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Kampfkrapfn

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Everything posted by Kampfkrapfn

  1. choose a multiplayer server where this mod is active ;)
  2. look here: http://www.avorion.net/forum/index.php/topic,4799.0.html perhaps you could also adopt this to the salvaging AI...
  3. Meanwhile, I tried to use your mod whilst playing on a MP server - as expected, it doesn't work. Another thing that came to my mind: maybe you should add having at least 999 of the desired resource as requirement for building it, just to stop people from creating Avorion mines in the starting zone (which is game breaking). //edit: I just recognized that you already did the requirement thing today ... great minds think alike* *this phrase is a translated output from http://dict.leo.org and I hope it means what I had in mind :)
  4. 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?
  5. in the meantime I thought about getting a bit more precise with this idea .... Iron tier module * Basic enhancement: "RAC-output" (rich-asteroid-count). This is the basic enhancement of any mining module. It outputs the count of rich asteroids in the sector, but only up to it's own tier. * Very limited. The only enhancement is the basic one. Titanium tier module * Still limited to the basic enhancement: can output RAC information, but can not split it up into "X iron asteroids, Y titanium asteroids" Naonite tier module * can have up to two enhancements (25% chance of having only one enhancement, 75% chance for two enhancements) * new possible enhancement: "Detailed Information" - reveals the RAC for each material type separately, but always only up the module's own material tier * new possible enhancement: "Giant Marker" - Marks giant resource asteroids, similiar to the C43-Module, in a radius of up to 60km Trinium tier module * can have up to three enhancements (25/60/15 percent chance) * possible enhancement upgrade: "Giant Marker SW" - marks giant resource asteroids in the whole sector. The chance of getting GM/GMSW is 50/50. Xanion tier module * can have two to three enhancements (25/75 percent chance) * possible enhancement upgrade: "Very Detailed Information" - additionally lists how many resources one can gain if he mines every single rich asteroid in the sector. The efficiency of the active mining lasers should be taken into account here. The chance of getting DI/VDI is 50/50. Ogonite tier module * can have two to four enhancements (25/60/15 percent chance) * new possible enhancement: "Mining Sector Radar" - Grey blips appear on the map, in a radius rnd(2-4) sectors around the player ship, which mark systems with mineable asteroids. * new possible enhancement: "Increased Efficiency" - all of your mining lasers have their efficiency increased by up to 2/4/6 percent Avorion tier module * can have three to five enhancements (33,3/33,3/33,3 percent chance) * possible enhancement upgrade: "MSR+R" - increases the MSR radius by rnd(1-5) (3-9 in sum). The chance of getting MSR/MSR+R is 50/50 * possible enhancement upgrade: "SIE" - the mining laser efficiency bonus is now 4/8/12 percent * the chance of getting a max stat avorion tier module is 1/3(5enhancements)*0.5^4(every enhancement has a 50% chance to be the advanced version)*1/3(basic MSR radius)*0.2(MSR+R bonus radius)*1/3(SIE) = 0,05% Legendary tier module * can have four to five enhancements (50/50 percent chance), but with higher chances for the upgraded versions (25/75 basic/advanced) * => chance for a max stat drop is 0.5*0.75^4*1/3*0.2*1/3 = 0,35% * legendary bonus enhancement: when opening the map, an additional layer can be activated that shows the expected mining material, similar to the Avorion Resource Map that I found in this forum these days * one CAN increase chances to research a max-stat-legendary-module: let's say you've got 4 avorion tier mining modules. three of them have MSR+R on it, one only MSR. additionally, only one of them has the SIE bonus, and another one the basic GM. GM is a basic enhancement, it adds 10% chance to getting the advanced version on the legendary module. SIE is an advanced enhancement, it adds 20% of getting the advanced version on the legendary module. So you've got a chance of 20+20+20+10 = 70% to get MSR+R on your brand new legendary mining module (if you bypass the only-80%-chance for legendary because of only 4 avorion tier modules). BONUS IDEA: there could be a similar module type for salvaging ...
  6. so .... who of you got the longer e*peen ? just report the bug to the devs ...
  7. my thoughts about the left-over-output were: "yes, only 5 left ... gonna take my fleet to the next sector in a few seconds!" "okay, 29 left ... guess I've got enough time to get me some coffee" "new sector, 289 asteroids ... nice! which was the next netflix series I wanted to watch ?" but I like the idea of adding special mining bonuses by using the modules, too.
  8. * Make A.I. spawn * run from it until the "ship needs help"-event occurs * kill the pirates * attack A.I. => you're losing factions points from the rescued ship's faction
  9. Hey there, in my opinion the mining modules are quite useless at the moment. So, what could we do to buff them ? => Mark the mineable asteroids in a larger radius: maybe in it's legendary version, the marks could be system wide, but I think this is not possible as there would be way too many marks then. but let's say the marking radius would be 60km - that would be great ! => Let even the smallest mining module have an output like "there are 217 mineable rich asteroids left in this system", and everytime a rich asteroid is completely mined, there's a new output message. Or maybe the output is generated every 2 minutes, or on demand by text command .... //edit: look here for a more elaborated version of my idea
  10. Hey there, I'm looking for a tool to analyze the efficiency of my mines (and other stations). What I have in my mind is to add two more columns to the fleet overview: "income since creation" (of the mine/station) and "income per hour". Even if nobody wants to do this, it would be of great help if someone would show me where to start in the avorion code (I got a tiny little bit of lua experience).
  11. I would make this one a sticky, if I could ...
  12. so ... the captain is a rank, just like the other military ranks that we can hire. but it doesn't have any potential of becoming better. so here's my idea of a ranking system for captains: Rank 1, freshly hired. The so-called captain just left the military academy. To advance in his rank, he has to watch an experienced captain (the player) at work. Rank 2, in training. As he is not very experienced yet, the captain may only work as the player's temporary substitute and has much to learn. The only thing he is allowed to do is to dock to stations. This will feel like system-wide automated docking for the player. Rank 3, fully educated. The captain may now get his own little ship in the player's fleet.
  13. Does this nice little mod work with the current game version? Asking before trying, don't wanna scrap my galaxy :)
  14. I recently built a mining station and wanted to place cargo system enhancement cards into the system slots. they drain power, but do not add cargo space
  15. when hiring crew, and captains are generally available at the station, but the actual available number of captains is 0, then you can still drag the slider to "1" and then press "hire" => one more captain on your ship //edit: split up this to separate topics because it were two separate bugs
  16. Thank you, your idea may be helpful as long as my cat doesn't start using the keyboard :D I just found a key binding that seems to be intended for using mouselook. Standart binding is num-5. It's just .... the ship is still steered when moving the mouse.
  17. Hey there, would you please consider to add the option for a mouselook ? Why ? Simple reason: whenever I start mining a giant asteroid with my auto-mining turrets, and meanwhile go get me somethin' to drink, my cat starts playing with my mouse - and thus stops my ship from mining. C'mon, you've already thought a bit more 'bout that, gimme your ideas! Yes, I did. I'd say put a checkbox into the options menu to activate mouselook. And then? How's the ship gonna be steered then? I'd say you could map the RMB to activate the steering ... Grüße nach Erlangen aus Zirndorf
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