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Kampfkrapfn

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Posts posted by Kampfkrapfn

  1. Congratulations, You just revived a year old thread.  ;D

     

    and you are not polite neither helpful ...

    as there is no explanation in the first post, where to put all the files, this question may come up!

     

     

    Hello,

     

    where do i have to copy the files on a self hosted server?

    Thanks in advance

    inside the zip file, there's a folder "better docking". go inside. you will find two folders "data" and "mods". these must be copied to your Avorion directory.

    but be careful, as this thread is indeed over a year old, the mod may be unfunctional meanwhile.

     

  2. another suggestion that just came to my mind:

    as not everybody here seems to understand proper english, is it possible to show in which languages you are able to communicate?

    I'm thinking of some checkboxes in account settings, which would result in showing flags of the checked languages under your forum avatar.

  3. I like the new look.

     

    I'm wondering what happens if I delete the "Subject:" text, maybe then the bubble of which Hammelpilaw talks will be hidden...

     

    //edit: empty subject string => error msg: "No subject was filled in"

    //edit2: smileys don't work in subject string. should be :( ::)

  4. Hey there, this is a problem I had just a few days before 0.17. Hoping for 0.17 to fix it, I didn't mention it earlier, but I was disappointed.

     

    I bought another copy of Avorion, set up a LAN server, and was happy for quite a while.

    Suddenly, I think it was after a windows update, the server didn't show up in the LAN list anymore. What I found was this here, which works. But I think it's not expected behaviour ...

     

    Here's my server.ini:

    [Game]
    Seed=N41Tl4gxGb
    Difficulty=1
    InfiniteResources=false
    CollisionDamage=0
    SafePlayerInput=false
    PlayerToPlayerDamage=true
    LogoutInvincibility=false
    LogoutInvincibilityDelay=30
    DevMode=false
    BigWreckageDespawnTime=1800
    SmallWreckageDespawnTime=900
    LootDiminishingFactor=0.00499999989
    ResourceDropChance=0.400000006
    TurretDropChanceFromTurret=0.0250000004
    TurretDropChanceFromCraft=0.25
    TurretDropChanceFromBlock=0.00499999989
    SystemDropChanceFromCraft=0.200000003
    SystemDropChanceFromBlock=0.00499999989
    ColorDropChanceFromCraft=0.0500000007
    ColorDropChanceFromBlock=0.00249999994
    MaximumFightersPerSectorAndPlayer=-1
    MaximumBlocksPerCraft=-1
    MaximumVolumePerShip=-1
    MaximumVolumePerStation=-1
    MaximumPlayerShips=-1
    MaximumPlayerStations=-1
    sameStartSector=true
    startUpScript=data/scripts/server/server.lua
    startSectorScript=startsector
    [system]
    saveInterval=600
    sectorUpdateTimeLimit=300
    emptySectorUpdateInterval=1
    workerThreads=3
    generatorThreads=2
    scriptBackgroundThreads=2
    aliveSectorsPerPlayer=500
    weakUpdate=true
    profiling=false
    sendCrashReports=true
    [Networking]
    port=27000
    broadcastInterval=5
    isPublic=true
    isListed=false
    isAuthenticated=true
    sendStatsToAdmins=true
    useSteam=true
    rconIp=
    rconPassword=
    rconPort=27015
    [Administration]
    maxPlayers=10
    name=L3wtrunner's Server
    description=LAN intended only!
    password=
    pausable=true
    accessListMode=Blacklist

     

    What I found out is that everytime I change the values of "pausable" and "isPublic" to false, it is reset to true after I started the (non-dedicated) server.

     

    hope someone got a good idea 'bout this...

  5. please make the loot notification configurable.

     

    I do not need to know whenever some item is put into the alliance bank, or when alliance faction changes (at least not the small changes of less than 5000). Even when my salvaging fighters collect some resources, I usually don't need that information.

    What I really want to know is my personal faction gain/loss and my personal turret/system enhancement loot.

     

    If there's already a way to change these notifications, please tell me...

    If not ... please consider adding this quality of life feature. Six checkboxes would be enough: "Resource loss/gain", "Faction loss/gain", "Loot" - and the same as alliance options.

     

  6. so it's definitely a localization issue.

    @DracoNB I'm pretty sure you could access the localized strings instead of the hardcoded text that you're using at the moment. unluckily, I'm not deep enough into Avorion modding to help you out here. I'd start looking for this in the localization subforum.

  7. Hallo,

     

    finde die Idee von "Auto Research" echt genial und hoffe du kannst auch die Geschütztürme noch einbauen.

     

    jetzt zu meinen Problem! Leider kann ich die meisten "systemsupgrade" nicht einer automatisches Upgrade unterziehen. Ich habe es versucht selbst zu lösen und denke das diese nicht gefunden werden.

    Hier die Liste(die durchgestrichenen können nicht Upgegradet werden):

        systemSelection:addEntry("All"%_t)

        systemSelection:addEntry("Battery Upgrade"%_t)

        systemSelection:addEntry("Cargo Upgrade"%_t)

        systemSelection:addEntry("Energy To Shield Converter"%_t)

        systemSelection:addEntry("Engine Upgrade"%_t)

        systemSelection:addEntry("Generator Upgrade"%_t)

        systemSelection:addEntry("Hyperspace Upgrade"%_t)

      systemSelection:addEntry("Mining System"%_t)

        systemSelection:addEntry("Object Detector"%_t)

        systemSelection:addEntry("Radar Upgrade"%_t)

        systemSelection:addEntry("Scanner Upgrade"%_t)

        systemSelection:addEntry("Shield Booster"%_t)

        systemSelection:addEntry("Shield Reinforcer"%_t)

        systemSelection:addEntry("A-TCS"%_t)

      systemSelection:addEntry("C-TCS"%_t)

        systemSelection:addEntry("M-TCS"%_t)

        systemSelection:addEntry("Technology Fragment"%_t)

        systemSelection:addEntry("Tractor Beam"%_t)

      systemSelection:addEntry("Trading System"%_t)

        systemSelection:addEntry("Velocity Security"%_t)

     

    könntest du mir da weiter helfen?

    lg

    Sarok

     

    versuch doch mal, die spracheinstellungen auf englisch zu stellen. wenn es dann funktioniert (wovon ich ausgehe), ist zumindest DracoNBs vermutung bestätigt, dass es an der lokalisierung liegt.

     

     

    (for our non-german readers: try to change language settings to "english". if it works, then at least DracoNB's guess is verified.)

  8. Woah, thats actually super cool idea @Wanderer. Player could be an arms dealer, turning resources into fighters, then selling those fighters to NPC equipment docks/factories.

     

    I think to that being able to sell them to equipment docks would be rather nice instead of just destroying them without other options yo get rid of them.

     

    thumbsup for the two of you !

     

  9. hey there,

     

    I'm not sure if this can be considered a bug, just let me tell you about it.

     

     

    reproducing:

    1) join a multiplayer server

    2) join or found an alliance

    3) found an alliance ship

    4) search for a faction that is friendly to the alliance, but hostile to the player. if you can't find such a faction, then use an all-hostile faction and make friends with them while flying the alliance ship (so your own reputation is still hostile)

    5) park your alliance ship somewhere in that faction's territory

    6) wait

     

    => every now and then a headhunter group will spawn, that hang around in the system. if some enemies jump in, the headhunters will attack, but they won't leave the sector. I assume this happens, because you (as player) are still hostile, but because the alliance is friendly they won't attack you while flying the alliance ship.

  10. I've set up a meat grinder in an empty sector these days. Giant carrier ship, tesla fighters, chaingun fighters, salvaging fighters. works quite well.

    then a neutral headhunter squad jumped in. great, I thought, now I also gain a bit of faction additionally to the turrets & system mods. in most cases when a pirate patrol or some xsotan jump in, this works. but from time to time there occur faction losses of exactly 5000, and I can't figure out what causes this.

     

    any ideas?

  11. then the way to go would be to separate the turret model from the turret stats:

    on the one hand, we would have the turret model that could be duplicated as often as it would fit the ship.

    on the other hand, instead of complete turrets we would have turret configuration chips, that we could connect to a turret model to activate it. just like ... let's say a cassette for your C64 ... oh damn, most of you won't know this, let me find another example: just like a blu-ray disc.

  12. 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.

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

     

     

    I've got two smaller logs for you, regarding the 90-material-issue: Client/Server

    here it's always 90, although one of the stations is at level6 and should produce 5400

    I think this happens since I deleted all of the stations in the duplicating-sector - but the good thing is, the duplicating doesn't happen any more

     

     

    I'm thinking of deleting any extractor stations that I built by now, and starting some new extractors in another sector.

    //edit: forget (nearly) everything about the 90-material-issue - as soon as I jumped into the extractor sector, the production normalized to the expected values.

     

    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.

  14. Hey folks,

     

    I'm looking for some carrier ships, and I hope some of you have one or more suggestions.

     

    1) Trinium carrier. Hangar max size min. 150 (4 squads of size 3 fighters). A fighter should be rebuilt in ~1h. Jump range doesn't matter. Shields and hull are nice, but don't need to be very good. Good speed and turn rates are nice, but the lesser crew, the better.

    2) Mid-tech Xanion carrier. Hangar max size min. 440 (6 squads of size 6 fighters). Other specifications as mentioned above.

    3) Heavy Xanion carrier, Ogonite may be used where useful. Hangar max size ~1000 (10 squads of max size fighters). Fighters should be rebuilt in ~ 5-10 minutes. Basic jump range of 8-10 sectors, medium pitch/yaw of 0.4 or even better would be very nice, good hull & shields, min. 10 system slots. Crew doesn't matter this time, crew quarters may be even three times the size needed.

     

    I'm looking forward to your suggestions!

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