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Hammelpilaw

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Everything posted by Hammelpilaw

  1. You used the mod findstation, wich is not compatible with Avorion anymore. Search for stations on galaxy map is implemented in vanilla game. You should remove it from the modpack. Also there is a problem with LogLevels mod, but can't say whats wrong. Please check if there is a newer version and if you followed installation instructions correctly.
  2. Sounds like bugs in vanilla game I think, seeds still do strange fix with turret factories. This mod does not fix this behavior because it would affect balancing.
  3. Hi Martin, thank you for the explanations. For performance optimizations a timer with microseconds would be great, cause small operations may be done in 1 or 0 milliseconds. On the other side I think there are currently some more important things that has to be done in the game (bugfixing and so on) then writing a whole API just for better timer resolution.
  4. Please upload your server logfiles. "Disconnects" in singleplayer is technicially a game crash/freeze most times.
  5. Fyi: The mod is not dead, I already relaunched/extended it here.
  6. NPC entities with coaxial weapons just shoot in all directions without aiming. They do not turn the ship well to aim with even one weapon on the target, also the weapons are mounted on the ship aiming in many directions, wich leads to shooting around insane in every direction (looks really funny with beam weapons btw ;D ). NPC stations with coax weapons does not seem to shoot anyways. Since stations are not mobile they should never use coax weapons. With a very short testing I calculated a chance of about 5-10% that a faction inside core have at least one coax weapon in their inventory.
  7. Well thats a point. Never had problems with fast connection and fast pc... Never thought about how people feel waiting at loading screen.
  8. Thanks for your feedback. Yes I know these problems... but in my opinion it is not an issue in my mod, but an issue in Avorion. You may read this topic, I showed up the problems with all bosses that uses the new Xsotan scaling, talked about the Wormhole Guardian and also the Dreadnought. I will not change the overall balancing of this mod yet cause of several reasons: Balancing for Dreadnought is configurable in the mods config You can disable the Xsotan scaling for the Dreadnought in config Xsotan scaling will change in future versions of Avorion (this is not official, but Im sure it will) Currently Im working on a global balancing mod wich will also be able to modify/disable the Xsotan scaling If you do not like the balancing of the Dreadnought on your server, you may ask an admin to configure it. If you got further questions feel free to ask.
  9. New version 0.3.3 Fixed an issue wich threw out a harmless error when a mission bulletin could not be loaded
  10. Let me translate this shortly: Well its true, the game is not balanced very well yet. Difficulty increased in 0.18.x, but still there are huge issues in balancing, although these issues are not the same as in 0.17.x (read more about this). But increasing difficulty by time... how should it work? How should a player survive when joining the server 4 months after it started? This can not work. What Im trying to say is, that there are more and more player complaining about balancing/difficulty. The devs realised and trying to fix that. In my opinion it did not work yet, but Im sure they will continue improving balancing. So it is important to throw out your mind in forums, how balancing should be improved to give good suggestions to the devs.
  11. This answer is from 7 years ago. QueryPerformanceCounter has been around since WinXP. In fact, I can't find any common OS /Language that doesn't support microsecond timing. As far as I remember microseconds worked fine until it got removed... wich means it really threw out microseconds and not milliseconds.
  12. The function TurretGenerator.generateArmed() should create offensive weapons as far as I can see. But it also creates weapons of type "PointDefenseChainGun", "PointDefenseLaser" and "AntiFighter". These should be excluded in that function.
  13. Could you reproduce the issue in a fresh galaxy? If so, please post step by step how to do this. Please post full log wich contain everything from leaving the sector until it restores the backup for same player. We do not know yet what happens there. As Unkekannt said, restoring the Stations when a player enters is not the buggy part itself, the buggy part is when the stations/sector disappear/crashes. We need more information what happens to help you.
  14. Nice, take care of the new scaling settings for Xsotan. The balancing may not be the best. Watch this for furtther information.
  15. Updated mod to version 0.4.0 - Improved compatibility to Ham Galaxy Settings mod. - Improved/fixed calculations of the damage the Dreadnought deals. This may affect difficulty. You should reconfigure it for your galaxy. Watch comments in config file. - Added the Xsotan upscale function that came with Avorion 0.18.0 to scale the Dreadnought (can be disabled in config file).
  16. How? Doesn't the player pay for buying the generators?
  17. Xsotan Scaling It is great that Koon listened to us and thought about how to increase difficulty in endgame. Thank you :) Xsotans now scale depending on the players strength wich makes it much more difficulty inside core at all. For those who do not know about it let me quote changelogs for 0.18.0: But at all I have to say it does not work very well yet. I've done some tests with this feature and found some problems. Also I do not like scaling of enemies related to the player at all, but that should not be the point of this topic. How does the community think about that kind of upscaling? It may be a great solution at all if the community likes it. The problems The unscaled Wormhole Guardian got a damage of 125000 omicron (highest difficulty). Spawning it while having a ship that got 225000 HP and no weapon makes it scale up to 285000 omicron. When I add weapons to my ship and have 370000 Omicron, the Guardian scales up to 525000 Omicron. I scaled up my ship more and more, added more weapons and so on, but the Guardian is always stronger. The relation will never change when the player gets stronger. So it does not matter how strong my ship is, the Guardian scales more then I my ship (even tried to cheat: player ship with 33mio hull, 20mio omicron made the Guardian have 240mio omicron). The issue is, that the scaling must not only watch the player and throw out any number that makes the enemy stronger, it should compare the enemy entity and the player. Comparing the entities would lead to the next problem: The Wormhole Guardian is stronger, so it does not scale up that much, but small other Xsotan ships does, so they would deal almost same damage then the Guardian in the end. But the Guardian itself should be the boss with huge damage, not the small ships. This must not happen. In the tests I focused on the Guardian, but if there will be other bosses in future it will be the same for them. Also I got similar problems with my mod Xsotan Dreadnought when trying to add the upscaling to it. It is almost impossible to balance it very well. Don't wanna talk about mods here, just wanna say it happens to all bosses. Also to me it seems wrong that only Xsotan scale. When Im in the sector of a npc faction and Xsotan spawn, they can easily whipe out the faction cause they are upscaled. So the upscaling should happen to all ships, not just to Xsotans. But that can't work, because then there may spawn a lot of very strong factions, and a player with a smaller ship can't even join these sectors anymore cause there are only overpowered (compared to smaller ships) factions left. As far as I can see this can't work, but also I can not see any other way to balance Xsotans compared to all other factions. The upscaling function should be moved from the generator scripts (xsotan.lua) into galaxy.lua to be a global balancing function. Well if only Xsotans scale it does not hurt, but at least when other factions would also scale it has to be a global one. Also it would be much better for modding. Conclusion and my oppinion What I want to say is, that there are currently huge balancing issues with the new upscaling. This should be imrpoved. I may be wrong, but to me it seems that it would be easier and better to enhance the overall difficulty instead of upscaling just some ships related to the player ship. Thanks for reading and have a nice day :)
  18. It is fixed? Well did not know this. Good to know, thanks :)
  19. Version history 0.4.0 - Updated mod for Avorion 0.21.x 0.3.1 - Initial release in forums
  20. Ham Galaxy Settings This is a global galaxy balancing mod. It adds a new config file to your game, wich gives you access to a lot of new custom settings to modify balancing and difficulty of the whole galaxy. The goal is to make the game more individual for the player / server, and to make you able to design your galaxy much more interesting and challanging without modding by your own. For example you can make npc ships or stations stronger, make npc stations have more cargo space (a mine wich can only store 100 Gold is annoying), modify the global damage of military-, civil weapons and torpedos or nerf faction wars. Also you can modify the scaling of difficulty when you get nearer to core. Watch the full list of settings for more information. By default this mod provides a setting, that almost does not change the balancing at all. I want the user himself decide about this. But if you are lazy you can also download some pre-defined configurations (coming soon) and simply insert into your game. Installation and documentation Please take a look at the documentation pages: Documentation It also includes all the other links above and below, so this is the only link you really need. For using this mod the General informations section should provide everything you have to know, even if you never did anything with mods. Advanced users may take a look at the Advanced section. Compatibility This mod overwrides lot of vanilla game files, wich may cause compatibility issues with other mods. At least I can say it is compatible with all my currently supported mods (find the list in my signature). Guardian scout Because this mod would be incompatible with my Guardian Scout mod, I moved the Scout into this mod, so the Guardian Scout is included. Watch docs for further information. Credits I used the library serialize.lua by Fabien Fleutot. HamGalaxySettings-0.3.1.zip HamGalaxySettings-0.4.0.zip
  21. You have to edit server.ini when the game is turned off. But it seems you did... the server just dont wanna use 2 worker threads, so changed setting to 1 again. When using an offline galaxy it does the same for me (changes worker threads to 3 while having 4 real cores)... not sure if this is a bug or a feature. You could try setting up your galaxy as a server on your laptop and change worker threads to 2 again. Also you should edit 2 more settings in server.ini as soon as you setup your galaxy as a server: sectorUpdateTimeLimit=300 aliveSectorsPerPlayer=500 Change to sectorUpdateTimeLimit=30 aliveSectorsPerPlayer=0 Did you turn down graphic settings? But at all I recommand using hardware wich is designed for gaming. It must not be expensive stuff but your hardware is designed for simple office work.
  22. It seems your CPU is a little overloaded. Try to edit your server.ini. Change this workerThreads=1 to workerThreads=2 This may help, or may not help... But at all I have to say that your notebook is not designed for gaming, the result will always be huge lags, stuttering and so on. Because Avorion is a server based game it even run a server when you play offline. When the hardware gets overloaded you can get huge lags, rubberband and so on, just like you know from online games where servers are overloaded. You could try to give the server process a higher priority then the client. May cause more stuttering and fps drops, but the lags may decrease. Well maybe there is any kind of bug, I dont really know the hardware you have. But to me it seems your hardware is not good enaugh. Ps.: did you have ships/stations in different sectors when you did the tests? Or only in one sector? The economy mod made sectors keeping active without any player inside, when there is any ship/station inside of any player thats currently online. This may also take some resources. Edit: If it does not help edit server.ini: workerThreads=1 generatorThreads=2 scriptBackgroundThreads=2 to workerThreads=2 generatorThreads=1 scriptBackgroundThreads=1
  23. Well, did not see this. Sure its true, game is too easy, I often said this in forums. But just pulling some single bosses to incredible damage is not the nice solution. It does much more damage then the wormhole guardian now. It would be good if the overall difficulty in this area would fit to this, but it doesn't. The lab does something like 1000x more damage then other ships/bosses outside the core now, because it was the strongest boss outside core even before version 0.18. Thats why I thought it would be a bug. Maybe we should start a new topic in suggestion section to talk about the overall balancing of the game, may be interesting and help devs to see what we would like to have.
  24. This file looks unfinished to me at all. There are all functions 2 times: one for a scaled ship, the other for unscaled. The scaling is always 1 though... Maybe Koon has anything planned to do there in future? Could not find anything related in roadmap though. Or the scaled functions are a gift for modders. Edit: Mah forget this... totally messed up watching this file correctly, its too early in the morning here ;D There is also an issue in pirategenerator.lua wich is reported but not fixed yet: When creating mothership the script does ShipUtility.addBossAntiTorpedoEquipment(boss) Variable "boss" is nil though, it should be ShipUtility.addBossAntiTorpedoEquipment(craft)
  25. Well this acually is a bug. Wonder if the dev dont know about...? *reporting it* Remember damage to be 30k about a year ago.
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