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1
General Off-Topic / Re: Other Games you are Currently Playing?
« Last post by stinemarge on Today at 02:40:32 AM »
Little Nightmares - I really love the creepy and cute ambiance... This is surely a Tim Burton inspired game.
2
Bugs / Re: (super bad) BUG with crew :(
« Last post by Hammelpilaw on October 22, 2017, 09:52:45 PM »
May it be that fighters pick up ejected pilots from killed fighters and this triggers the issue? Can anybody confirm?

That should it be. Did more tests:

  • Have a small wreckage few km away of your ship
  • Have... lets say 2 fighter squads of mining fighters -> required pilots 24
  • Let mining fighters mine the wreckage (just gives them anything to do they will not finish, so you get time for testing)
  • Select one of your fighters and when its near the wreckage type /destroy
  • Be sure the pilot ejected
  • Another fighter will pick up the pilot
  • Call all fighters (23 cause you killed one) back into hangar
  • Required pilots still 24, for only 23 fighters. I think its the same issue that pumps required fighters even higer into billions.
3
Bugs / Re: (super bad) BUG with crew :(
« Last post by Hammelpilaw on October 22, 2017, 08:23:29 PM »
In steamforum we currently talk about fighting the guardian wich may have caused this issue.

May it be that fighters pick up ejected pilots from killed fighters and this triggers the issue? Can anybody confirm?
4
Troubleshooting / Re: Issues starting game on Fedora 26
« Last post by thetaArc on October 22, 2017, 06:30:18 AM »
GPU drivers are updated to the lastest ones in fedora's repos (Driver: X.Org AMD PITCAIRN (DRM 2.50.0 / 4.13.5-200.fc26.x86_64, LLVM 4.0.1); Driver Version:  3.0 Mesa 17.2.2), since you wouldn't/ shouldn't install drivers from a website on linux.

Then I should've noted in the OP that the log was just those two errors repeated 50x times each.

I have however refunded the game for now. But I'll buy in again in a few updates and post something if there are any issues or if it ends up being fixed in the future. 

5
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« Last post by Azerik on October 22, 2017, 12:52:42 AM »
Looks like it works.  After a few other bumps in the road, my players are happily trading away.

Brilliant mod.
6
Mods / Re: How do I clear my players to use a command I add?
« Last post by Azerik on October 22, 2017, 12:50:46 AM »
You are all brilliant.  Thanks, I got it up and working.
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Mods / Re: [Mod] CarrierCommander - continuation of Nexus' Carrier commands
« Last post by Hammelpilaw on October 21, 2017, 09:45:11 PM »
Thanks for keeping mods going!

Now, I am using a few different mods so maybe there is something conflicting but I keep getting this error when trying to get my fighters to salvage:

2017-10-21 19-57-34| could not execute function 'onCCSButtonPressed' in '"mods/CarrierCommander/scripts/entity/CarrierCommander.lua"':
2017-10-21 19-57-34| mods/CarrierCommander/scripts/entity/CarrierCommander.lua:193: attempt to index global 'fighterTargetingCheckBox' (a nil value)
2017-10-21 19-57-34| stack traceback:
2017-10-21 19-57-34|    mods/CarrierCommander/scripts/entity/CarrierCommander.lua:193: in function <mods/CarrierCommander/scripts/entity/CarrierCommander.lua:191>

// Lonewolf

This was a bug, sorry. Updated to version 0.3.1 that fixed it.
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Mods / Re: How do I clear my players to use a command I add?
« Last post by Azerik on October 21, 2017, 09:03:05 PM »
That might explain it.  I did edit it while it was online and then restarted. 

Yup, checked and it is reverted.  I remember the owner having some trouble setting up additional admins because of this.  I'm going to noodle with the button anyway because people will probably like that, but I'll edit this again next time it's slow and I can bring the server down for a few minutes.
9
Mods / Re: [Mod] CarrierCommander - continuation of Nexus' Carrier commands
« Last post by Lonewolf79 on October 21, 2017, 08:10:09 PM »
Thanks for keeping mods going!

Now, I am using a few different mods so maybe there is something conflicting but I keep getting this error when trying to get my fighters to salvage:

2017-10-21 19-57-34| could not execute function 'onCCSButtonPressed' in '"mods/CarrierCommander/scripts/entity/CarrierCommander.lua"':
2017-10-21 19-57-34| mods/CarrierCommander/scripts/entity/CarrierCommander.lua:193: attempt to index global 'fighterTargetingCheckBox' (a nil value)
2017-10-21 19-57-34| stack traceback:
2017-10-21 19-57-34|    mods/CarrierCommander/scripts/entity/CarrierCommander.lua:193: in function <mods/CarrierCommander/scripts/entity/CarrierCommander.lua:191>

// Lonewolf
10
Mods / [Mod] CarrierCommander - continuation of Nexus' Carrier commands
« Last post by Hammelpilaw on October 21, 2017, 07:36:01 PM »
CarrierCommander
With CarrierCommander you can send commands to your fighters to salvage, mine or kill enemies.


Note
I did not create this mod. It is originally created by Nexus, modified by Dirtyredz and me. Since Nexus seems not to be active in Avorion anymore I wanted to keep his project alive and did a relaunch. For more information watch Authors section below.


How to use
It only works for launched fighters, so you should set your fighters to defence state, then send commands by the new interface on the right-top side of your screen.

You can use one military, and one civil command at the same time. Military fighters will only listen to military commands, civil fighters will only listen to civil commands. That means if you order them to salvage, all launched salvage- and mining-fighter will start to salvage, you should only launch the proper civil fighter for  the current action. Since there are only 3 commands yet you can always use Attack enemies and either Mine or Salvage.


The Attack enemies command uses priorities to decide, wich enemy should be attacked at first. By default the order from high to low priority is this: ships, wormhole guardian, stations, fighters.

You can also decide, if stations and/or fighters should be attacked by this command or being not touched.

These settings can be changed in `/mods/CarrierCommander/config/CarrierCommanderConfig.lua`.


Prerequisites
This mod requires an external resource: ShipScriptLoader
Please follow the installation instructions of ShipScriptLoader before you install CarrierCommander.


Installing
- Download the mod ShipScriptLoader by Dirtyredz and follow its installation instructions. This is required to load CarrierCommander. If you are already using it you may skip this step.
- Open file `Avorion/mods/ShipScriptLoader/config/ShipScriptLoader.lua`
- Before the last line containing `return Config` add this:
Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua")
- Copy the directory `mods` contained in the CarrierCommander .zip file into the game directory `Avorion`


Authors
- Nexus - creator and original publisher of this mod - thanks for your great work
- Dirtyredz - improved code and moved modfiles into `Avorion/mods` directory
- Hammelpilaw - added the new command `attack enemies` to the mod


Version history

0.3.1
- Fixed an issue in salvaging command

0.3.0
- release
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