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NerArth

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Posts posted by NerArth

  1. These mods pre-date the steam workshop modding section, which is why they were never made into mods there. I am not developing these mods anymore but I have thought of reviving them in a different way, which if possible, would make use of factories or raw ores. I should really mark these as obsolete and untested with newer versions. At the moment I'm not sure I have enough time to really look into doing any mods, which is why I haven't started anything recently. But I'd be surprised if nobody else has developed any other mod that fulfils the same role as passive resource stations.

    At present my method for side-stepping (my) resource problems in 2.0 Avorion is to go into the galaxy config and set ores/wrecks to 15x multipliers, so that automated captains on away missions can gather a million or so in a few hours, depending on setup.

  2. For the most part, I have enjoyed returning to Avorion, especially in a single-player mode and overall it has felt perhaps a lot more enjoyable than it used to feel in many ways.

    I've put in roughly over 60 hours over a few days so far, in a Veteran/Free-play with the new progression enabled. Admittedly some of those hours have been poorly spent, idling waiting for ships to do things. Travel is especially a lot simpler in some regards for me with the use of the "Travel" captain command, at least when using the correct captain for the job with a suitable ship, i.e. one with appropriate raw stats and captain traits regarding command ambush risk.

    I think my main issue with things as they are, comes in with combat but mostly for a few "niggles", I feel. Maybe it's just me, too.

    - As it is, my own AI captained ships seem wonky at the best of times and at the worst of times, try to destroy each other for no apparent reason, something that could hopefully be prevented by putting in some kind of sanity check on the AI targetting friendlies of the same faction, at least.

    - Trying to fight certain enemies like the Four has proved very frustrating, because my AI ships will not chase enemies properly and when in range won't even fire their weapons it seems. Adding to that, the enemy AI seems to now manoeuvre incredibly well, to the point that tracking them manually has become very difficult for me, making my battles in general take excessive amounts of time and requiring a lot of chasing and boosting when it wasn't necessary before. I recorded a short video of my experience with my AI ships vs. the Four but admittedly it was a bit of a poor test so I'm not sure it's worth posting...

    - Adding to the frustration aspect, enemy AI ships seem to have incredibly good aim and tracking, even with the "Precise Enemies" option set to off, whilst the captains of my ships almost always fire too far ahead of the enemy (when they feel like firing?) and generally only hit enemy ships well when they are at certain oncoming angles of approach. I appreciate writing AI behaviour must be difficult, but I can't say I understand why there's a discrepancy in enemy AI vs player-owned AI in regards to combat effectiveness, for example. I have tried different captains in combat and noticed no difference in that regard.

    I think the only other main negative is the usual, lack of ship-building materials. Even with the Free-play option of having ore asteroid numbers vastly increased and with captained ships finding resources, often I can't even meet the minimum requires for a station redesign by a faction, which is a bit annoying, but I live with by just not bothering with that aspect in the end.

    If captains can procure goods and torpedoes, I wonder why not ship-building materials, exactly, an action perhaps restricted to miner captains? It seems to be difficult to gather good amounts even with combined mining, salvaging and searches for fresh resource depots. Maybe it would be game-breaking to some, I don't know, I would find it acceptable even if the rates were worse than those of a depot.

    Anyway, the best thing for me about the play experience now is that I have felt it's much less of a pain to have a decent amount of credits, even at the start. That has made me feel much more relaxed about losing ships and losing things in general, since I know that I can off-set that to some degree with credits. I just wish combat felt less frustrating, even if the loot balance is feeling rewarding enough for me otherwise.

  3. I mostly came on the forum to also mention this issue where our ships will start shooting between themselves, when they had previously been given orders. The only way I find of stopping this is issuing them a stop order again while I'm out of that ship. It's a somewhat annoying bug, especially when it happens with a much more powerful vessel than the rest you own in the sector, since it can obliterate the rest by accident.

    Otherwise, I also agree that the new progression feels beneficial to actually wanting to spend more time in lower tech level sectors.

  4. On 7/28/2021 at 10:27 PM, PetreskoBG said:

    At the moment mouse steering feels like an awkward cross-breed between Free Look and the old Mouse Steering.
    When the ship is idle it's annoyingly difficult to adjust it's heading - you must press movement keys to activate the automated controls that steer the ship towards your point of view.
    I hope this will be addressed by the end of the beta as it is a huge deal-breaker for me.

    Also with the new hyperjump system there needs to be a way to clear jump coordinates, as having coordinates set in prevents you from using boosters in the direction of the jump point.

    Have you tried the option called "Always Turn Ship", in the Controls menu? It enables the old way of functioning for the Mouse Steering mode.

     

  5. I can not reproduce this issue with Mod Version 1.6 by Laserzwei:

    https://www.avorion.net/forum/index.php/topic,1607.msg24677.html#msg24677

     

    Well I just watched your code... you are not using the latest version of this mod by Laserzwei wich fixed the issue you currently may have. Please use the version from link above. If you can reproduce the issue with this version please let me know, but it should work. At least you got a version that didnt work for lot of server owners wich endet up in crashes.

     

    Thanks, you're right; I did miss this version/reply even when I looked through the thread pages the first times. I'll be killing the links to my modified versions and I'll be checking out the code on that one for future reference.

     

    Unfortunately, at least for me, in forum threads like this it's very easy to keep track of who posted what, so that's probably how I missed it. :(

  6. Can you post the complete client logfile? Wich Avorion version are you using?

    In a very fast test it seemed to work in latest Avorion 0.17.1. Well I did not test enaugh to cause a random crash... but how you know its related to this mod? Could you also reproduce this in a fresh galaxy? Please tell what steps you did to cause the crash.

     

    If it only happen in an old galaxy it may be a savegame issue, not an issue in the mod.

     

    See here for the issue I found with it.

     

    See this for a similar issue someone else had.

     

    I myself since attempting to fix the mod have found the same crashes, but I couldn't find where the problem was originating and I haven't had a look again since I simply decided to make my own mod instead. If you do find the issue do let us know, as I'd be very interested in understanding what caused it.

  7. Yes, no worries, in the next major version, this will definitely have improvements, as will other details. :D

     

    :D

     

    by the way, (yeah, the 90-material-thing won't let me sleep calmly ...) there's a 90-material-cycle everytime I activate a regenerative asteroid field... but the last two days when I watched this explicitely, it always changed to the expected value in the next cycle.

     

    I haven't spent as much time as I'd like on this but I have been working on adding a little icon that will show up on the top right if you enter your extractor station, and by clicking this a window will show with information about the station and an option to sell the station and to upgrade (or even downgrade) the station.

     

    I've done most of the basic work on the structure, I just need to get the upgrade/selling functions to work properly, so nothing to show for now.

     


     

    As for your concern about the 90 material cycle, I'll try to investigate this with the regenerative asteroids mod when I get a chance, as I have that mod installed too but haven't really noticed this behaviour. Which extractors are being affected, as far as you can tell? Ones in that regenerative sector only or all of the extractors?

  8. hmmm .... I'd say 50% would be an acceptable return.

     

    Hm, ok. But do you mean including upgrade costs or just from base cost? I suppose it could be something that can be changed in the config anyway, but 50%-ish of base or total value is probably ok... I'll think about it anyway.

     

    another suggestion: I'm missing a way of displaying the extractor level... how about adding a new tab to the ships tabs, is that possible ? you could place a level indicator and some sort of upgrad-button there.

     

    Yes, no worries, in the next major version, this will definitely have improvements, as will other details. :D

  9. shame on me, I didn't upgrade to 1.1 yet ...

    I wanted to investigate a bit more in "my" issue - and I got some news:

    1. the duplication happens in only one sector. the stations that I built in another sector did not cause any duplicates.

    2. from time to time, messages appear that say I got 90 material, instead of 900. here is a server log where that happens at singleplayer start, then a bit later there's the normal 900 material gain, and then there's a bunch of 90-messages. shortly afterwards I shut down my game to keep the logfile as short as possible.

     

    Hm, when the 90 resource messages happen after the first time, have you been moving around sectors? There's a lot going on in this log and it will take some time to go through; did you notice more or less when exactly it happened? (1000 YAM search matches :'()

     

    ... updating to 1.1 now - maybe you should do a "hey, I made an update" posting whenever you update your mod :)

    //edit: it's not clear to me how /yamup works from only reading your description: do I have to target the to-be-upgraded extractor? if not, what happens if I use the command and there is no extractor in the sector, or there are multiple ones? guess I'll simply try.

    //edit2: idea for next update: new command "/yamsell" - I don't have to explain, do I :D ?

     

    Oops, you may be right about the help for the command, I'll have a look at that. I also would like to add a list of current costs to the command help but it was being a bit tricky and I hadn't decided on a good way.

     

    8) Sure. Selling the station sounds ok to me, but how much do you expect to get back?

  10. Thanks for the reply.  I have them on manual. Still can't figure it out. I've stopped using them and have moved to just using figthers for all my mining needs.

     

    I know your issue is a bit old but I'm still interested in seeing if we can understand why it was happening. Is your ship an usual or complex shape? Could you provide a screenshot of the situation when it does not work?

  11. Ok, thanks for the detailed investigation and hopefully it won't happen again in the future. Let me know if it happens again under a new circumstance.

     

    I will be releasing 1.1 today by the way. It adds the upgrade feature via a command, /yamup.

  12. @NerArth

    the duplicates are always named Craft, Craft 1, ....

    I did not use the /yam command with "x", at least not in that sequence. a few days ago I accidentally /yam'ed my drone. could that be the crux of the matter ?

     

    @Laserzwei

    I'm not sure about that. it possibly happened ...

     

     

     

    gonna do the galaxy copy & uninstall other mods thing this evening

     

    Ok, thank you for the clarifications. Using YAM on the drone shouldn't have caused the issue, as I tested this and didn't observe duplication, but this shouldn't be possible anymore anyway since 1.0b so I guess that was while you were still on 1.0a?

  13. Thanks, that's very helpful, especially the sequence. Just to make sure, the dupes are always called like Craft 0, Craft 1, Craft 2, etc? Or do the duplicates ever have the same names or similar to what you've actually named?

     

    Your in-game clock has actually helped me notice something a bit odd;

     

    2018-06-07 16-18-53| Restoring 1's craft Craft 0, type: 3
    2018-06-07 16-19-56| Restoring 1's craft Craft 1, type: 3
    2018-06-07 16-20-08| Restoring 1's craft Craft 2, type: 3
    

     

    These 3 entries are very close to the times after creating X, and then leaving X into drone the first and second time. And they do repeat themselves at other points, usually they are followed by some of my YAM output like:

     

    2018-06-07 16-19-56|   0
    2018-06-07 16-19-56| YAM mine entity init, vars defined, station name:  Craft 1
    2018-06-07 16-19-56| station values  5  Xanion
    2018-06-07 16-19-56| Removing transform script just in case it exists...
    2018-06-07 16-19-56| in1,2:  nil  nil
    2018-06-07 16-19-56| Setting loaded values.
    2018-06-07 16-19-56| Loaded values:  Xanion  5
    2018-06-07 16-19-56| index  5  value  Xanion
    2018-06-07 16-19-56| yammine Update interval is defined and has previously been set to 300 and resource amount set to 900
    

     

    This collection of log output by YAM indicates that a mine has been initialised, which is probably from one of the duplicate stations, presumably "Craft 1" in this case. Furthermore I know that this specific collection of output indicates that it was a station that was being loaded and not one that was created by the /yam command. To clarify, did you use the /yam command with the craft called "x"? I ask because I understood that you did but don't see any reference to the command being called.

     

    In any case, these "2018-06-07 16-20-08| Restoring 1's craft Craft 2, type: 3" outputs aren't from my mod and I've had done a search through the lua files of all the ones you've listed and I can't find the exact source of this log print (I don't think it's a vanilla print, as I haven't seen it before and there's a lot of CarrierCommander log prints around it), so I suspect this is related to CarrierCommander, but I may be mistaken.

     

    My suggestion at this point is to make a backup of your galaxy, your scripts, and your mod settings; then disable or remove carrier commander and anything that depends on it, if you can, and repeat your steps and see if it still happens. I've looked through all the logs you gave me and couldn't identify any other recurring patterns, please let me know if you spotted something that I missed that you think may be related.

     

    In the future I'm also going to add some more print information about the source of which ship is outputting the YAM stuff to the lua console so that when reading through logs I'll be able to pinpoint better which ship did what.

     

    I know this is very long but it seems like we've actually found something a bit complicated. :P

     

    Edit: And the code that appears after the YAM output:

    2018-06-07 16-18-54| yammine Update interval is defined and has previously been set to 300 and resource amount set to 900
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    2018-06-07 16-18-54| Flyable Created  1  0  0  0
    

     

    I know that this is CarrierCommander and the first 1 is referring to a station, and it does happen at the exact same timestamp as the YAM output. To me, it seems odd because it all seems to be happening in a pattern and coincides, but I don't know exactly how CC works and I don't really want to bother the author unless we can be sure that the problem isn't something from YAM, though I'm not finding a cause inside YAM and I can't reproduce your bug.

  14. I just found out something hopefully helpful about the bug I reported a few hours ago:

     

    a new station is spawned everytime that I

    * enter one of the existing stations

    * found a new ship

    * leave a ship/station to fly around with my drone

     

    I can't replicate this behaviour at all, could you just give me a list of other mods you are running? It looks like you have a few other mods?

     

    Also, please go into the yamconfig and set the luaout as = true instead of = false.

     

    Then run the game again and make sure the problem happens and then close the game and go to pastebin.com and paste your client and server logs, and put a link to the logs here. Because I can't replicate the behaviour I need to see if there are any vanilla errors or mod execution errors.

     

     

    Edit: Could you also show me your player list of ships? There does exist a duplication thing even with the default vanilla station founders and these show up on the list although they don't physically exist, but disappear after a relog. So far, following your steps, I am unable to replicate exactly what you've got happening.

     

    Are you on single-player? If yes, does leaving the galaxy and entering again do anything about this at all?

     

    Do try this and show me the list when you can, it might be helpful.

  15. BUG REPORT INCOMING !

     

     

    what I did using YAM:

     

     

     

    what meanwhile happened at the default spawning spot in that zone:

     

     

     

    it seems that everytime I build a station, another copy is automatically built at the spawning spot.

    what I did was:

    1. exit into drone

    2. fly to station spot

    3. found ship (for proper station naming)

    4. /yam

    5. attach blueprint

    6. hire crew

    7. restart from step 1

     

    Avorion game version: beta 0.16.7 r11165 as of today (2018-06-06)

     

    Thanks, I'm having a look at it. Nice stations by the way!

     

    Edit: Could you also show me your player list of ships? There does exist a duplication thing even with the default vanilla station founders and these show up on the list although they don't physically exist, but disappear after a relog. So far, following your steps, I am unable to replicate exactly what you've got happening.

     

    Are you on single-player? If yes, does leaving the galaxy and entering again do anything about this at all?

  16. Did you ever think of making the stations upgradeable, just like vanilla production stations.

     

    I'm currently flooding one of the unused sectors in "my" galaxy with extractor stations *cough*

     

    Yep, I did consider this and have been thinking about how I want to implement it, so it will probably be in the next version, because I also consider it preferable to have a smaller amount of them but with more "power". Are you using the default config settings by the way?

  17. Thanks for the suggestion, I'll be looking at this for 1.0b, I did consider this might be a potential issue but hadn't found a problem with it with other mods, so I wasn't sure if I needed to do something about it. I don't really know how namespaces work, is there any documentation about how to work with them that you can suggest?

    The config thing is LUA, as it will look for any file named config.lua in its package.path scope. And all Namespaced scripts in that Context (e.g. Entity(), Player(), ...) share the package path as well as everything globally declared. So if another mod uses the same code, you might end with the wrong config loaded. You can see all global declarations with _G (which is a list and part of LUA). You will notice that any Namespace of all scripts running in that Context, have their own sublists: e.g.: _G.YetAnotherMine.

    Non - Namespaced scripts run in their own LUA-VM. Namespaced scripts on let's say the same Entity (,same Sector, etc...) share the same VM and thus lessen resource load.

    For variables either use "local var = x" or "Namespace.var = x" (in your case: Namespace = YetAnotherMine)

     

    Thanks for your reply, that seems to be quite a good explanation and I've been reading the Lua manual on namespaces as well in the mean time, so I will definitely make some changes for the next version.

  18. Currently (1.0/1.0a) you use:

     

    config = require("config")
    

    If any other mod loads a config named "config.lua", only one will be loaded and you can't be sure which one it is. Also as you use Namespaces, every globally declared Variable will be directly accessable and might be overwritten/overwriting something important elsewhere.

     

    I would suggest naming your config "yam.lua", maybe place it in its own folder /mods/YetAnotherMine/config/ and make the variable part of your Namespace:

    YamMine.config = require("mods.YetAnotherMine.config.yam")
    

     

    Thanks for the suggestion, I'll be looking at this for 1.0b, I did consider this might be a potential issue but hadn't found a problem with it with other mods, so I wasn't sure if I needed to do something about it. I don't really know how namespaces work, is there any documentation about how to work with them that you can suggest?

  19. as english is not my native language, it's not clear to me what materials will be mined. iron/titanium/etc.? or are this mines just like the mines you can build on claimed asteroids?

    does this mod have to be installed server-side to work in multiplayer games?

     

    Yes, sorry, perhaps I didn't make it clear enough in the readme but this mod is for letting you convert any ship into a station, and the station will "mine" Iron, Titanium, Naonite, Trinium, Xanion, Ogonite or Avorion. There is no progress bar; it's something I wanted to do, but I couldn't see a simple way of doing it, for now anyway. A ship is converted by using, for example;

     

    /yam Trinium

     

    And note that the material names are case-sensitive; Trinium will work but trinium will not work. You will simply get an error message if the material name doesn't match exactly.

     

    As for server-side, I can't say because I don't have the capacity to test it like that and I'm not sure how everything works together, but it probably does need to be installed server-side because it adds scripts that have to be attached to the mining station when it is created via the command. Therefore, if the scripts don't exist on the server, they can't get attached, and nothing or very little would happen. Plus, I think commands need to be registered server-side anyway to even show up in-game for a client, but I might be mistaken.

  20. 1.1 has been released. Next versions will likely look at interface and usability changes, so that information about a given station is more readily available, such as its current upgrade level.

     

    Screenshots are on the to-do list but there's not much to show with images.

     

    Only keeping links for old versions that were stable or mostly bug-free.

     

    Just spotted a small typo that breaks things, will upload a fixed version soon that will include changes to the costs and a check for owning the materials before being allowed to use them. Done.

     


     

    Reserved post.

     

    If you have feedback or find any issues just reply to this thread. I will only update the main post with the readme file, and this one with anything else.

  21. Download:

    1.1

    Stable old version:

    1.0b

     


     

    Readme:

     

    Yet Another Mine (YAM), created by NerArth

     

    --Description

    YAM for short, adds two new commands: "/yam <material>" and "/yamup"

     

    The first command allows a player to convert any ship into a station that extracts building materials, i.e. Iron, Titanium, Naonite, Trinium, Xanion, Ogonite and Avorion.

     

    The second command allows the player to upgrade a resource extractor to provide a larger amount per cycle. This is a linear increase of 900 per upgrade level, but the cost for each upgrade increases linearly as well.

     

    The cost can be configured, the player can choose any of the resources he's found and mined to be extracted, regardless of location in space.

     

     

    A config file is provided; you can change the timing, the amount that's given to the station owner, the cost of the station and whether players are notified of receiving resources. Although nobody else should need it, a debug luaout value is present.

     

    By default, new station conversions cost 33 million credits, with an increasing cost per material tier and give 900 of a resource every 5 minutes. The idea is that you should build a couple of these and not have to think too much about them. You need to have at least 1 unit of the material you want the mine to extract, this is so you can't skip a material tier without first encountering it.

     

    You can upgrade your extractors by using /yamup, with no additional arguments for the command. This will upgrade the extractor at a cost as defined in the config. The cost increases per upgrade level, to keep in-line with vanilla factory upgrade behaviour.

     

     

    Files added by this mod:

    \mods\YetAnotherMine\yamconfig.lua <- you can change config values here

    \mods\YetAnotherMine\yamtransform.lua <- this script transforms ships into stations that will mine a resource

    \mods\YetAnotherMine\yammine.lua <- this is the station script that manages the resource payouts

    \data\scripts\commands\yam.lua <- this is the script that allows the command to exist and thus provides the entry point to the entire mod

    \data\scripts\commands\yamup.lua <- this is the script that allows existing extractors to be upgraded

     

    As you can see, none of these files replace default files.

     

     

    I created this mod as an alternative for the MineCorp mod made by the forums user NexusNull because while I did try to fix a faulty version of that mod, a crash was occurring that I wasn't being able to solve; I personally didn't like the idea that vanilla code had to be modified, especially in the eventscheduler.lua, so I wanted to try and make something that would be compatible with any other mod and didn't change vanilla files. I did like the random nature of MineCorp mines appearing but I wanted something with more predictability too.

     

    --Caveats and points;

    * As mentioned above, this mod is 100% compatible with every other mod.

     

    * You can receive resources even if you're in a different sector, but the sector with the mining station has to have been loaded and remain loaded. If a mining station is unloaded (i.e. through server shutdown or otherwise) the sector its in must be loaded before the station will produce materials. So for example in single-player you may wish to keep all your resource mining stations in the same sector so that you only need to visit once each time you load the game. This will be difficult for me to change.

     

    * Note that about the above point, I made it so that you receive 1/10 of the resource on initial load of the station for 2 reasons; one, it's an instant bonus when you make the station, so it shouldn't be the full sum; two, if a player can exploit a way to unload and reload the station in a reliable manner, it means they won't get the full sum for no reason by means of exploit.

     

    * The default costs and resource amounts I have provided in the config have been arbitrarily chosen, but based on the fact that most "function"-type stations cost at least 20million and that building resources are very important for expanding ships.

     

    * The linearly increasing cost of the upgrades mean that at some point it will be more economic to create a new station instead of upgrading an existing one, but having a single highly upgraded station may prove more convenient and will be more performance-friendly.

     

    * I have tried to leave relevant comments in the code because I can't predict how well I'll keep up with keeping the mod up-to-date and because someone might simply want to learn Lua and Avorion modding from a hands-on approach.

     

    As an off-topic note, it took me a few hours over the timespan of around one week to get this mod working in a basic manner.

     

    --Version history

    1.1.180607

    +Added new command yamup.lua for upgrading existing extractors. Usage is simply /yampup.

    ++New config value that determines the base upgrade cost, which gets multiplied by the material tier.

    +Config variable has been made local but will still return itself so it can be used globally.

    +Tweaked code more or less everywhere, where it seemed relevant. This is difficult to keep track of, so no list for this.

     

    1.0b.180529

    +Changed config.lua to yamconfig.lua to avoid generic conflicts. Take note of any values you've changed and delete the old config.lua if you are upgrading from a lower version.

    ++The above change was partly because of what forum user Laserzwei mentioned. I have not made more changes in this scope yet because I am not certain of how I should go about implementing namespace changes properly. In addition, in the main vanilla script I used as reference, resourcetrader.lua, only a single variable seemed to be declared under its own namespace? (.tax) While the rest were local. I still need to read up more on this topic.

    +Made sure that the command will not go ahead unless you are actually in a ship; this means that you can't accidentally screw up an existing station, for example. You can still use /help yam even if not in an actual ship.

    +Made sure that the help for the command has explicit info about the costs for each material. The way this gets done in code will get changed in the next version, as it's very messy.

    +Made a correction to the description of the /yam command.

    +Made the code comments a bit more user-friendly.

     

    1.0a.180527

    +Fixed a typo that broke the whole mod.

    +You must now have at least 1 unit of a material before you're allowed to mine it, so you can't somehow skip over material tiers completely.

    +Made base cost lower, down from 50 mill to 33 mill, but cost will increase from this value for each material tier. See the config for changing the multipliers.

     

    1.0.180526;

    +Finalised version 1.0 for initial release.

     

    1.0.180521;

    +Created the mod and its structure.

  22. Yeah I agree, You don't want to make the basics guide to dense, but you can make it that you have two different guides attached to each other, ( Basics Guide -> Expert Guide ) or something like that so you can talk more heavily about the game and what you can do in it.

     

    Also about the alliances you should add stuff like how to create the alliance, Where to find invites to an alliance, how to invite people to an alliance, how the ranking system works and that you can change the permission they have etc. Explain each alliance tab.

     

    Another good thing to add is how to whisper to someone in chat or talk in alliance chat, /a ( press space ) or /e etc. All very useful things to know when joining a multiplayer server. ( And also how the mailing system works )

     

    It's kinda hard to explain how the game works without going into too much detail, because they might start to ask a lot of questions and try to find other guides. ( I kinda feel like the guide is limited when you say Basic Guide ). You could make it look like there's much less writing to read through and do the same thing you did with the table of contents, like when you click Turrets it opens up a sub-table of contents and do that for everything. It's always been a problem with guides for me that they always look like to much of a hassle to read with all the writing and I know you're trying to keep it short too so might as well space everything out ( It might be a bit of a hassle to do but it would make the guide much easier to go through ).

     

    I know exactly what you mean, since I do find it a bit annoying with some guides too, especially ones with poor english or poor structure in general; I like your idea of expanding sub-tocs but I have to see how I might implement that. I do feel like there's a lot of scrolling to be done, and I'd like the toc to be a sidebar kind of thing. I'll be thinking about this!

     

    But anyway, thanks for your feedback, it's very helpful, and I'll continue making changes and thinking on how I'll structure other guide stuff in the future.

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