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Tiberiumkyle

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Everything posted by Tiberiumkyle

  1. Shields do nothing for collisions, while integrity fields can help, so long as the collision is survivable in the first place. Fewer bits lost. Plus, weapons can generate with % to pen shields. Run around without integrity fields, you're gonna run into such a foe sooner or later, and you may find yourself desiring them, when that big alien ship is punching entire cannon volleys through your shields. I speak from experience there, but I already had integrity fields. Still hurt, just fewer bits missing once the battle was over.
  2. Awesome! Now I can get salvage turrets with decent range :D
  3. If nothing else, I'd like to poke around with the version that does allow seed change, despite messing with tech level.
  4. For me, while the turret stats listed change, what is actually built remains based on the original turret factory seed.
  5. This is quite strange, then. I don't have anything else that should be messing with tooltips, so idk wtf is going wrong. Nothing in logs.
  6. On beta branch, while I'm not getting blank tooltips, the mod only appears to work on stuff in shops, not stuff in build mode, personal inventory, or ship info.
  7. Eagerly await the xml, would love to make use of it, looking great.
  8. Those signals are alien ships on approach, you will always get them, short of modding them out.
  9. Can't recall where I saw it, but fairly certain something along those lines is already planned.
  10. Fighter scripting is extremely basic right now, as you've noticed.
  11. Tiberiumkyle

    Modded Turrets

    Been poking at that file myself, most of it seems to be working, cept for range. There's already a bug report going on that not working.
  12. Not specific to Linux, occurs on Win 7 as well. Faction battle in full swing tends to do it. For good measure, have a large alien fleet join in as well to ensure it occurs, at least for me.
  13. This is a problem with all crafted turrets, actually. Extra range doesn't seem to get applied to them correctly, if at all. Especially noticable if you tweak the investfactor for weapon reach in turretfactory.lua, any extra range doesn't actually apply. The only bonus range you can get is if the turret generates with +n% range effect, and that appears to only boost the base range, not the extra range from investment during crafting.
  14. No idea then, my flagship traverses wormholes fine, can't recall if gates work with it, as it mostly hangs out in the core where there are no gates.
  15. Awesome news, thanks for the reply.
  16. Just how big is your ship? My flagship uses wormholes fine. If you mean gates, those do have a limit, roughly about what will physically fit through them, though it can be a bit funky about long narrow ships.
  17. Dunno about turret stats themselves. In my tinkering with turret factory scripting, I've found you can actually tweak how much damage and rate of fire a turret has, and probably energy/sec, but the range stat only actually changes if the turret generates with a +n% to range effect. Without that, the turret targets and attempts to fire at the stated range, but appears to default to a base range for the turret type. Unsure if this is a bug.
  18. Discovered replicatable client crash in build mode, working on large ships. Uncertain if it will occur on smaller builds. Rotation of camera such that it clips into ship blocks causes a crash after several minutes in build mode. Rotation fails to cause crash immediately, only after a short while in build mode will it occur. Haven't tested yet to see if you need to do anything, or just be in build mode for a bit. In each case so far, I've placed and/or removed a few blocks, at least, before the crash. Crash has been replicated on two other ships of similar size, on both my PC and that of a friend. My system specs: Win 7 Ultimate 64 bit i7 3770K 3.5GHz Nvidia GeForce GTX 970 Short clip of the crash here. Don't have footage from start of build mode cause of uncertainty with how long it would be before it would kick in. Client log ship can be nabbed here due to forum attachment limits
  19. https://www.avorion.net/forum/index.php/topic,830.0.html
  20. Try 30+ turrets. Only way I've seen to do it is remember where ya put stuff and/or yank everything off and replace them all each time to redo turrets.
  21. Devs know it's a bug and are already working on fixing it.
  22. The closer to the core you get, the higher the tech gets. Tech level determines roughly how powerful a turret can be, further modified by RNG of the stats it actually gets. Higher tech level = more crew = bigger size of the turret. There does seem to be a cap to where tech level actually increases stats, looks to be in the general vicinity of 50. Turret material, at least for weapons, just determines the highest tier of block material you can mount that turret on. For mining and salvage turrets, it also determines the highest tier of material you can use it on.
  23. To help with things while bugs n such are sorted, you can turn off collision damage.
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