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Inspired

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  1. I use exclusively independent targeting turrets for literally everything. There's no way I'm aiming at enemies manually, especially from 20 kilometers away. Also mining and salvaging is excruciatingly boring to do manually, so I'll just craft insane salvaging turrets and fighters and semi afk in a scrapyard, or simply give the captain a salvaging order. Too bad you can't give orders to a ship you're in, like in x4.
  2. Are you subscribed to the beta branch patches? Is your server set to take them too? http://www.avorion.net/forum/index.php/topic,1757.0.html If you've already done that make sure you're running patch Version 0.12 not Version 0.11 which is for the current stable release Yeah, I am running 0.12 r8487 Tried to make a new game again, created a small miner with a captain, set it to mine. For as long as I am inside the sector it works like a bee, but when I jump out I no longer see increase in resources. Do you get different results?
  3. Heya! Thanks for the long-awaited update! I have a question though. The patchnotes gave me the impression that this update comes with the first iteration of the out of sector updates. Is that correct? I did a simple test of assigning a miner to mine and then left the sector, and as I did so resource stopped rolling in. Maybe I misunderstand what it does? I tried this in a new single player game. Edit: the result on a multiplayer server hosted by me is the same.
  4. Thank you very much! It now works beautifully! Edit: oh god! I love the effect this range increase has on miner AI. It works nearly flawlessly!
  5. I am experiencing the same issue. Spawning in the centre of the galaxy for some reason. Halp. I've attached a screenshot for visibility and code just below that.
  6. I believe there is a reason for factories to work this way. For instance, look at Accelerator production. Factory produces three different items by using prerequisite materials. If it kept working despite one of three products being capped, that would mean massive losses. I guess the way to fix it would be to to remove this limitation from tier 1 production, which basically generates goods for free.
  7. Both ships are flipping perfect. I will never understand how people manage to recreate such complex designs so fluently. That retriever gave me the feels, so much time I've spent in one.
  8. More often than not I don't even understand what kills them. Sometimes fighters will survive a huge encounter with tens of ships on each side, but sometimes you send them to help in a 1v1 situation, and half of them will die without them even being focused. I followed them very closely, and they would just pop almost at random. Splash damage? Stray projectiles? I had a situation where fighters died even without anyone in the system. I had two flights of fighters salvaging a massive wreck, while also salvaging it with turrets myself, and I had a fighter die. I am thinking that either one fighter shot another, or maybe my salvager hit it. It really is hilarious at times.
  9. First of all, massive thanks for creating this mod. Fighter issues are the one thing that prevents me from enjoying the game to the max. Too bad about the HP bug, the fighters still die like flies to the slightest sneeze, however increased stats and amount/variation in the shops are very helpful. If fighters did really have the amount of health you set, then i could see them being OP, but as it stands - they're still glass cannons.
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