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avorionj5jth4

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  1. Another note. I was in my ship. I made it strong enough that the weak ship warning was gone. If I added any turrets, the warning would be red. If I removed all turrets, the warning would be gone. I jumped to another section and Persecutors spawned. This leads me to conclude that my ship wasn't really strong enough, so this might be a bug. There should be some tooltip or some indication of how near or how far away your strength is. We need some way to see what triggers Persecutors. We need thresholds for each sector of Iron, titanium, nanite, etc... Sure you can just see the yellow/red warnings, but you are in a spaceship. Why would you want some nebulous misunderstood setting? I hope the second persecutor dialog gets fixed, it is annoying. There was a mod or two, that tried to balance events. It checked your strength vs sector average. It then rolled random and decided if an event would occur. This means you don't get pirates, LARGE XENON fleets, and other such at normal intervals. The mod also would cancel an event if you were too strong for it, the pirates go scared. I think events should be like that.
  2. I did see a few strange things happen. I am not sure I will call them bugs. After first contact persecutor, I jumped to next sector. They chased me like they are scripted. They opened dialog when they jumped in, and it was like before this patch. The dialog froze my UI until I pressed enter or clicked a reply. ALL dialog especially from persecutor's should NEVER freeze the UI. I mean they fire freaking torpedoes at go anywhere from 3500 to 5000+ speed. Also I do not like torpedoes or other ships firing on me before my screen loads. I have not been destroyed because of this in 16.3 yet, but there are many close calls. When I get control of my ship, then they can fire! ****edit**** I finally noticed that persecutors are from pirate factions! So this side note is invalid. Ok, side note: Persecutors break immersion for me a bit. There should be a script that searches for within 20? sectors, and get pirates name, then apply that to the persecutors. We can pretend they are either bored or smart pirates that have good sensors. another side note: I do not like persecutors jumping into sector right next to me. That seems a bit silly. Everyone else must jump into the sector near the middle, if that makes sense. If I am 1 million away from middle, how the hell can they just jump to me? The reason this is important ----when I am modifying my ship, changing my guns, DOING ANYTHING that will trigger persecutor means I get destroyed by pure silliness. I hope this feedback helps.
  3. So in a ship that is strong enough in a sector. No warning ! showing. --change guns, get torpedo in ass --switch to other ship that is not strong enough(right next to ship that IS STRONG enough) , because I want to make a temp ship to repair my main ship. GET TORPEDO IN THE ASS. if you change anything and get the ! warning your ship is too weak. SUDDENLY out of NOWHERE, comes a torpedo in the ASS. But wait, lets not break immersion yet. LETS allow a dialog to pop up and STOP YOU from doing ANYTHING until you press enter or click it. The torpedo.....goes in the ASS...while you stare at the dialog. Are the Persecutors balanced? Do they make sense? Do they break immersion? Where do they come from? They just suddenly detect your moment of weakness and then they show you their torpedoes. I only have 500 hours into this game. It has a lot of really good stuff going for it. Empyrion was missing a great deal that Avorion has right. I think the moral of the story is, if you don't want torpedoes up your ass, perhaps I need to wait 4 or so months while some balancing takes place. thanks for all the fish!
  4. I have been using this mod for over 20 hours now, and it is a godsend! +1000 author hugs!
  5. I tested v1.02 and it is WONDERFUL. THANK YOU for making this mod. The quality of life value for this mod is really high! (Patch 0.15.8 live )
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