23397 Posts in 3989 Topics - by 8552 Members - Latest Member: Kantor84

Recent Posts

Pages: [1] 2 3 ... 10
1
Mods / Re: [MOD PACK] Galaxy Mods: Balance & Difficulty Mods *NEW*
« Last post by Wayleran on Today at 04:10:12 AM »
Hey Wayleran,

Very nice ModPack. I haven't played vanilla a lot so i don't know if i'm aware of what all your changes actually mean but i like the spirit.

First off: I liked the Economy Mod, i think im playing 0.15.7.2a where it was still included. If i understand correctly the volumes for goods are higher in this version than in vanilla. Which forced me to build a bigger cargo transporter and that felt pretty cool.

I felt salvaging got a lot more profitable, not credit-wise but since all ships are stronger (they are, aren't they?) the wreckages have much more ress. But again, only been playing this game for a week or so..

Also, do your mods turn the Xsotan automatically into enemies?

Hey bud. Welcome to the game and the forums and thanks for the kind words.

I decided to abandon the economy mod because, as I stated earlier, the effect on the overall game wasn't that noticeable and/or positive. Also you really NEED those extra credits AND goods to get heavily into station and sector building, so ultimately I felt the changes were unwarranted.

As far as the Xsotan, no my mods don't automatically turn them into enemies. They always appear first as "neutral" upon entering the sector than get hostile on their own. The dev felt like that reflects their mysterious, unknown nature but of course after you first run into them, they're no longer really "unknown", right?! LOL

I did change their names to what I think are cooler sounding names like "Xsotan Hunter/Reaver/Dreadnought/Mothership" instead of the default "Small/Big Unknown Ship". That's just a cosmetic change however but I think it's cool.  8)

My mod does make them BIGGER and STRONGER though. In vanilla Xsotan ships are meant to spawn as 0.5x the volume of an average ship and 0.75x the dps...

I felt that they shouldn't be measly little ships with low dps, so I simply changed those calculations to both be essentially 1x to an average ship in the sector. Now during an "Alien Attack" the Hunters are 1x, the Reavers are 2x, the Dreadnought is 3x and the Mothership is 5x... but I'm still testing out those numbers because too small and you cut through them like butter and too BIG and the fights can drag on and become tedious.

The newest version though is 0.15.7.4 that I just posted and is MUCH better IMHO than those older ones. Combat/Events and the Systems mainly are much more fun and balanced. So I'd recommend you update to that mod and check back often too. I'd do a full reinstall of Avorion so you're modding a "fresh" set of scripts to undo any old/obsolete mods that may still be in there. But let me know what you think and thanks for the feedback.

P.S. - You won't lose your ships or galaxies by uninstalling and reinstalling Avorion but since I changed a lot of the systems mods and no longer have modded versions of the non-combat related systems, it's just a good idea to go back to vanilla first then re-mod.
2
Mods / Re: [MOD PACK] Galaxy Mods: Balance & Difficulty Mods *NEW*
« Last post by Avorimon on Today at 03:49:28 AM »
Hey Wayleran,

Very nice ModPack. I haven't played vanilla a lot so i don't know if i'm aware of what all your changes actually mean but i like the spirit.

First off: I liked the Economy Mod, i think im playing 0.15.7.2a where it was still included. If i understand correctly the volumes for goods are higher in this version than in vanilla. Which forced me to build a bigger cargo transporter and that felt pretty cool.

I felt salvaging got a lot more profitable, not credit-wise but since all ships are stronger (they are, aren't they?) the wreckages have much more ress. But again, only been playing this game for a week or so..

Also, do your mods turn the Xsotan automatically into enemies?
3
Mods / Re: [MOD/FIX] Fix disappearing Gates (need a little help)
« Last post by Avorimon on Today at 03:25:00 AM »
Thanks a lot!

Didn't know about the Documentation folder  ;)

I put my code in the DefaultSector.Initialize() function but nothing changed in the game. Then i tried print() and printlog() from inside the function but saw nothing in-game or in the log file.

Now i'm not sure if it runs my code at all or if my code changes are even recognized. I restarted avarion each time and saved the lua file before that. It's only server-side and i'm running a single player game but that shouldn't make a difference, right?
4
Mods / Re: [MOD PACK] Galaxy Mods: Balance & Difficulty Mods *NEW*
« Last post by Wayleran on Today at 03:13:22 AM »
Update 1/22/2018: Version 0.15.7.4
    - Both shield upgrades have been reworked to offer DISTINCTLY different benefits so a player will likely want to have at least 1 of each equipped.
    - Shield Boosters now require less energy but also have less "Shield Durability" and always have "Shield Recharge Rate" with the possibility of the crucially important "Upon depletion: Recharges 25% of your shield." bonus!
    - Energy to Shield Converter upgrades are now THE way to get higher end "Shield Durability" benefits. In vanilla they offered little benefit over the Shield Boosters, but now both are different and work well together.
    - Turret upgrades have been reworked to require slightly less energy, but are still costly at higher rarities to balance out end game dps potential.
    - Alien Artifacts now have no energy costs, except for the turret and shield related ones.
    - Added "+2 unarmed" to Artifact IV so it's now +5 armed, +2 unarmed. This change was to keep it valuable even compared to a normal "+5 turret" counterpart.
    - Artifact V is now a +60%/-35% Energy to Shield Converter which is slightly more energy efficient than a normal legendary upgrade with that Shield Durability bonus.
    - Some Pirate and Xsotan ships seemed to be a bit TOO big and fights were slightly more tedious than they were fun. So some of those ship's volumes were modified slightly to still offer longer encounters and challenge while not being too "grindy".
    - Slightly increased the volume of spawned "traders" in the "Trader Attack" and "Convoi Distress Signal" events so they were able to survive a bit longer and give players time to "save" them. Also the spawned trader ship in the Trader Attack event will spawn more towards the center of the sector with the pirates usually trailing behind "on their tails" so it will be easier for players (and even alliance ships) to come to the rescue instead of having to fly too far out first.
5
Bugs / Re: [0.15.7] Weird Multiplayer Disconnect/Ship Duplication
« Last post by ID-ASP on Today at 03:06:03 AM »
It also leads to the complete death of the server.
We managed to have several duplicates in one sector, as a result, when entering the sector, the server simply died, cleaning the sector did not help, we had to completely wipe the server.
6
we are playing there nice host no lags good guys... +10 Rep
7
Translations / Re: [ Dutch ] Translation Review Requested
« Last post by Corviuse on Today at 01:26:57 AM »
At first guys im glad to see you doing this things... nice work.
i translated game into turkish all by myself... and i had realy hard times....
* Turret / Tower  Luckyly we have something "Taret" for guns with movable heads...
* Discarded "the" word from all because there is no such thing in turkish like "the" Ex: Ship = Gemi , The ship = Gemi. Same thing.
* Notice n Beware Plurals. Ex: "Tool" - "Tools".  in TR: "Alet" - "Aletler"
In sentence : "need 5 tools" or  "need 1 tool"
In Turkish : "5 adet Alet gerekli" or "1 Adet Alet gerekli" used with "Adet" = "Pcs". Just think in a different way proper to your language.
we dont using plurals in plural sentences Weird... anyways..
* There are possessive things like "Of the" or " Of" Now things getting realy complex.. in TR we have "nin" "nun" "nan" "nın" "nen" etc etc...
Just change your perspective. State sentence's meaning.. u will see lots of  "Of bottan" "of Xsotan"
*** Few things *** hope they will be helpfull
- i tried to make fixings on translate before i finished the whole translation - Fucked up badly do not do that. Finish translate and start your fixings.
- While doing corrections started from main menu and than i jump into a creative game and played whole game. Every time Stoped when i found a miss text or spelling error. i fixed it and returned to game.
- There are some internal errors in game, some of those sentences are not declared in po files. so dont be mad about it.
- sometimes game not reading your translated senctences idont know why. but dont worry just restart. it works!!
- Hope everything goes well!
8
I love the boost for getting around Sectors when there's not a combat encounter. You can save a lot of time by boosting up to 3-4 km/s for a couple of seconds and then letting go, allowing your ship to gently drift towards the Station over 30 kms instead of constantly holding W until the last couple of km. For this, I really like the boost and would like it to remain.

Alternatively, how about this: the Hyperspace Blockers also jam your afterburners, so your boost is taken away? I'd also like to see AI ships with boost / warp speed. I'd like to see where the game takes a challenge like that.

For the first paragraph, I encourage the implementation keybinding/mapping of "holding down W." While I am against the idea of keeping boost, I agree with the notion that it would be best to be able to move around sectors still, hence why the need for a universal speed buff to both NPCs and PCs.

As for the second, this does not fundamentally fix the imbalance between a PC versus a NPC as your only goal then would to be destroy the hyperspace blocker and then boost away instantly at minimal damage. If you had to destroy the hyperspace blocker and then fly away at your ships "buffed" max speed where the enemy Pirates could also chase you down while you charge up your hyper-drive, that would be a more so dangerous choice yet more meaningful decision that you could make while playing
 

My greatest concern for this game is the issue of imbalance between NPCs and PCs. I strongly believe in the development of "Smart AI" where players are fighting of similar statistic ships with their own implemented strategy/role in combat.


While this will derail the topic of Boost that we are on, I believe this is necessary for the discussion.

To ensure a well balanced and arguably "fun" experience, it's important that both the NPC and the PC has the same tools available to them. I personly would enjoy fighting multiple specific fighting role ships.

EX: Railgun ships sitting at 7km, multirole ships that engage close range, ultility ships that repair, etc.
One good example of that implementation would be the fight in the quest "Artifact delivery" where you fight the folllowing units from the wiki.
----------------
The four each have their own specialisation, related to their name:

Reconstructo heals his allies
Shieldbreaker has plasma turrets to sap your shields
Hullbreaker has railguns to drain your ship HP
Tankem has less firepower but is very durable
----------------
And going back on topic...

In my first play-through of the game, I had no form of worry losing my personal ship against them as I just boosted away from their fire, began to spool the hyper drive and warped out at an estimated 10KM distance or so. I took minimal to no damage as a result. However there was one major problem. My escort ships.

I had only begun to use Captains at that time and had three Fire escort ships. None of them were able to Boost alongside me to the distance that I could have escaped at. They were sacrificed as a result of not only my poor judgement to bringing them on this odd quest, but to poor game-play design.

Why should this form of convenience only be given to the player and not the foes we face, or the allies that we have? I am certain that we as a player base wish to fight enemies of equal standing both player and NPCs alike, and not a game of scaling of simple HP/Damage.



I do not wish this game to become another form of bullet sponge and scaling like the common issues we face in today's AAA gaming. I only wish for this game to achieve some form of balance where we can reasonable play on similarly equal playing field versus both PCs and NPCs alike.


9
Mods / Re: [MOD] Carrier Command
« Last post by Anglammaroth on Today at 12:01:34 AM »
I'm having a heck of a time getting this installed for some reason.  I've got shipscriptloader, and have followed the directions exactly.

I get the error message:  "Failed to locate script: mods/CarrierCommander/scripts/entity/CarrierCommander.lua"

Navigating to this directory shows me the file in question.  I've tried both single and multiplayer for the install locations, my other mods currently are only ShipScriptLoader and ScrapyardPlus.  I've run out of ideas on why it can't locate the .lua. Any tips?
10
Mods / Re: [MOD PACK] Galaxy Mods: Balance & Difficulty Mods *NEW*
« Last post by Wayleran on January 22, 2018, 11:45:23 PM »
This is because the "Booster" upgrade also gives you shield recharge AND the crucial "upon depletion: recharge 25% of your shields once every 5 mins"...
Funny thing is, not sure if you've noticed, that not all Shield Booster SMUs have this recharge upon depletion trait. It seems to be random whether they do or not. Is there a way for you to balance all Shield Boosters with this in mind? Can you read whether a specific SMU has the recharge bonus, and penalise / balance out Energy Requirements based on that, or do you have to hit all Shield Boosters with a nerf? Mostly asking because I'm curious.

In an older version I did just that, all "Booster" had both and a higher likelihood of having  the "depletion" bonus...

So I will do that. I'll ensure that ALL Shield Boosters have BOTH Durability (at around 75% less than normal) and Recharge at the normal levels but leave the "depletion" bonus as is in terms of RNG chances to spawn on an item, because it's pretty high with blues or above anyways...

So a "great" purple Shield Booster would be roughly:
Shield Durability           +20-25%
Shield Recharge Rate    +40-50%

Generated Energy         -10-12.5% (half Shield Durability amount)

"Upon depletion: Recharges 25% of your shield" chance to spawn on item based on higher rarity as it is in vanilla. 100% on purples, 75% on orange, etc...


And a "great" purple Energy to Shield Converter would be roughly:
Shield Durability           +50-70%
Generated Energy         -25-35% (half Shield Durability amount)

With these numbers a normal player can and should be able to equip one of each for a total of about 80% Shield Durability, 45% Shield Recharge Rate and get the "Upon depletion" bonus for a total of around -40% cost to Generated Energy...

I think that's a great compromise and allows people to have 2 distinctly different shield upgrades equipped without getting +100%-500% to shields, like is capable in vanilla with multiple upgrades equipped.

The Teleporter Key 5 I reworked will be adjusted to a 60%/-30% Energy to Shield Converter to compensate and is essentially a nearly perfect purple.

I also reworked the Artifacts now to be REALLY useful even if you get a good purple "counterpart" to them, because of their new energy costs, or lack thereof, AND their unique "hybrid" stats.

I'll keep you all posted but it's about done now, I just need to test out the changes first.
Pages: [1] 2 3 ... 10