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Nachtu

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Everything posted by Nachtu

  1. Yeah. This would be a welcome fix. One wouldn't have to build different designs for AI ships and player ships regarding braking power. In player ships I use a lot of thrusters, but also some inertia dampeners, which in turn are wasted in AI captained ships.
  2. Is it just me, or are tracks 11, 12, 14 and 16 somehow broken?
  3. Dude, so true! Perhaps an implementation like this: a button next to the in-sector traderoute in the trading overview, in which you could assign a certain amount/all cargoshuttles/drones to fly tha specific traderoute!
  4. Perhaps there isn't one, and I suppose that's fine. Haven't played the patch yet myself. Is there a benefit to adding several torpedo blocks?
  5. Don't know about the lag thing. I've got the same red mesh -thing. I assume it's there to point out the space from which something got just removed. Just so you notice if you accidentally delete also something other than what was intended. That sometimes happens with my builds when I have been selecting and deselecting blocks quickly. It goes away after a short time though does it not?
  6. A bit off topicky here but... How? I think insurances should be more specific. Insurance against asteroid collisions? Basic trader insurance against pirate ambushes? An insurance for your trade goods or system upgrades/turrets? But really, if were talking about insurance working as a real insurance would, then what kind of an insurance company would issue even the current kind of insurance if it's meant for a whole battleship? How profitable could that be would depend on factors the insurance company cannot possibly know. Will the player take the ship to endgame battles at sector 0,0 or just assign it to endless and safe defending duty in a friendly sector? Essentially insurance is the company and client betting against each other, so the conditions and chances in the bet would have to be considered somehow. And battleship insurance gets pretty unprofitable real fast ;D
  7. Is that the case? I swear I've built ships and deleted the root blocks many times afterwards in the build mode.
  8. These might help, sure helped me: Production chain map: http://svgshare.com/i/bd.svg Factory Calculator: https://avofactory.scrap-yard.org/en/factory-calculator.html Goods overview: https://avofactory.scrap-yard.org/en/goodsoverview.html Factory Overview: https://avofactory.scrap-yard.org/en/factory-overview.html
  9. I remember reading somewhere here in the forum that the AI doesn't take Inertial Dampeners into account when counting actual braking speed. Btw is there such a stat as "Braking Speed" or is it merely "Brake thrust"? EDIT: If i recall correctly in the in-game build mode, there's only visible a stat called "Brake Thrust", I wonder does Inertial Dampener add to it? this is indeed true, the dampeners are not used by the AI, only vernier thruster I believe the AI ships still brake with dampeners, but they won't count it as braking capacity when determining their own speed.
  10. I remember reading somewhere here in the forum that the AI doesn't take Inertial Dampeners into account when counting actual braking speed. Btw is there such a stat as "Braking Speed" or is it merely "Brake thrust"? EDIT: If i recall correctly in the in-game build mode, there's only visible a stat called "Brake Thrust", I wonder does Inertial Dampener add to it?
  11. Useful stuff for bigger multipurpose ships! Will definitely use!
  12. I wonder if it were possible to make a modification that would destroy a fair part of the goods when a ship/station blows up. Would make perfect sense too. That would nerf piracy without the needless punishing of player trading.
  13. Thx for the diff. Those values seem very reasonable! This mod will also force players to actually make specialized cargoships if they want to haul lots of valuable stuff. I like that.
  14. All that sounds very reasonable to me. Still... Carbon isn't quite a top-tier product, and it's volume here is tenfold. What can I expect from other low-tier goods that are already difficult to make profit with (to my experience at least)?
  15. This is an area where some developer communication would be deeply appreciated. Just some assurance that they have some directions/roadmap regarding the mountain of work that is the economy/faction -aspect of the game. Right now there seems to be very little published planning on these issues: https://avorion.gamepedia.com/Roadmap Current economy/faction -system seems like a good start to me though, and it seems a rather solid foundation to build a more complex and dynamic system on. This thread contains tons of good ideas too, great community! This message was prompted by the fact that it bugs me that I can build a variety of awesome-looking custom-built stations, but running them profitably (without exploits) becomes a pain in the a$$ ;D
  16. Am I right to assume this mod makes ordinary trading (already quite unprofitable) very difficult? :D
  17. I agree that the "get out card" is somewhat op. I think the boost efficiency should be tied to a new system upgrade chip, or maybe a the size of some new ship building block. And then balanced somehow, so that the players can still build very fast ships (fast traders, scouts etc.), but it would be at a cost of other functions.
  18. Well you could just do a template from a finished flag, but that's only available for your personal use. I wonder if colors are saved in a template... I've never used the myself. I wonder if one can share templates with others like you share ship designs? Would kinda solve the whole issue of the topic here. If you're wondering what the templates are, check this here post: https://www.avorion.net/forum/index.php/topic,1047.msg18258.html#msg18258
  19. Lovely how a shitpost turned into a useful stack of knowledge about Integrity Field Generators 8) I didn't realize they could actually be a risk to your ship if poorly placed.
  20. I've never seen it work that way. My experience says it will get stuck. Though I haven't tested it too thoroughly.
  21. Also the AI ship has to have its hyperdrive ready if he has jumped recently. The thin blue bar next to the ship in your visuals indicates this.
  22. Awesooooome! The turret icons are terrible at this point of development. Best of fortune in your endeavour!
  23. I'm interested in how other people have managed their stations/factories in terms of good manufacturing. Our player group will probably start with some good manufacturing soon. As the stations & factories in this game are very much a WIP, our playergroup will surely use some related mods, such as... All Production Chains CompleX3s [OOSP] Out of Sector Production All done by Laserzwei What is a reasonable production facility to start with? Some good production chains at this point? How to make best use of AI stations nearby or in the same sector? What mods are you using? Also if anyone has any experience using Cargo Shuttles that would be nice to hear. I know they're supposed to ferry your goods around a sector from station to station, but never really heard anyone say how useful they are. I'm thinking of starting with some Noble Metal and Diamond mines (Diamond mines are mod content) = good basic stuff with nice selling prices/volume. Later on maybe make a Jewelry Manufacturer type 2 to refine the stuff and sell it to random Trading posts. How does that sound?
  24. Can't seem to find a production source for Gems in the game. Jewelry production chain seems a relatively sweet mid tier chain, and it needs Gems/Diamonds. This mod covers Diamons, and that's great! Can you maybe add Gems too? ::) Edit: actually the whole chain might need some additional work, since there's no place for Jewelry to be sold except random Trading Posts. This is a problem with some other production chains as well I believe.
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