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Pino

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Everything posted by Pino

  1. I agree with all points (especially last 3) except the first. Legendary VI replaces pilots (and gunners) with AI and the dodges are lost. It's a drawback that makes sense and it doesn't make it's primary use unusable in all circumstances. The artifact is still very useful in all the carriers that have non combat figherts, ex. mining or salvaging carriers.
  2. If you see the bar, the prototype should be somewhere in the sector (F9 and you should see it in the list), but if you want to get rid of the invasion, you should not kill him, just wait until the bar is full.
  3. I have killed the guardian a bunch of times in recent version, I think it works like that after you kill the guardian (spoilers): - XSotans ship spawning in every sector inside the barrier; - 4 minibosses to kill: emissary, quantum, summoner, Wormhole Guardian Prototype; after you kill one, after a while the next spawns; - when the Wormhole Guardian Prototype appears, a bar appears in the screen, but it's not a health bar, it's a counter; - if you kill the prototype in time, you are safe for about 1 hour, then everything happens again (when you kill the prototype the other Xsotans flee); - if you don't kill it in time (bar full), they flee and after a while the Xsotan Wormhole Guardian respawns in the center; while it's there the Xsotan invasion don't occur Now, I don't know why, but sometimes I kill the guardian and the event happens, other times the guardian just respawns. But I'm playing in a server, so maybe someone else also kill him. My ship in that server is more than enough to kill the Xsotan invasion in minutes, however if it happens again to you, I have two suggesions: - Go to one sector inside the barrier with one faction and just wait, maybe helping killing the minibosses (but not the last) with long range weapons: when the time is up, every sector inside the barrier is safe from the invasion - Build another ship without avorion or ogonite meanwhile (you can go creative and modify your ship replacing materials, then save design, then apply that to your ship)
  4. Friendly reminder of a bug that results in a problem in loop command. The problem was aknowledged by Cepheni on 4 Jan on Steam forums but still present in 0.20.3 beta version. Description as follow Steps to Reproduce: - Build a ship capable of buying/selling - Order ship to buy - Order ship to sell with shift to chain command - Order loop (hold shift and click loop command with ship selected in map mode) Expected behaviour: - Ship buys, sells and loop, so it continues buy and sell operations What happens is: - Ship buys, sells, then goes idle without orders; no visual feedback when clicking in loop command
  5. Please fix his weapon too. When it drops it has 200000 Omicron and can used by the player. Remove its damage to 500 again and add Entity().damageMultiplier instead :) This seems a good suggestion. Consider it before moving to stable. Super OP weapons are not nice in multiplayer servers.
  6. So you find the loot split useful. In this case, I'd suggest a setting in alliance member permissions: loot destination: personal, alliance, split. Split should give half/half, it's better understandable. I'm quite sure you'd find it more convenient if your fighters could collect all loot and it's automatically split, not forcing you to fly over everytime.
  7. But, isn't that achievable easier by being in an alliance flying a personal ship? I don't want to remove that, I'd just want a better understandable situation for loot when you are in an alliance ship. Right now it's not half to you/half in alliance, it's all to you unless you are slow, and I don't think it makes a lot of sense. At least, that is the situation in my tests.
  8. Players of big alliances, or "loose" alliances, can fly their personal ship if they want to manage their personal inventory. That works, and in fact works better than in alliance ship. If something with more granularity is needed, it could be tied with a permission within the alliance, for example with withdrawing item permission. A real shared vault for friends would be useful. Right click works for equipping, but not for transfering. At least, not for me. When I'm in the screen for transfering (I key, Alliance tab, Alliance Vault tab) right click opens a context menu with Mail and Destroy.
  9. I recently played with a friend in an alliance and I saw things behaving strange, and I don't know if those are bugs or not yet developed features. Tested in current default branch, 17.1 Loot and rewards while in an alliance ship - After killing pirates, reward goes in personal account - Loot (turrets and upgrades) dropped by destroyed ships is distributed along players which contributed in killing the enemy. It goes in personal account. After some time (maybe 5 mins), loot can be picked up by anyone and it goes on alliance vault - Materials and gold dropped by destroyed ships seems to follow same rules as loot - Mined and salvaged material goes to alliance account - Sold asteroids money goes in alliance account - Other things I forgot... It's not intuitive where the loot is goingo to go. Also, to build or arm or upgrade an alliace ship, you must use the alliance account. This means all loot must be transfered to alliance vault, one item at a time, with dragging (I've not found another way), which is super annoying. Swith to sector works differenty when in an alliance. If you are in an alliance ship, and you switch to a sector with an alliance ship, you're dropped in your drone and not in a ship. This has the additional drawback that the alliance ship is neutral and the faction of the sector has different reputation compared to when in an alliance asset, so it's possible that the drone is shot and killed before you have a chance of entering the ship. Suggestion: - When you are in an alliance ship, all loot and rewards are placed in the alliance vault directly. This removes the need to transfer items to alliance vault to use them. A function like double click to transfer an item to and from alliance without dragging would still be useful. If one wants to be part of an alliance without the shared account, he still can, he can just fly his personal ship while being part of an alliance. - Switch to sector should put you in one of your property (it already does), if no personal propery are present, and player is part of an alliance and it has "fly crafts" permission, it puts the player in one alliance craft (last used maybe), if no one of those is true, it puts you in the drone - Relations with faction to the player should be kept aligned to the relations of the faction, to avoid the strange things when you exit to the drone (like hyperspace blockers appearing) That's all for now. Keep up the good work.
  10. - wipe out pirates: this usually works for me, when I kill all pirate in the sector it says mission accomplished. The problem I had is that it seems rarer and rarer; for example in the test server I never saw that mission - answer distress call in other system: 90% of the time, it's a trap, so you get no reward (basically you've been tricked), the remaining 10% of the time there's actually a ship under attack by pirates, you kill all pirate and you get standard reward - explore system: this only usually works when you are able to jump in the designated sector in one jump; in this case, some object are marked, you have to fly near them and press F; after you do that for everything, you have to return to the sector you got the mission and it completes with reward; if you do something else between taking the mission and going to sector (logoff, jump to another sector between etc), when you get there there's no marked object and you can't complete the mission
  11. I think you should be able to supply goods for factory using a combination on fetch/delivery functions. In your example, you can select a gold mine and set it to delivery gold to the semi conductor factory that already fetches the other 3 goods. Not super straightforward but it should work. Centralized fetch/delivery, it's not possibile right now.
  12. If you leave PD controlled by player (default), and you go on an enemy sector, the consequence is death. If you leave turrets on autofire and go to a faction you want to improve your standings (rarer, and imo in that case is easier to remember), you lose some standing. IMHO consequences are not even close. Remembering turrets settings would probabily be useful for PD on not player controlled ships. Please reconsider.
  13. This is the most annoying bug in current version, it can block economy. Only "workaround" I found is letting stuck transports die.
  14. Happened to me too. It seems to happen everytime for me following those steps: - Place a station - Go in build mode on the station (select it, press F then Build) - Place a block Block placed is invisible, but it's there. To see it, I have to quit the game and enter it again (main menu seems enough)
  15. You have to do exactly the thing you didn't try yet: 3 legendary upgrades, or modules, as wiki says: "3 legendary modules". Don't mix turrets.
  16. Probabily this line of the patch notes: - Fixed Hyperspace Core processing power to normal Which means, Hyperspace cores were giving 5x processing power like computer cores, but now they don't.
  17. Q seems to do same thing that W does, and you have to remember to do that and move mouse. Even "Match Block" doesn't solve the problem, because one of the dimensions gets messed anyway.
  18. When build mode is started, block dimensions of the block that will be placed aren't those used last time. They also don't respect grid size/scale step. Steps to reproduce: - Build a ship, or open build mode with a ship selected - set grid size to 2 and scale step to 2 - select a block, maybe place some - exit build mode - enter build mode again - Check dimensions with "Open block stats" function: at least one of the dimensions is not 2 (for me, now it's 2.13043) This can give problems when then you try to align things, like armor camo. You have to change numbers manually, or press W and move the mouse while placing to realign to grid. Put in bugs because the numbers given are impossible to have with grid/snap that are limited to 0.05 minimum, and the difference between 2 and 2.13043 is too large for some float number imprecision.
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