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Valck

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Everything posted by Valck

  1. Another likely suspect for repetitive strain injury is the colour selector box. Now that one might take an actual UI designer to improve significantly, but a simple and immediately beneficial change would be the addition of a text search field. Another one might be some kind of bookmarks, similar to the "used colours"-field, but with player defined colours; I often use the same colours over and over again, and especially when building a brand new ship, there are no "used colours" to fall back upon. "Ctrl-f, search colour name, return" feels like it would be an immense relief for strained tendons, as opposed to having to hold-drag or click-click-click down to the desired colour.
  2. Upvoting because still relevant. A couple of these issues have been fixed/addressed, but many more still remain. Having to hold down a mouse button (or keyboard key, for that matter) for an extended period of time should be avoided if at all possible. Sometimes it's difficult to avoid, like with ship movement unless you want to switch to cruiser mode which has its own share of issues, but for example mining asteroids is literally hurting the player. They may not notice it right away if they're young, but boy will they feel it when they're older. For those of us born old, we feel the pain immediately. Auto turrets help somewhat, but they'll take up precious system upgrade slots, and you have to know and find those upgrades in the first place. Maybe consider giving auto capability to at least mining/salvaging turrets. I'm not asking for the tutorial to maybe explain auto turrets in a brief segment, but that would of course be the icing on the cake. I know I've probably said it a hundred times before, but I still have to click what feels like a hundred times to achieve the one single task of adding one note to one unexplored sector... Right click select sector. "Tag sector", click. Right-click sector again. "Add note", click. Activate text area. click. Optionally select an icon, click. Type your note and finally... click! done, already. Unless you now want to "untag" that sector – click, click, click. Why even require tagging it in the first place? Why not focus and activate the text area automatically, because it's likely the player will want to, you know, add a note...? And why not simply confirm the note with ctrl-enter when you're done? I regularly add notes to large regions of the map, sometimes ten, twenty or more in a row. Maybe I'm the only one doing this, but maybe I'm not, either way, literally thousands of mouse clicks might be saved by that change alone. Right-click-sector, add-note-click, done.
  3. I'd love to see a big map overhaul in vanilla, with all kinds of improvements. The map really could use some love (one-click 'add note' when?), and my RSI some respite... Until such time that happens, as a workaround there's a mod called "Galaxy Map QoL" by Rinart73 that has colours and a handful of new icons. Still not perfect – the colour palette is limited, there are a couple duplicate icons with vanilla, and the scope of icons is still lacking – but it's a massive improvement already. I wish Boxelware could integrate and expand upon this, or at least take inspiration from it.
  4. Glad you found a solution, and thank you for sharing it. Just a side note, s/palyerIndex/playerIndex/ Things like these are are going to bite you in the back when you've long forgotten about them.
  5. You probably found it already, but in case you haven't, Main menu -> Settings -> Mods hth
  6. I'm not on Windows, nor do I use Intel, so there's little I can help with. Interestingly, the logs (mine, that is, which continue on after "Creating settings... loading... setting language...") only show information about GPU and graphics driver *after* (successfully) creating a graphics context, whereas one would assume that the driver needs to be found and initialized before... From what little I know about Intel, you're using a processor with integrated graphics; integrated GPUs, especially Intel's, aren't exactly renowned for being the most powerful. Maybe something changed in your OS's configuration that it now prefers the integrated GPU over a discrete one you might also have? That seems to be a common issue, primarily with laptops, but also desktop systems as well. Good luck, in the hopes of pointing you in a helpful direction.
  7. Pfrlol. Came here to write a suggestion because this just happened. Again. After five years of playing Avorion, I'm still getting caught by that issue. This topic should be daily reading for the entire dev team. Any hopes for implementation? It's been a while... 😉
  8. ...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.
  9. 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.
  10. ...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.
  11. 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.
  12. 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 ; )
  13. 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.
  14. 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.
  15. <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... </>
  16. 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...
  17. 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.
  18. 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.
  19. 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
  20. 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.
  21. 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.
  22. 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.
  23. 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?
  24. 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.
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