20157 Posts in 3360 Topics - by 6693 Members - Latest Member: Awes597

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Mods / [Question] Sound mod
« Last post by admirall1980 on Today at 09:42:59 AM »
Hello everyone, a long time ago, faced the problem of poor sound effects in the game  :'(, both weapons and engine, besides not all the weapons have a sound, such as laser turrets. Can anyone add a mod with modified sound effects? This topic seems to have been touched on already, but it was not brought to mind :-\
i usually take a 'naval' ispired aproach. the ships are roughly the shape of a boat. They are usually heavy reliant on shields due to me using a lot of farings instead of armor. i usually only cover the front in amor plating


when it comes to weapon placements i put them on the spine on top and on the bottom... that gives you good firing arks when it comes to headon and broadside battles.

The issue i havc ewith sticks is that (besids the visuals) a shield penetratinground could easily rip a ship like that i half not to say what happens if you lose your shields...
Suggestions / Automated defense turret blocks
« Last post by Zer0wl on August 19, 2017, 11:47:28 PM »
Ok there is one thing that is annoying me when trying to build a proper battleship. It's the fact that there's no working automated gun turrets similar to the phalanx, I mean come on we're a space travellers and we don't have a fully computer controlled automated defense systems. I'm not asking for turrets that replace primary turrets but more like secondaries. Their main role should be to relieve players from fighters a LITTLE.

NEEDS NEW FIGHTER AI BASED ON WEAPONS (make turrets priority targets for fighters)

And to avoid it being op
-it shouldn't penetrate any sheilds
-range should be very short for most types (2-3 or less than 4 km max)
-rapid degradation of accuracy as target gets further from the turret  (100% accuracy if less than .05 km from turret not ship)
-can be temporarily disabled by tesla and lightning weapons even if its host ship still has shields on
-low durability( therefore making them weak to pulse weapons)
-amount that can be placed is limited by ship volume (minimum should be 4 or 6)
-does minimal damage to hull (preferably just 1 point for all types)
-only engages when target is within maximum range
-can't be scaled
-torpedo type and some missile type fighters are immune since they should be able to fire outside turret effective range

As for the turret types

Iron/Naonite: Chaingun type
1-2 km effective range, really inaccurate at max range, ok dps

Titanium/Trinium: Flak type
doesn't explode at within 1 km, randomly explodes at 2-3 km max. low dps, splash damage

Xanion: Single Target Missile
Longest range of all turrets, engagement range of 4 km, homes in but still has a large chance of missing fighters, only turret who can hit torpedo fighters, really low dps missile has to either hit the target or miss before turret fires another. high damage can one shot low quality planes

Ogonite: Multi-lock on Missiles
2-3 km, can fire 6 towards multiple targets, or multiple missiles towards a single target, very low dps, each missile has low damage

Avorion: LASERSS!!!
1-2 km, 100% accuracy, damage overtime so it doesn't instantly kill all fighters in its range.

 Also who wouldn't want to see their ships in the middle of battle have guns shooting in every direction making it look like this
Mods / Re: [MOD] [OOSnpP]out of sector non player Production
« Last post by Laserzwei on August 19, 2017, 07:14:02 PM »
Just wanted to say thank you, I've been trading the "bad old fashioned" way, sitting afk in sectors while working to let production happen.

So happy I don't have to do this anymore... wish it was part of the base game!
My pleasure. I whished that too.

updated to  0.9_9
  - Changed consumption to better reflect economy
Mods / Re: [MOD] CompleX3s [CPX3]
« Last post by Laserzwei on August 19, 2017, 07:12:18 PM »
updated to 0.88
  - rudimentary Alliance support, until a vanilla bug is resolved
  - Fixed a bug, where not having enough resources could lead to dataloss
  - added backup system to preserve complexdata
  - fixed an exploit that could give a full cargohaul of goods
  - complexoverview is now sorted and shows missing or excess good production
  - added Complex Management menu, in which Name and Title of a station can be changed
  - complexfactories can be sold (at 70% of the initial factory cost). This can not be undone. The Buildings stay in tact.
  - can now transport up to 5,000 goods at a time
Bugs / Re: [0.12.7 r8782] Press space bar to continue...
« Last post by vyalern on August 19, 2017, 02:47:02 PM »
To me it looks like your loading screen does not disappear when you press space? Maybe try to deactivate the "press space on loading screens" in Avorion settings.

I have moved back to the previous version of KDE and works fine with "space" and without this option. I will try later on do some test with newest KDE and will see what happen.
General Discussion / Die Gravitationsgeschütze sind sinnfrei
« Last post by Baridor on August 19, 2017, 01:24:40 PM »
Ich habe eben mal geschaut, wie sinnvoll die Gravitationsgeschütze sind. Wenn ich mir die Zahlen richtig anschaue, brauche ich um mein Aktuelles Schiff zu ziehen, ~49.000 Geschütze der 1,3MN Klasse. Das sind die, die ich gerade baun kann. Gibt bestimmt noch bessere, aber ich werd nun nicht überall suchen gehen.
Damit ich sie also sinnvoll einsetzen kann, zB Asteroiden bewegen, müsten die Kanonen, um wenigstens das 10-100Fache an Leistung dazu gewinnen.

Oder liege ich mit meinen Berechnungen völlig falsch?
Mein Schiff hat 6,5Mt
Die Kanone hat 1,3MN
1,3MN =132,56t

Im Moment sind die Waffen nur zum Verkaufen gut(sau teuer), um Geld damit zu verdienen.
Mods / Re: [Help] Turret recoil reduction/Turret Resizing
« Last post by admirall1980 on August 19, 2017, 01:11:56 PM »
Hello everyone ;), I wanted to clarify whether there is an opportunity to completely remove the recoil of the turrets in the game itself, not on a specific tower, but at all, even on those that fall randomly from the NPC ??? I apologize for my bad english :'(
Mods / Re: [MOD] Havoc Mod Pack [ver: 0.12.7]
« Last post by LordHavoc on August 19, 2017, 12:33:01 PM »
Mod file updated and then i'm giving it a rest for a while
Don't use in a server/client situation, it's not tested (unless you want to dabble and try and get it working yourself)

I've updated the link on the original post with a different filename, its no longer called scripts.zip - you still have to install the contents in the scripts folder of your install directory...just line up the files and overwrite

What I've done:
Took a backup of my modded scripts folder to a separate location
Let steam verify install and put the game back to defaults
Used winmerge to compare the differences between default <> modded
Separated the modded files and uploaded em for you to grab

Please note, salvagers are still a bit tricky. But I've fixed the \inv command that comes with the command package so that it'll generate modded turrets (whereas it only used to generate default turrets).

There's some other bits and bobs in that which weren't on the original release. I'm running with complexes and asteroid moving. And there's a load of other tweaks that I can't remember.
Mods / Re: [MOD][OPW] Overpowered Weaponry
« Last post by Zurini on August 19, 2017, 10:11:11 AM »
Why shouldn you coustemize them? you can even open the commands with editor and there you can change the numbers or Materials of the weapon which you would like.

sry bad eng
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