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alioth

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  1. Those are my logs (2 each as I reproduced it once) https://pastebin.com/8PK5xTzJ What happened I gave a command to a ship to fly through a jump gate (from the drone) I then used the change sector command on the map to change to the sector I ordered the ship to (I already had another ship there). Result: The loading screen displays and then the client crashes Reloading the save game I am in the sector I wanted to jump to. Expected no client crash ideal: Be in the ship that is in the sector you change to and not in a drone
  2. I wonder what would happen if the AI oponents would have the speed bypass too. At least some of them. I guess they would reach the same speed as Player AI ships which can be 1000 m/s + . So I guess everything should be available and itwould be refreshing if AI opponents follow you at that speeds. It should be easy to test on the Beta server
  3. Just add a velocity bypass module to your AI ships and a lot of directional thrusters for high breaking speed. I did some trial and errors research and put my result in this thread https://www.avorion.net/forum/index.php/topic,4620.0.html Was intended for miners but should work for all AI ships just add more thrust as well
  4. After I watched my first AI miners crawl around the universe like slugs I saw that you cannot give the AI ships player ship design to fly but the AI needs a dedicated AI design. I just started around iron and titanium but I am sure those learnings I made are also valid closer to the core. [*]Velocity Bypass upgrade is mandatory on all AI ships or their max speed will be tied to the ships max speed or a fraction of it if the ships have orders like mine or salvage [*]Thrust is irrelevant if you have this upgrade installed. I would even say that you should have low thrust for the AI or it will accelerate too fast for the turrets to keep up (I used around 40-70) [*]Only use thrusters for breaking speed - and aim for 300+ which means you will use a lot of thrusters (most of them directional forward/rear facing) [*]Go for wide turret coverage (not front or top only concentration) as the AI ignores your turret placement [*]Do not add inertial dampeners. They will mess up the AI braking (it thinks it has that brake speed but it will brake with thruster back firing which disables the dampeners. Bug?) Result: it will bump into things or overshoot [*]Add enough lateral thrusters for the ship to reasonably move sideways at a few m/s. Often i thought my AI ship lost orders as it was sitting still... in reality it wanted to move sideways and after adding side thrusters it continued to work with no problem clearing the obstacle sideways With this in mind I created two ships that I share here [*]This is a cheap 6 crew Titanium starter AI ship that can keep up with you easily and reaches 1000 m/s+ on longer distances http://steamcommunity.com/sharedfiles/filedetails/?id=1316538219 [*]This is a 20 crew Titanium ship with 3 slots (you can add some +turret upgrades besides the speed bypass). It has a similar but sleeker design http://steamcommunity.com/sharedfiles/filedetails/?id=1316529881 If they are not caught in combat they perform really well and even if danger is close you can recall them and the AI ships reach boost speed flying to your ship. I wonder if you experts have any more tips? Edit:added two more points to the list
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