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Kamo

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Everything posted by Kamo

  1. Do not hesitate to use the blue heart then 😀
  2. It'd be useful as there are other information on the edge roughly half the time.
  3. Yeah, fighters are very problematic and I'd imagine many solutions at once to make them more usable again. Fighter costs: Honestly imo since poi is so efficient and prevalent in enemy compos, fighters are currently "throwable" (as, inverse of durable). Both fighter production effort and resource cost are linked to fighter cost, which is as big as the weapon it is based of. I'd honestly use 10 times that value then square root it: it's make better and better fighters cost less and less more resources because at the end of the day the better fighter will almost be destroyed at the same speed than a worse fighter, hence cutting the force multiplier they represent. So 10 000 cost earlygame fighters would cost 100 (a pittance), while 1 000 000 cost ones would cost 1 000, and godroll 100 000 000 cost would cost "only" 10 000. Eventually, use rarity level as goods level (currently Fighters are produced as fast as (GL 1 ?) Energy Cells) so rarer fighters (which may have more dodges because more points to put into Maneuvrability) take longer to build and more common fighters may be used as fast-buildable spares. Carrier and Fighter interaction: Currently, nothing happens UI-wise when a fighter is attacked before getting destroyed, and even then, it only notifies that bleep one of your fighters (in the sector) has been destroyed, which is not helpful, especially if you're driving another ship than the carrier in which case you are helpless to save the others. It'd be cool to have fighters chat to their carrier, relaying that one of their squadmates (by squadron name) is attacked by point defense from a (named) ship, while red blinking would be visible on the attacked squadron's icon: it'll allow the player to distinguish which squadron is under attack if they're driving the carrier. Also, make carriers prone to returning damaged fighter squads (depending on Captain skill level... and carrier hull/shield status: critical carriers would just send all fighters fighting instead of hiding in a ship that will explode, making the player lose more resources than necessary). Fighter AI: Currently fighter AI is kind of crude. It would be cool that attacked fighters would give up on their attack runs for a moment if they run low on dodges instead of "tanking" enemy poi until out of dodges and destroyed. Carrierless fighters would become desperate and do nonstop vanilla attack runs so carrier fights wouldn't drag on forever though 😅. Fighters would also have different "classes" and behaviors depending on weapon range (long range = bomber that fires from far away, poi = interceptor), because those kinds of changes would even affect AI-driven carriers.
  4. ...because when you press a first letter in the search bar, the galaxy map lights most sectors, causing it to lag tremendously for weaker computers 😰.
  5. Right now Ancient Gates are pretty useful, but they lack... directions. And since the ship seems to spawn/jump always upside down I always mess up directions and take the wrong gates 🤦‍♂️. Maybe N-E-S-W directions on Ancient Gates would make them less of a chore to use (right now I just click on coordinates showing a bearing on the line of the gate, which works just fine but would cause more sectors to load on MP, even if I played it).
  6. Yeah, better mat solar panels need a big buff, but the devs decided solar panels were only useful for irongrade ships 😔. It'll be one of the first blocks to mod once block modding will be added.
  7. Yeah, pure green is used in brackets for your ships, so why not also in the list 🙂 P.S.: But it'd be also nice to also be able to pick custom colours for every faction and allow displaying map and even UI with those custom colours.
  8. Yes, selecting which station to supply/take from would be perfect instead of simply sorting per cargo type (which is also cumbersome) ! Big station complexes have supply problems because the first station of a particular type seems to be prioritary for autofreighters.
  9. Yeah, it'd be useful to make nav beacons for Ancient Gate sectors~ 😀 (BTW, spoiler text seem to be #242424 color.)
  10. Currently Turret Base blocks seem to have as much HP as armor, though making more durable hardpoints can be done by making the base block thicker. I have almost never seen my Turret Bases (even jutting out) getting destroyed before most of the ship: only time that happen was raging against asteroids in a Nanowar 😅.
  11. oof, image has been damaged 😓
  12. Some of those block ideas are nice.
  13. I heard this just happened in 1.1 (though I didn't see experience it myself this morning).
  14. Currently the names are made out of random syllables chosen for each faction, which is pretty smart (so the Federation of Oocoo may have a lot of o's in their ship names), but some random syllables are by themselves unfit for human praxology, like "jk" or "zv", causing names made of them to be unpronounceable. But ironically the unpronounceability adds to the immersion and realism of finding alien races with different means of prononciation. Faction and ship nicknames would be nice !
  15. Yeah ! Not only it'd be useful for immersion (and cool cockpits), but also for things like ramming or gunship fighting 😀.
  16. My balance mod has been uploaded to the workshot, after many, many updates and frustrations :). (Image has link for direct download in case you liked the direct downloads.) P.S.: Sorry, apparently my post about it was deleted or something, but that mod is of course deprecated, it doesn't work anymore due to the changes to factions.lua~ :(.
  17. I removed the Wraparound since it should have much less use now, and the Music file Builder is down since you need er... a better thing... er, anyway, we need a better modder to do it in my place. But I made a pack with my four old mods "rewritten" to accomodate to the new Workshop Mod standard, and there's a new, bigger one: a Weapon Balance Mod ! Here be spoilers, details are supposed to be a surprise~ ! If you like big weapons, you'll be there for a treat, especially as you advance :). ...oh and beware very slow big red rockets, those are Pseudotorpedoes and do a lot of damage. Don't drive into 'em :D !
  18. Today I updated the Bulk TCS because I forgot to show in the tooltip that it had to be perma-installed to function :).
  19. Today I updated the Bulk TCS mod to have more capital class (30% instead of 20%) and supercapital class (10% instead of 2%) modules popping up. At least you'll have things to research ! The Shadok Pumping Array also has been upgraded with a nice description text, and a typo on the B-TCS one has been corrected.
  20. Here's some of the mods I use~ Game-changing mods The following four mods are now in a workshop-compatible pack ! [0.23.3] Bulk TCS V1.4 - Alternative to Admiralkio's Unbelievable Amount of Turrets. They have three classes/scales in addition to rarity : a common subcapital class for cruisers hungry for omicron, an uncommon capital class to equip million-hp destroyers with, and a rare supercapital class for ships like the CII Bellator, Super Star Destroyers, Death Stars and the like, which'd like hundreds of slots' worth of turrets. Some of them also have civilian turrets to allow for salvager-equipped capital ships. [0.23.3] Shadok Pumping Array (delta version) - A non-percentile energy generator module. Get mechanics pumping to power the ship ::) ! Warning: if you have the alpha version, uninstall all pumping arrays to avoid imminent catastrophic ship failure by massive lack of mechanics ::)... [0.23.3] Shadok Hydraulic Rowing Fit - A non-percentile engine upgrade. Get a big percentage (36% to 60%) of your mechanics pumping to make the ship move without an engine. Yup, pretty weird. [0.23.3] Shadok Mast Lookout Fit - A non-percentile, powerful scanner upgrade that uses captains ! Uses 1 (3/4 chance), 2 (3/16 chance) or 3 (1/16 chance) of them, and can be perma-installed to be boosted with energy. Awesome for pirates ! Somehow boosting goggles and telescopes by cramming energy into them ! (Note: You can just update the modinfo.lua to update the mod, nothing should have changed... except you'll need to remove the "TurretGenerator." on the "add()" in the UpgradeGenerator.lua.) [0.26] Acuddle's Weapon Balance Mod (Delta 2.0.1 Version) - A mod that rebalances weapon spawn and give weapons fairer attributes: balanced damage (hopefully)... and they are bigger too, especially late-game (but you'll see some cool things even early on :)). There are also rare variants of most weapons~ ::). There's now new Specialties, new Ramming and Artillery weapons, overhauled Torpedoes, spoilery encyclopedia entries, etc., and it's now on the Workshop (link is a workshop link this time) :D ! Alas, it's now deprecated and unusable (due to the 0.29 changes in the factions.lua). Go to KaneNOD's HET mod instead for cool weapons :D ! Utility The Background Music Script Builder (V2) is alas not yet (easily) makeable, and the Wraparound Fixes too (I'd reckon those would be even harder).
  21. Due to the drastic changes brought by the 0.21 patch making small ships and maintaining a realistic amount of fleet power around stations impossible, I will not be making ships anymore, or playing the game, for that matter :( (unless to test my next gaming rig because Avorion was the most demanding one). I understand the real reason why those changes were put in place (it isn't a "balance" issue at all, but due to the engine and how it loads and unloads sectors and how it would have needed great changes to make it possible for thousands of captained ships to patrol and trade around), and I respect that decision :-[. That game was pretty good when it lasted and I hope someone would have the idea of making a 4X game with similar ship construction, but designed to allow widescale galactic conquest ::). Edit: Due to those tweets from koonschi~ I may still play this game after all, depending on how the game will evolve, as maybe one day the engine would be reworked. But I probably won't work a tenth as much on CII designs (hoping for a "empire-building" update that might never come :-\) and focus on other things (Boarding-based campaign? Solitary fleet campaign?).
  22. The Two-tiered simulation Right now Avorion is broken up into four simulation levels Player-active sectorsRealtime sim [*]Loaded sectors Almost-realtime sim Ships can attack/be attacked, move precisely around the system, and trade, among other things [*]Unloaded sectors Nothing happens, but at least the sector data is saved [*]Ungenerated sectors Not yet generated That suggestion would shuffle a little those simulation levels' abilities. Player-active sectorsRealtime sim [*]Loaded sectors Almost-realtime sim Ships can attack/be attacked, move precisely around the system, and trade, among other things [*]Unloaded sectors Ships can move abstractly with vector-based movement, allowing action times to be calculated without anything "ticking" or any space be "drawn" Ships can trade and move on a sector per sector basis Ships can mine and scavenge: tally of asteroid resources is precalculated, substracted from, and asteroids/wrecks are destroyed when sector is loaded. AI ships can battle in a crude simulation, though the sector will load with priority. When player ships are engaged, the sector auto-loads. [*]Ungenerated sectors Still not yet generated, but the oldest unloaded sectors may de-generate if not enough disk space is available (a low disk space prompt will appear). Galaxies may also have a savefile size limit, to help people playing on multiple galaxies and games. Faction differences Following dynamic economy, some faction traits will have new effects such as: Intelligence Ship plan generation: dumb difficulties making good ships, otlVery Dumb: Will use useless hull/armor blocks. Dumb: Will replace edge blocks by half-sized full blocks. Neither dumb nor smart: Will use edge blocks. Smart: Will "optimize" more than 4-cubic sized edge blocks into two edge armor blocks protecting an additional block (usually a thruster or integrity field). Very Smart: Optimization is increased to 1-cubic sized edge blocks, some ships have stone or reflectors instead of armor to resist electricity and lasers ! [*]Other things (number and size of ships due to strategic micromanagement abilities) Very Dumb: Won't use modules, -40% number of ships, +60% size of ships, CIWS and disruptor ships replaced by boarding and ramming ships, -4 Tech Levels. Dumb: 0 to 2 random modules per ship, -20% number of ships, +30% size of ships, CIWS ships replaced by boarding ships, -2 Tech Levels. Neither dumb nor smart: 1 to 4 fitting modules per ship. Smart: Half of slots filled with +1 rarity modules, +20% number of ships, -15% size of ships, and very rare "hero" ships with "Very Smart"-type abilities, +2 Tech Levels. Very Smart: All slots filled with +2 rarity modules, +40% number of ships, -35% size of ships, +4 Tech Levels, some special AI-only advantageous ship roles/abilities like firing when cloaked, passive stealth, transporter bombs, strategic ram ships (enjoying reduced collision damage), etc. [*]Honor: Honorable opponents are fettered but stronger, while opportunistic foes send sneaky raids from unexpected vectors ! Very Honorable: +150% ship HP/size, won't use stealth, stealth detection, torpedoes and point defense (hence huge ship HP boost, they'll take those torpedoes to the face while grovelling), will send to you number and composition of their attacker fleets in faction wars. Honorable: +50% ship HP/size, won't use stealth and stealth detection (heace ship HP boost), will warn you in advance of their faction war attacks. Opportunistic: +1 hyperspace range to send attacks from, more stealthed and boarding ships. Very Opportunistic: +3 hyperspace range to send attacks from, more stealthed and boarding ships and "far attacks" will be always stealth-based or boarding-based (or both), may "feint surrender" in faction wars. [*]Aggression: Peaceful factions get defensive, and may invite more allies to defend them in wars. Very Aggressive: As usual, plus 2 additional ship per headhunter squads, some headhunters are sector patrol-sized, sector patrollers may pursue their quarry. Aggressive: As usual, plus 1 additional ship per headhunter squad, headhunters may pursue their quarry. Peaceful: +25% sector patrol ships and 1 additional guard ship per station per station defense squad. Increased chance of defensive pacts against faction wars. Very Peaceful: +25% sector patrol ships and 2 additional guard ships per station defense squad, some station defenders are carriers. Greatly increased chance of defensive pacts against faction wars. [*]Wariness: Brave factions are proud warriors and will punch their enemies instead of firing in ships ! Very Paranoid: As usual. Paranoid: As usual. Brave: more boarder ships, more security in stations and flagships, increased ramming behavior. Very Brave: boarder ships come in squad (three for one), stations and flagships have ridiculous amounts of security personnel, greatly increased ramming behavior. [*]Generosity: Greedy factions skimp on nonvital crew to get bigger ships, while Generous factions spend more on smaller ships... Very Greedy: As usual, and +15% ship size but -50% security personnel. Greedy: As usual, and +5% ship size but -20% security personnel. Generous: +20% monetary mission reward, -5% ship size but +10% crew. Very Generous: +40% monetary mission reward, -10% ship size but +30% crew. [*]Activity: Passive factions are slower but have more momentum, while Active factions spread themselves thin in their multiple endeavors. Note: events include faction wars, though the ship amount affected there will be the faction war pool, not the fleets' composition (it would end in endless defeats for active factions otherwise). Very Passive: +35% ship amount (rounded up) per event, +50% delay per galactic simulation turn and per station defense proc. Passive: +20% ship amount (rounded up) per event, +25% delay per galactic simulation turn and per station defense proc. Active: -15% ship amount (rounded down) per event, -25% delay per galactic simulation turn and per station defense proc. Very Active: -30% ship amount (rounded down) per event, -50% delay per galactic simulation turn and per station defense proc.
  23. Yes. It would cause a stupid rush to Trinium. It'd be like every sector behind the Trinium Reaches is useless :( ! That would kill empire building altogether even more :'( !
  24. Yeah, it's one of the main cool things about Avorion ! No limits :D ! Effectively, big ships are all the rage because small ships have no reason to exist: the few advantages they have (turning speed and acceleration, and price) are piddly compared to big ships who have everything (but price, of course). Torpedoes, which are supposed to be an anti-big ship weapon, is used and abused against small ships because they're too fast and too easy to fire at any ship. Cloaking, which would allow anti-capital stealth bombers, isn't implemented yet. Boarding, which would allow the capture of big ships to shift the power balance, isn't implemented yet either. So multiplayer PvP became boring because there's no balance outside of houseruled competition and roleplay. Ludicrously fast behemoths throwing seeker rockets became the effortless cubic masters of the core :-\. But we just need a little more patience. Once cloaking and boarding will appear and the torpedo balance issue addressed with, capital ships will need their escorts and subcapital ships to fight, whether they're 60K "carriers" or 1000K-volume super-titans, and finding a solo PvP balance will get tricky :) ! We want to build glorious and unlimited death stars and mile-long ships at the top of our fleets 8).
  25. It's not the "mining bug", it's the lack of galactic simulation/passive sector simulation. It's also the thing blocking me in Survival. I guess it's the usual fare of beta games, though it may be soon entering the "perfectly playable perpetual beta" stage once it gets galactic simulation/passive sector simulation working, but it's also the most difficult update yet :-\... Please be patient and get other cool games when you get bored of Creative, the next "age" of Avorion Survival will be coming one day.
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