Jump to content

Zaflis

Members
  • Posts

    22
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Zaflis

  1. The salvaging AI is seemingly not built at all for coaxial turrets. It finds 1 spot then starts shooting empty space for ~5-30 seconds then adjusts some other direction... It is hard to put into words how derpy it looks like. Totally useless having coaxials with fleet ships.
  2. Some ships of "The 4" of artifact delivery also had 0 omicron. Only the healer and tank ships had shields, other 2 just hull to destroy. And this in the xanion area.
  3. While the ships look nice, i don't like these stats... No gyros, thrust value seems plain wrong because that ship has engines, generated energy is lower than required energy etc.
  4. Still bugging in the latest version. The ship's status is idle, and there is a neutral Resource Depot on the miner's sector. Also if i switch into that sector in my drone and tell it to go refine, the miner won't move an inch until i move the drone a few pixels out of its way. It doesn't attempt to path around me or rotate ship or anything, but it will at least refine it that way. Just the remote sector command doesn't work.
  5. I propose heavy changes for readibility. If only mods didn't disable achievements i would use them, but we should at least agree that the default UI on this part is bad. What we have and what i'd change: - Resources need to be displayed always. Not only when P or I window is open. - The words Iron, Titanium, etc are not as important as the numbers themselves. Don't hide the numbers behind windows, in fact because of coloring you don't need to show them at all. But if you still want to show them for new players, show the name after number with smaller letters, not aligned to right but as if it was currency. - Don't show station/ship icons over the important texts like this. We can move the resources so they don't overlap. - We always need to know coordinates of current sector. For trading, mission purposes, turret crafting etc. I show them below the name so the station icons won't ever overlap. Sector name is much less relevant to know.
  6. Interesting turret i looted... And i'm still looking to find first station in xanion space that can produce a railgun with more than 1500 dps. They seem impossible to find, and all looted railguns are more than twice better.
  7. Wish i could use your fix, but i still want ingame achievements to work. I can confirm miner stop mining when issued order from map. I then ordered it when in was in same sector and left alone for hour+, it filled its whole cargo hold then. I suppose we can swap sectors from across galaxy now anyway when going in tiny ship. That way we can come in and make the manual order, and go back and continue what you were doing. It just means waiting 2 sector loading screens for a simple mine-command.
  8. I guess this mod would need a complete rewrite now that update added dps in tooltips. What devs didn't add though is "dps per slot". Even if you find an awesome turret with 3000 dps with 4 slots, it is worse than 2 turrets of 2000 dps and 2 slots each.
  9. Quoting myself, but this happened more after i posted, the inconsistency i mean. Factions personality traits never change, as far as i know. I have no idea what triggers a faction to not give rep on Xsotan or pirate kills. The exact same faction sometimes do give rep and sometimes don't.
  10. Correct me if i'm wrong, but trade ships sell trade goods to your trading post. Meaning you buy from them, with possibly ratio you have set in the station config. (They don't just plain donate stuff to you.) It was something like low prices encourage buyers to come, and high prices for sellers. So if you want to make profit you set prices low, and then the trade selling ships might avoid you?
  11. This concerns me. I haven't been playing well enough yet to get to this stage, but I have been meaning to, over time. In recent game that's what my early game was all about. I left naonite space (green ore) with 4 custom crafted turrets totaling 4000 omicron firepower. They easily obliterate fleets of xanion made ships. After mining some more xanion, the whole issue of credits becomes more relevant and i come to topics like this, in order to learn more about trading. Now my salvage operations are made with my own capital ship, with auto-aiming custom crafted salvage lasers. They do quick work of the wreckages and drop maximum amount of sellable stuff. It is far faster than telling other fleet captain to salvage with fighters. Now, i'm not even getting into what ore resources would sell cause i'm hoarding them all to 1 million first for ship building. But the whenever i go sell all the equipment, i'm getting anything from 5 to 15 million credits. Trading is so different. In very early game i had to trade a little bit to get going, but profit is poor. Now with legendary trading module i can see stuff from 10+ jumps away, and the results are poor. 1) Trading module doesn't remember how many items the target and source stations have and can take in. So sometimes i buy too many and have hard time finding buyer for leftovers. 2) When i do trade something, that trade route diminishes to non-profitable quickly. Either station gets full and doesn't consume them, or both seller and buyer equalize their pricing. 3) My ship is not too big yet i guess, less than 200 crew. How big ship do i need to make for serious trading, how much cargo? And then after all that, is it really worth more than the combat?
  12. Turn off collision damage? It's a broken system you shouldn't play with.
  13. I built turret in early game, but nothing in xanion space even compares. Will xanion laser turret deal more dps than naonite? I have found no proof yet that it does. 4 of those naonite turrets melt away pirates and others with xanion ships. I'm winning fights even against 4000 omicron enemies. Here's picture from a turret factory i use for really good turrets otherwise, at least for mining and salvaging. It makes 75.3% efficiency 1476.2 dps xanion mining turrets. But as you see the laser weapon turret is less than 600 dps.
  14. I gathered materials to craft 2 salvaging lasers at the time. But when i pressed the purchase button twice, the second turret was much worse. No autotracking and lesser damage and efficiency. There shouldn't be a need to click those components up every time, and now i just wasted materials.
  15. You can build ships in creative mode and then use them in survival. Also you can have 1 or more fleet ships with captain and they will automatically kill anything disturbing the peace. Potentially best defenders would be fighter carriers with some custom made strong turrets. They're unkillable and really wreck things.
  16. Check the players\ folder for that galaxy. I guess you have 2 players there, so: 1) Take backup of all player files, select all and compress to zip for example. 2) Check which player is newer, it is the one you logged in last with. It should start numbering from _1. I expect your laptop created _2. So delete all _2, copy the _1 files and rename them to _2.
  17. Currently you can only see docks from 2km away. It means i have to fly really close to station to be able to see where i need to drive. Sometimes it means almost 90 degree turns cause you went wrong direction, and it doesn't feel good with big ships. I would start showing them somewhere between 15 to 20km.
  18. I'm sure in some fights long ago i got rep with factions at present when killing Xsotans, but now i see no popups. After many big fights i'm now neutral with "The Beurex Organization". Singleplayer was started in veteran difficulty if it matters. I do get rep bonus each time last pirate ship dies. edit: Another attack happened on other sector but got rep this time. Same faction, still neutral, similar attack fleet, different faction stations... No consistency on why now but not last time.
  19. Ok, this was sort of false alarm. It appears there is an ingame mail-system, so the insurance was actually paid but had to be taken from the envelope.
  20. I flew my big ship, roughly 60k hull and 100k+ shields into a tiny asteroid i couldn't see, and it blew up. Server had collision damage reduced to maybe 25 or 50%, i can't remember or check. But I should have gotten money back from insurance, i just can't tell if i did get any. Here's relevant lines from clientlog, about the ship (Nano): 2018-01-06 20-15-46| <> Paid 72.249 credits for ship insurance. 2018-01-06 20-15-46| <S.I.I.> You paid 72249$ for Nano's insurance. ... 2018-01-06 22-03-15| <> You paid 175840 credits to pay the crew of Nano. 2018-01-06 22-03-15| <> The crew of your ship 'Nano' was paid. ... 2018-01-06 23-16-46| <Eibredoo> Help! Pirates are on our tail and our engines are down! We are stranded here! 2018-01-06 23-16-58| <> Paid 584 credits for ship insurance. 2018-01-06 23-16-58| <S.I.I.> You paid 584$ for Salvager 2's insurance. 2018-01-06 23-16-59| <Server> Your Ship Nano has been destroyed! 2018-01-06 23-16-59| <> Your ship was destroyed. 2018-01-06 23-16-59| <Server> Your craft Miner has lost track of its target Nano. 2018-01-06 23-17-00| <Server> Your craft Salvager 2 has lost track of its target Nano. 2018-01-06 23-17-00| <Server> Your craft Salvager has lost track of its target Nano. 2018-01-06 23-17-01| <Server> Your craft Miner has lost track of its target Nano. 2018-01-06 23-17-01| <Server> Your craft Salvager 2 has lost track of its target Nano. 2018-01-06 23-17-01| <Server> Your craft Salvager has lost track of its target Nano. 2018-01-06 23-17-02| <Server> Your craft Miner has lost track of its target Nano. 2018-01-06 23-17-03| <Server> Your craft Salvager 2 has lost track of its target Nano. 2018-01-06 23-17-03| <Server> Your craft Salvager has lost track of its target Nano. 2018-01-06 23-17-03| <Server> Your craft Miner has lost track of its target Nano. 2018-01-06 23-17-04| <Server> Your craft Salvager 2 has lost track of its target Nano. 2018-01-06 23-17-05| <Server> Your craft Salvager has lost track of its target Nano. 2018-01-06 23-17-05| <Server> Your craft Miner has lost track of its target Nano. Also as you can see, server kept repeating the lost target error until i made them escort another ship.
  21. I'm getting a bunch of these in the clientlog: 2018-01-06 20-30-30| could not execute function 'FighterMerchant.renderUI' in '"data/scripts/entity/merchants/fightermerchant.lua"': 2018-01-06 20-30-30| data/scripts/lib/tooltipmaker.lua:29: attempt to index local 'wpn' (a nil value) 2018-01-06 20-30-30| stack traceback: 2018-01-06 20-30-30| data/scripts/lib/tooltipmaker.lua:29: in function 'fillWeaponTooltipData' 2018-01-06 20-30-30| data/scripts/lib/tooltipmaker.lua:651: in function 'makeFighterTooltip' 2018-01-06 20-30-30| data/scripts/lib/sellablefighter.lua:37: in function 'getTooltip' 2018-01-06 20-30-30| data/scripts/lib/shop.lua:844: in function <data/scripts/lib/shop.lua:829> 2018-01-06 20-30-30| (...tail calls...) Everything seems to be working, but i don't really know. Just saw them accidentally. I added the mod just less than week ago.
×
×
  • Create New...