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AI Mining Setup


lazerious

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So I've gathered that to create a player station you have to recruit a Captain then make a ship from the shipyard. I was wondering if that is how you also setup AI mining. I realize that they don't continue mining if you leave the sector, but I'm just hoping to get a firm grasp on the mechanics of AI mining. Sorry if its a dumb question, but every time people ask it seemed to be "Is it in game" not exactly how to get it done. Thanks!

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I tested this out a little today on stream.

 

You CAN exit your ship and command it to mine for you and it will ignore common asteroids. BUT it can still get attacked and damaged.

 

Logging out of the server has proven that the ship will STILL mine while you are away, but there is no way to protect your tiny ship or the mining ship if there is an attack. So I'm pretty certain that if you setup a ship correctly with a proper protection ship along side, you would be OK.

 

Money is key, so it will be a long time off.

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Guest CzigBot

Does it only work out of sector in multiplayer? In singleplayer I get nothing when out of sector, but the ship starts mining as soon as I warp in.

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Does it only work out of sector in multiplayer? In singleplayer I get nothing when out of sector, but the ship starts mining as soon as I warp in.

 

You're further than me at least, but from what I read he's thinking about making it mine out of sector. He's just trying to not hard for new players on a server being screwed by people just AFK mining all over servers.

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Q: Is this arrangement at all profitable? What kind of minerals are you mining to turn a profit?

 

I haven't actually tried this. But, by the time the crew is paid for both your mining ship and any protective escort ships (not to mention the repairs on your escort ships), I would think that would eat up any profit. Perhaps it would work in sectors with lots and lots of mineral rich asteroids?

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I have a mining ship when I'm in a sector and control a gun ship/salvage setup. I protect the miner and salvage any wrecks as I go.

 

In a good Trinium sector with 4 trinium mining lasers and 4 naonite ones I can grab about 20k in 10minutes including the stuff I salvage off ships.

 

The same works in lower end sectors but I have more efficient mining and salvage lasers now.

 

Its a bit of a pain to get your AI ship to do over 300m/s when it follows you out the sector, and you have to be within 5k ish of it when you jump for it follow you. Also note the jump ranges on both ships.

 

Basically its well worth the hassle setting it up. Biggest tip is make sure you have a load of spare crew on board your ship BEFORE you build it, or be near a station with crew. Also make sure you have a commander available on your ship to transfer or at a nearby station.

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Yeah my biggest issue with this is the speed of trying to move your mining crafts. I just made my main craft large enough to hold the crew and captains for 2 mining ships. When I find a place worth mining for a little while i quickly build my disposable mining crafts, transfer crew and equipment and let them loose. When the sector is clear i pack up the crew and equipment, scuttle the ships and move on. I make a very hefty profit and move quickly.

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You can build a protector gunship to protect the miners. All you have to do is enter the miner, hit the I key and go to the fleet tab select your protector, hit F key and order it to escort. Then exit the miner, select it with middle mouse and order it to mine. I was running 4 miners in my sector and raked in iron and titanium. But have since found that the cost of paying the captains, I'm better off with only 2 miners......

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Q: Is this arrangement at all profitable? What kind of minerals are you mining to turn a profit?

 

I haven't actually tried this. But, by the time the crew is paid for both your mining ship and any protective escort ships (not to mention the repairs on your escort ships), I would think that would eat up any profit. Perhaps it would work in sectors with lots and lots of mineral rich asteroids?

 

Actually it doesn't.

A miner average payment is about 30 k, so even if you lose them it isn't a big deal either.

I mainly use 2 cheap miners like this with 6 mining turrets per ship and sent them both to the other side of a sector.

Whenever they reach their destination I order them to mine and go do something irl or have some fun with the pirates who pop up now and then.

Yes having a ship to defend them would be costly and would be a big waste of money since the ship cost you almost nothing to build.

 

Also use just enough crew members for the miner ships because of the price...

 

Even if they only mine iron you will make a profit, how high that is depends on what kinda area you in.

But beside an place that has no asteroids at all, they will all make you a profit using AI miners...

 

 

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I was not originally aware that your miners stop if you leave the sector but you still have to pay for the crew aboard the ships. I left to explore and had to sweat my ass off to pay for those lazy savages.

Yea being honest this should fall under the bugs and they should fix this asap since it makes no sense whatsoever.

Crews should be paid for the time they are working, working also means if they operate a gun or anything else.

But just sitting still doing nothing should never cost you anything...

 

Tip for now just leave auto pay crew on when they are working, and when you off to explore put it off.

So that way you won't pay them double for sitting on there ass all day.

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Crews should be paid for the time they are working, working also means if they operate a gun or anything else.

Alpha tester should be aware that serveral features are still missing. And we arn't player we are tester.

In this kind,

the feature to pay crew is working.

The feature that unvisit sectors are working is still under construction.

 

 

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Crews should be paid for the time they are working, working also means if they operate a gun or anything else.

Alpha tester should be aware that serveral features are still missing. And we arn't player we are tester.

In this kind,

the feature to pay crew is working.

The feature that unvisit sectors are working is still under construction.

 

Yes I know, it also depends from which side you look at it because "if" Captains would act like a player in the way they can open and close sectors independent from the player it would make sense to not change this...

 

Imagine yourself miners with their own small escort ship following it, would also make miners more worth your time since the time consuming part at the moment is getting from sector to sector.

 

But however still while the crew is indle eke sitting on their ass the timer should pause to to mine opinion.

Again these are workers, why would they get paid for not working?...

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Again these are workers, why would they get paid for not working?...

 

Because they are stuck on a ship away from their friends and families, and you told them to be there. No difference between them and a crew member aboard your vessel that isnt assigned to a position. If your employer tells you to wait at your job until you have work to do, even if you dont have work at the moment, they are still obligated to pay you.

 

I know this game isnt realy life but it makes perfect sense to me

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Again these are workers, why would they get paid for not working?...

 

Because they are stuck on a ship away from their friends and families, and you told them to be there. No difference between them and a crew member aboard your vessel that isnt assigned to a position. If your employer tells you to wait at your job until you have work to do, even if you dont have work at the moment, they are still obligated to pay you.

 

I know this game isnt realy life but it makes perfect sense to me

 

Yeah exactly that is the thing, but would that be realistic in such a situation? I doubt it when you live on a ship anyhow...

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Well i would assume they only live on a ship because they get paid for it. Otherwise they would be on a station or planet. I doubt they live on a ship just because they love space that much.

 

It's not that they don't work b/c you told them to, they don't do work (the miners in this case) once you leave the sector. You still pay them tho.

A minor inconvinience... 

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  • 1 month later...

(I hope it's okay to revive this one-month old topic instead of creating yet another topic about the same thing)

 

I feel like my automated miner is not really mining fast. I can mine stuff faster using automated turrets (with lower damage) on the bulky freighter that I am piloting myself. When I look at it from the RTS view, I see that it just moves around a lot around the asteroids and only occasionally fires its mining lasers. The end result is that for every asteroid, especially the large ones, it spends more time moving and positioning itself than mining.

 

Maybe it's because of the ship design, I can't really tell because I'm still new to this game. Right now I use this titanium small "corvette": http://steamcommunity.com/sharedfiles/filedetails/?id=882549663

 

Basically a quite manoeuvrable ship that can fit 3 mining turrets if I use at least level 2 miners. It's a bit slow in terms of max velocity though, which means it takes some time going from one asteroid to another.

 

Any advice on how to build an efficient AI miner?

 

Subsidiary question: is it okay to just make my escorting gunships multi-role by adding mining turrets on them or is this going to create some trouble with their fighting abilities?

 

FWIW right now between their inefficiency and the fact that they don't work out-of-sector, I'm considering scraping all my fleet and making my main ship a multi-role ship. (this is not a complaint, I really love this game, I'm just learning what works best for me)

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First of all as far as your design, its fine for early tier mining. If possible place either 3-5 turrets on either side of the ship or keel mount them. this way when the ship does its little dance it will mine from both sides. Placing the mining lasers on the front will not work very well.

 

Second of all your ship is WEAK as,  !!!

 

You are going to need to beef it up to at least about 10-20k shield to survive very long in an area with oz or trinium. My current miner has about 75k shield. This will give you a buffer so it can survive whilst you attend your business. (I am usually engaging the warp ins and salvaging them while the miner mines).

 

Thirdly the AI is so bad atm that if you assign a ship that can basically 1-2 shot pirates to escort the miner (get in the miner and tell the fighter to escort you then exit and get in your main ship, make sure both the miner and fighter have captains and full crew) THEY WILL BOTH DIE!!!

If you however make a fighter that can handle it self pretty well then you can command it to "ATTACK ENEMIES" (patrol sector just makes your ship drive around) and it should keep the hostiles busy long enough for you to tend to the battle and take care of any loose ends.

 

A little trick I do is put some auto (independent targeting) "Shield" repair turrets on my main ship and as I swoop in to take care of the pirates or what have you the turrets will autolock your friendlys and heal them up. Make sure to set them to automatic. (this will not work with multi player but maybe when we get proper player factions), for now to heal players set your repairers to attack target. PS hull repair turrets currently do nothing.   

 

Also miners and everything stops a few minutes after you leave the area as you know. so yeah... make sure to take your circus with you when you leave. Which requires that you simply select your ships with middle mouse and give them the orders to escort you. Take into account they can only jump up to their range and they must be within a few km when you jump to follow.

 

:) hope that helps. 

 

 

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Maybe it's because of the ship design, I can't really tell because I'm still new to this game. Right now I use this titanium small "corvette": http://steamcommunity.com/sharedfiles/filedetails/?id=882549663

thats not a corvette. its barely a drone.

this game functions on a whole other scale to what you are building for.

 

here is what i use as a low level mining ship

http://s000.tinyupload.com/?file_id=97500808151565470282

and here is a low level scout

http://s000.tinyupload.com/?file_id=09463219022984311149

a fighter or corvette would be bigger than these

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Yeah sorry about the name. It comes from the time when I didn't have a clue about the scale of the end-game ships. :)

 

Anyway, thanks for the replies. So far what I get is that:

 

  • I need a bigger ship.
  • I need more turrets.
  • It's better to distribute turrets on distinct sides of the ship rather than concentrated on a single part of the ship.

 

Any rule of thumb or advice regarding the most efficient size? Is there a set of "good" numbers to optimize for in terms of manoeuvrability and max velocity?

 

Sorry for the noob questions BTW. I just feel like so far I could add a +4 unarmed turret upgrade on my main ship and I would mine faster than my dedicated AI miner. And since people have been saying otherwise in this topic, I must be doing something wrong.

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generally, for AI controlled mining ships, you actually want it to have poor manoeuvrability(with breaking thrust being highest (due to how the ai flies)), so that the turrets can track their target faster than the ship turns.

 

yes, you could put the extra turrets on your main ship, and that would be faster, but also more boring. and you would have to stop to deal with xsotan & pirates anyway.

 

save the resourcer ship up there to your computer and put the file in

C:\Users\???????\AppData\Roaming\Avorion\ships

its far from optimised, but it does the job.

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One thing to note about your ai controlled ships being slow, the main reason is that the AI does not use the boost at all

 

Another thing that I find slightly odd is the way they mine, AI under your control, mine by making attack runs, they don't park and mine.

What's odd is that AI faction mining ships do seem to park and mine.

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