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Kamo

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Everything posted by Kamo

  1. Oh, a nice idea would be ability to bulk buy equipment. Especially Torpedoes. I've seen Avorion crash if you mash the buy button too fast.
  2. Engine equilibrium is effectively a realistic point, but would stymie the creativity of every asymmetrical ship builder. Fuel would need cargo bays for all ships, something that'd need completely new shipbuilding standards that'd make most line ships, buses and cargoless utilitary ships useless. Managing fleets, however, would be a complete logistical nightmare unless the AI is also overhauled to (auto-)refuel itself, use certain ships as tenders, etc. Station auto-docking would be nice as ships that are just built would otherwise need fuel they won't have to dock to the station to receive their first fuel unless the builder placed the ship really well.
  3. That'd be cool for other modders or even the developers to help debugging ! Don't hesitate to attach the script ! :D
  4. I've seen size 3.5 turrets during my very quick forays into the Ogonite Sphere in Medium and Easy Difficulty. I reckon turrets hit the maximum of 5 (and coax may go even higher) up the Avorion Hill and at higher difficulties, though such turrets may be unusual and limited to railguns, cannons and other weapon types hardcoded as "big". Though I'd really like that players would have the ability to build turrets the size they want at turret factories.
  5. Those three ideas are delicious :D ! Seconded !
  6. Yup, and if you deploy fighters and manage to select one, you can enter it the same way you'd do a ship :) Barrel rolls are automatic when hit though, (if you have dodges left). Minor and low-priority suggestion: Maybe fighters personally driven by players should have 25 times the hitpoints and random bonus things like (one to eight?) torpedoes, better guns or slightly autoaiming guns, so playing as a fighter pilot during battles could actually be feasible, with dogfighting, bombing runs and other sillinesses ::) Also, a "ECM" modifier for fighters, which make them immune to being locked by Seeker Missiles.
  7. You should set reading access to public, can't read even by connecting to google ???. Edit: Thanks :D !
  8. Naonite, Titanium and Iron Hangars would be nice for those poor fighters behind the Trinium Reaches ::). It's sure that, once you have a shield, you can coat things in your preferred material, or even expose parts you wouldn't usually expose !
  9. With the new "map orders" functionality this mod should be remade from the ground up, focusing on fleets (called "groups" here, and removing the limits of four fleets and six ships per fleet too), UI and, maybe, plotting jump courses (very difficult math/pathfinding work there :-\), and hopefully maybe tackling sector loading (though I think the ways of doing it are on the dev side, not game side :(). It'd be very hard work though, and almost a time race between you and the devs ???.
  10. You can also right-click fighters to do it fast :) ! The theoretical range is 0.02km (so 0.01km will work).
  11. Two Iron Wastes factions are in war with each other in one of my creative mode galaxies, but due to some minor accident (involving a station antenna breaking on collision with a Konno, losing 94% of its hull integrity ::)), the local one is now abhorrent to me >:(. During a faction war battle, I destroyed many ships of the other faction (which happened to be called "The Raouu Pirates", which may be a usual pirate faction instead of a civilized one), but the local faction (the "Syndicate of Iejauz") is not giving me a single reputation point for those kills :(. Killing two other hostiles gave me 3000 points with the Syndicate for each of them though. It's pretty weird, you'd imagine a faction which is a war with another actually hating each other (maybe the second one has some kind of "fixed relations" thing going on and a starting neutral standing, since they're pretty special, and the Syndicate may be a starting faction too)... Oh well, I'll update my "make people friendly" script for 0.20.2 :-\...
  12. It'd be simpler to enable the Fighter Factory UI to peruse folders :). Folderless Fighter Factory UI is one of the most important reasons to have a clean root folder with only fighter designs in it ???. Also, another nice thing would be autosaves in (dated by day) subfolders: the autosave folder gets really crowded after a few hours, buildings and repairs :-\. Oh, and renaming (way easier to identify ship by ingame thumbnail and rename all three files in a single time).
  13. I really like Independant Targeting turrets: they are a godsend for [*]Big ships with rear/flank turrets (especially since Ctrl-view rotating seems to interfere with turrets rotating/recognizing targets under mouse reticle) [*]Stations :D [*]Long-range artillery turrets (where ships are too tiny to fire at manually), of course including most custom-made station turrets ::) I believed Independant Targeting damage reduction was two-thirds (-66%) or -60%. -50% is a bit nicer, but a little less like -40% would surely be more attractive. (But gimping it more would make the damage reduction not stand out, with the whole random godrolls and poorrolls adding huge randomness in damage.) Also, an even better idea: independant targeting should reduce fire rate instead of damage (for the same DPS reduction) ! It would also make a lot of sense !
  14. Oh, they do now ? Nice ! :D
  15. Yep. Random attacks on your assets aren't implemented yet (which is why space is pretty secure for player freighters, stations and autominers as long as you don't leave them with enemies). But before those things are implemented, we'll need the two-level (loaded and unloaded) simulation, which would be able to "free up" loaded sector slots, so remote events would happen by loading those sectors (those events would also need to be exceptional (as in rare and unusual) to not bog down the player). Right now, the loaded sector simulation works nicely, but once a sector is unloaded it is the subject of no simulation at all, which causes issues like this. In multiplayer the loaded sector cap is 5 per player, and in single player (which works like solo multiplayer) the loaded sector cap is at 500 as a placeholder (I had to reduce it to 20 after having serious server lag problems, so I think 5 per gigabyte of RAM works fine), because when it was put in place the devs didn't think much about map orders yet (a single player roaming in the galaxy would probably awaken five or ten sectors tops). But now it means not many people get hit with the problems I have, as you'd need to be both a successful empire-builder and hit your rig's limits to start having server lag problems, reducing the load by reducing the cap, then start having unloaded sector problems as a logical result. For me it's particularily egregious because I have much more than 20 sectors with stations, so I'm permanently stuck at the 20 loaded sector cap, so my freighters and miners are 100% prone to stumble into unloaded sectors. I also guess people using map orders in multiplayer will rapidly get aware of the problems. I wonder how much work it will be for the devs to address the issue. It may need a relatively small amount of tweaks, or to rewrite a big portion of the game, depending on how the framework of the simulations is laid out.
  16. Very nice idea, especially with the goods' "where to buy and sell" info. The economical tree is a bit more complicated than X2's and it can be daunting for new players to acclimatize into it :-\. The public text would allow someone to add into the good page a simplified view of the production chain needed to make it :) ! Also, things like "beware the AI" popping in the Naonite page and "maybe destroying the M.A.D. satellites could be interesting... for SCIENCE!" in the Xanion one (not everyone is that interested in rare generator upgrade modules, especially if the player has dozens of stations and millions of credits to buy those modules from hapless Equipment Docks with ::)). However, it would need a wiki-like server and backup system to be in place to avoid vandals and excessive spoilers.
  17. That's weird, when I called my two WAAAGHs in the Berybou territory the 30+ ships showed up by the time I went from Galaxy Map to Strategy Mode view. Maybe your ships were still charging their Hyperspace drives. Make sure the slowest-jumping ships jump first, escorted by faster-jumping ships, escorted by even faster-jumping ships and so on. That's the kind of drawback to having fleets, while complete fleet support (and sync'd jumping) isn't implemented yet, but it's still magical to call them at you :).
  18. I'm completely on the "mining is too bad" front, because salvaging scales up with core distance, but not mining. So mining for Iron and Titanium is pretty profitable (unless you run into a giant Iron-Tita ship in the Inner Sphere) because a big iron or tita roid is worth forty wrecks, but mining for Ogonite and Avorion is an almost silly idea as two wrecks yield the same as a big roid. This actually causes a problem as early materials become rare, which is a problem as Iron is necessary for inertial dampeners before getting to nom on Avorion... The solution would merely to scale up roid size to core distance, which'd be really simple to implement, even as a mod. But it would be even nicer to scale the roids in the other direction once in the Iron Wastes (so huge Iron roids would wait in the corners to be used for ships near the center... and to allow repelled players at ultra-high difficulties to engineer monstrous fleets to reclaim back the Titanium Belt). Salvaging is fine right now. Efficiency is only (less than?) half of mining but salvaging also cleans the system and makes it less laggy. Though there are bugs: non-tiny wreckage shouldn't disappear while ships are currently salvaging in the sector, and big (10k+) wreckage like stations should never disappear. Avorionpulse's ideas about boarding wrecks are awesome though :). Especially if the amount of modules depends on the wreckage size, this could make WAAAGHs and Faction Wars even more profitable. I'm delighted at the idea of early game station boarding, whether the station's functioning or destroyed :D.
  19. Hmm, I'm not sure, since my ships' blocks counts are hilariously low (my Bellator's block count, less than 3000, is still less than her turrets' block count, and less than two Marikas')... but that "its the size that counts" may be the source of the problem. Since almost all of Avorion functions with those [expletive] floating point numbers, divisions by zero and weird loopy behaviors in calculations may happen and turn easy calculations into very hard ones past a certain number scale mismatch (or maybe some of the variables' types change from 32-bit float to 64-bit float to ensure precise calculation). It may also be caused by enlarged textures (which would explain why two Marikas and a Konno do not make an asteroid-rich yard sector full of various prototypes go extra laggy, but a single Bellator in an empty sector does), I'll try some "megastructure" tests after holidays~, alongside microBellators (to ascertain the "scale mismatch" problem) and megaKaamthaars (to contain more than 32768 CrewMen on the smallest possible ship).
  20. Seems it's meant to be this way. Apparently the damage has been nerfed... to only 2 million :). But it seems to have been outfitted with plasma guns to allow itself to defend against a rogue 4x4x4 stone block (with engine and thruster embedded) equipped with the best two-slotter you have ::). Since it has been updated, try to test its damage against stone corners and edges ;).
  21. Yep, the 500 that I have to reduce to 20 for the server to not get out of memory :'( There needs to be a less memory-intensive way to simulate economy and sector-to-sector ship movement in sectors. I understand the current simulated sectors are (almost?) fully simulated with individual ship positions and such to provide the possibility of combat happening within those sectors, but all that almost-realtime detail needs huge amounts of memory. A larger-scale sim, with a much slower tick-rate, should happen so player factories and freighters continue to make money when the player's away and out of allotted simulated sectors, or else making a galactic empire would actually be counterproductive because stations and ships are paid regardless of activity, especially for people with low tech gaming rigs (why does every game needs a 3000$ pro-streamer-level rig these days, ugh, I'm lucky enough to have the one I have and another computer to make a server of).
  22. I knew it ! :'( Out-of-Sector Simulation just do not work anymore (or did never really work in the first place), which explains the notable stagnation of benefits. I'm only getting money from 10 to 15 stations, while I have about 80 of them, that I still pay for :(. Now the next development goal will be to make it work (again). Making the freighters' cycle work may be a little hard, but the true struggle will be to put up with interruption from loaded sectors (OOSS to remote/actual sector), which can happen by freighters jumping into loaded sectors with their escorts... or by players jumping in unloaded sectors where they are, prompting the sector generation engine to calculate the position of the travelling ships.
  23. Ah ! I think those in the trailer are Railguns :D ! But a cannon version of the laser (or, at the opposite, some sort of energy chaingun (a la Total Annihilation ;D ?)) would be nice. Those Pulse Cannons make adorable "pew" sounds too :).
  24. Nice idea, but it would need a huge amount of UI work, though the architecture is already ready (one can make new quests by modding). Maybe once the basic functionalities'll be finished :D. Oh, it may even be an idea for a (large-scale) mod !
  25. Oh yeah ! So there'd also be a "crew pool" (or score), fueled by Habitats' cycles (and Biotopes?) that would add itself to the crew base pool in stations, allowing for easier ship crewing (even in Creative crewing Destroyers needs a lot of work, imagine in Survival with twelve times less crew! :().
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