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Valck

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Everything posted by Valck

  1. Bonus points for a detailed list (with item names spelled out, too) when you hover over that percentage bar.
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. 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?
  7. 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?
  8. Well said. Including and especially I already feel guilty actively playing the game while the world around is burning...
  9. Definitely agree with you on those; the idea is nice, but the execution feels artificial. IIRC ctrl-select your ships on the galaxy map, and then ctrl-numberkey to assign them to a group? Might be a different key combo, but (again IIRC) there's a help text across the lower edge of the map.
  10. I know I'm late to the party, but here's a shameless plug: VK Less Frequent Pirate Attacks Good to know, thank you, hadn't noticed that. Will have to experiment a bit.
  11. As a starting point and without going too much into realism, I feel it would already help a lot if the sector background "nebula" wouldn't randomly vary from one sector to the next, but instead a contiguous region of sectors would share the same background, and adjacent regions be separated by "nebula free" zones in between.
  12. maybe report your own post and kindly ask a moderator to move it to suggestions?
  13. Bonus points if they occasionally broadcast flavour text announcing how incredible they are I know it's just a game and realism be damned, but that is not how billionaires become as rich as they are... ; )
  14. It doesn't seem to make a difference whether the turrets are refining or raw, my salvager captains still insist they don't have proper salvaging equipment and will use their weapons instead... 😕 I don't know if they actually do, but that's what they keep telling me in the salvage order interface.
  15. HIS name is @koonschi 😉 this, pretty please!
  16. Just imagine how awesome it would be to see the ship designs one faction acquired from you propagate from them to their neighbours and their neighbours' neighbours all the way across the galaxy... :)
  17. This sounds like the perfect solution to me. I haven't observed yet whether the radius increases with a captain's experience, but it would certainly be nice to be able to manually decrease the radius if and when desired. Same applies to the refine order – currently there doesn't seem to be a way of telling a ship to refine at a specific station, instead they take a seemingly random amount of time and end up at a seemingly random station in some unreasonably large area, when there may be a station just one jump away that shouldn't take more than a minute to reach, and another few for the actual refining...
  18. Just a few off the top of my hat that I'd love to see: sort by range sort by tech level sort by size/number of slots sort by number of operators required sort by damage type sort by overheat/cooldown... and I'm certain there are others that would be useful to have.
  19. This sounds really promising, I've always considered the speed progression as being opposite to what I'd expect. One issue I've seen with this kind of mod is that the AI either doesn't know how to deal with the changes, or doesn't care and just continues using their own idea of the laws of physics. Just to name an example, there's an "All Mining Lasers are R-Type" mod (can't recall the proper name and author right now, and this is certainly not meant to blame them for the AI's shortcomings) that has the AI factions' miners collect clouds upon clouds of resources around them because none of their ship plans include cargo space, and/or they just don't know that raw ore needs to be processed... it would probably take an immense and disproportionate amount of effort to "educate" them and their ship designers. I'll definitely keep an eye on it and give it a go in my next play-through; considering how tied it is into game progression, it doesn't look like something that can be fully experienced and appreciated in only a few short sessions.
  20. Great! What was the problem, and how did you eventually resolve it?
  21. I fully agree with you on the visual appeal of the thrusters texture; it might benefit from getting a fake depth map, but all in all, it definitely is one of if not the worst block textures. But then I guess it's just immensely difficult to convincingly fake the impression of cavities on a flat surface, without actually paying the price in geometry. What I was talking about was the methodology though, and only as one option among others; if it wasn't obvious, I don't have the definite answer to that either.
  22. Does that even matter? I honestly don't know, but I didn't think the "root" block is special in any way apart from it being part of the internal organisation of the ship's structure. My understanding is if it gets destroyed, the whole tree is re-rooted on the fly. In some games, the whole entity would be destroyed along with its root block, but I didn't notice that being the case in Avorion?
  23. Same here; especially frameworks would be very welcome in more shapes than just cuboids. The question is, how would they be handled texture wise–stretched, tiled, maybe a custom texture per face? Some mixture of tiling and stretching? Each method has its benefits and drawbacks. Also I think it might be interesting if the framework texture scaled with block size, much like the thruster block's "nozzles" do; although I don't know that I'd like that all the time. Apart from having two variants, scaling and non-scaling, I don't see a simple way to give a choice which behaviour should apply. Also, say you had a thin but wide piece of framework, how to decide which texture scale should get applied? Especially with frameworks, having the same texture in two or even three different sizes on one piece would look odd and mismatched, to say the least. Cargo holds would be nice to have too, but taking the game mechanics into account, I wonder if they really are worth the effort; using blank hull doesn't stand out too badly in many cases, and from a functional point of view, their comparatively small volumes would probably not result in a lot of usable cargo space most of the time anyway. Of course I wouldn't be opposed to more shape options for any of the blocks that currently don't have them, why would anyone.
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