manoeuvrable ship that can fit 3 mining turrets if I use at least level 2 miners. It's a bit slow in terms of max velocity though, which means it takes some time going from one asteroid to another. Any advice on how to build an efficient AI miner? Subsidiary question: is it okay to just make my escorting gunships multi-role by adding mining turrets on them or is this going to create some trouble with their fighting abilities? FWIW right now between their inefficiency and the fact that they don't work out-of-sector, I'm considering scraping all my fleet and making my main ship a multi-role ship. (this is not a complaint, I really love this game, I'm just learning what works best for me)
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