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Everything posted by Valck

  1. ...neither does the class of systems you wrote about initially: And I'm not going to go on about that "space station" – it may have the external dimensions of a football field (what height does a football field have?), but compared with anything in Avorion, it's still nothing more than space junk. Heck, Earth even has two of them and I still wouldn't say that counts.
  2. Exactly my point though : ) Backwater Earth has close to ten billion people and certainly access to power, and still not a single shipyard, repair dock, resource platform, or interstellar trade hub that I know of. Just because our cities aren't constructed as geometrically as they are on the Avorion planets doesn't change that fact that there's a bright pattern of illumination all over the planet's face.
  3. ...because the forum software (which, for the record, I hate with a passion) says so. But really, linguistically, in the context of a suggestion, I'd consider as valid verbs something like react to, or act on, or reject and ignore, but answer? Definitely not.
  4. That's not entirely true though. Unlike too many other games, Avorion mods come with their source code, in fact they are their own source code. So if a mod creator loses interest, somebody else can always take up from where they left. PS.: Just as another data point, when I play with mods enabled, I usually have way more than just twenty, and I don't have any issues with stability because of them.
  5. Well... Earth is a pretty "lived in" area, there are lights all over the globe except a few dictatorships, and yet I doubt that our "space station" would show up as anything more than space debris on the scanners of any Avorion ship ; )
  6. But that's the main reason for the boost-to-hyperspace mechanic – a requirement to have a clear path towards the destination. IMO the required accuracy is still way too lax, the zone where it allows a ship to go to warp is ridiculously large; most of the time asteroid fields aren't that dense that I couldn't easily point my ship past a few asteroids and boost right past them, and most of the time it even enters warp before coming anywhere near any asteroids anyway. What I'd like there to be is that the hyperspace jump gets initiated by flying forward and pressing "jump", without having to keep pressing the keys. To abort a jump, one would have to decelerate instead.
  7. Exactly why there should be no such thing. If a question gets answered (how can a suggestion get answered anyway?), let it remain there for reference, others might have that same question or problem. If a suggestion gets implemented, it might be nice to see that there actually was a suggestion that led to it. And finally, if someone notices they mistakenly suggested something that's already there, they could either post a link to the prior topic, or ask a moderator to merge their post into the respective topic.
  8. <rhetoric question>Aren't there tags to add to a topic?</> Tags are a much more flexible solution. Some suggestions cover more than one category, so where to place them? Post multiple identical copies, in every category? Instead, add tags to your topic; the forum software (which for the record I hate with a passion) even suggests tags once you start typing. One thing that might help would be to more prominently feature tags, <sarcastic rant>maybe even "reward" their usage with "forum points", because "achievements" are what motivates people... </>
  9. Points 3) and 4) are already in... some of the radio chatter talks about how "Swoks seems to come back all the time, almost as if he had doppelgangers". Might be nice to have a few more lines, and/or something more specific along the lines of "Did you hear someone finally defeated Swoks XXIII?" or even parroting the Swoks dialog option "Have you heard about that new pirate captain Swoks XLII, I wonder what happened to the other 41..." ; ) But then, the "normal folks" might not even know him under his current iteration but simply as "Swoks", so he "looks" all the same to them since he only reveals his index to his prey – who usually don't live to tell the tale? As for the first two, it would certainly add to the universe around feeling more "alive". It already works if the player defeats a pirate attack in otherwise empty asteroid sectors near faction territory, so it might be a small change to make it happen here too, but then again it might not...
  10. Would you consider getting rid of the flat bonus on shield boosters then? They feel really overpowered early on and diminishing quickly the further you progress, and if that's the route you're going, their main value seems to be in the automatic recharge upon depletion? Maybe instead of a flat shield bonus, give a small auto-recharge if they're not permanently installed, and the full possible percentage (that is, the current 35% IIRC, or whatever seems appropriate for balancing) otherwise.
  11. At the very least, activating just one single docking port (the closest to the target, probably) certainly seems to be better than what we have now, where all ports constantly try to pull the target towards themselves and fight against each other to the point where a successful capture doesn't happen at all.
  12. Curious, is that actually a thing? Smugglers scanning for illegal stuff is kind of paradoxical... do they or don't they want to do business?! :D
  13. When undocking, you have to select the container(/ship/entity) you want to release, ie. a different entity. In this case however, the game needs to know which port you want to activate on the same entity, while you already have a different entity selected as the target you want to dock with. I don't know whether it's possible to select the individual voxels of your own ship outside of build mode, and even if it were, I don't think that would work too well from a usability standpoint.
  14. Not exactly what you suggest, but maybe it helps to know that the search term "new" sorts highlighted items to the top in the various inventories.
  15. What's the rationale? I have played with it for a bit now, and I have to say that don't like this change at all. With large ships the bonus feels too weak, while with smaller ships, it's terribly overpowered to the point of feeling cheaty. Find an upgrade or two, and basically all it takes is a single unit of Naonite to build a ship that gets you to the barrier... Just as an example, I have one ship design that scales fairly well from Naonite (or Titanium, before the 'build knowledge' size limitations were introduced) to Xanion regions, but a significant part of its volume had to be dedicated to shield systems, and even a "golden" upgrade added only what – around 66%? Now, that same upgrade easily gets to double the total original amount, with only about a quarter still coming from the actual shield systems, rendering them almost inconsequential.
  16. I like the idea; I often use copious amounts of 'dock' blocks for decorative purposes, and it doesn't exactly help when you actually want to dock to something :) How would the game know which docks you want to de-/activate though?
  17. I think I saw a mod that basically does what you're suggesting, collecting all available missions in the sector into one central list. But I agree, that's something that would greatly benefit the 'vanilla' game. The same with crew/captains, the novelty of clicking every station to see if they have the staff you need wears off quickly and it just becomes a tedious grind.
  18. Bonus points for a detailed list (with item names spelled out, too) when you hover over that percentage bar.
  19. Would also be incredibly useful to see that as a percentage in the fleet overview. Seeing how many individual "Transformators" are in the cargo bay doesn't really mean much unless you can memorize the volumes of both all of your ships' bays as well as every commodity's without giving it a second thought. And know all the icons too at first glance... EDIT: Oh hey, there's already a suggestion for that! why indeed, and yes please, and from the map view as well; and pretty please with cherry on top, bring back all the other "do X in this sector" commands to the map.
  20. Already in; maybe you overlooked that there's a separate turret editor? Within that, there's a tool to scale up or down parts or the entirety of the turret, just like you would in the regular ship editor. You may have to adjust the turret's design size (found on the right-hand menu) before you're allowed to scale up though.
  21. Could it be that you're still too close to the rim? I'm fairly certain that torpedoes start being sold once you've progressed a bit towards the centre of the galaxy.
  22. Found these on my archive drive... to the best of my knowledge those were the latest versions from that thread, I haven't done any virus scanning or anything, so proceed with caution. 2058663477_20170319-Korenos-Blender-to-Avorion-Converter-Source-CovertAvorion.zip 20170319-Korenos - Blender-to-Avorion-Converter - CovertAvorion.exe
  23. Disclaimer: not a native speaker, as may be inferred from my previous post. I kind of agree, and kind of disagree... the way I see it, hardpoints are the actual, physical places on the ship where the turrets get attached, placed by me and designed to encompass the actual turret base, any additional armour around the base, integrity fields, etc. As such I don't think "hardpoint" would be an unambiguous description for the – for lack of a better term – "system slot" that controls the turret that is in turn mounted to a hardpoint. In my in-universe understanding, the turret control system gets slotted into some kind of socket in the ship's main computer; if not "slots", how about "(weapon/tool/defence) control stations" maybe?
  24. No offence to the developers, but there are quite a few rough edges with wording in the game. Since to the best of my knowledge none of you are native English speakers and you're located in a university town (right next to where I live, no less ; ) ), surely there must be a few starving student native speakers who might be willing to proof-read the translation?
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