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Messages - Devious

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Suggestions / Re: turret factory built time
« on: August 12, 2018, 06:55:36 PM »
It's a good suggestion, altough the price and stat calculations still need a serious rework for a multiplayer economy.
The profit margin on those specific turrets is way too high, forcing everyone to that meta in a PvP multiplayer situation to keep up.

Those turrets also have hundred thousands omicron usually, which doesn't help either.

Thanks to Dreadarm and Shinooni we are able to host a new US and AUS server,
both servers have just started fresh.

All the IPs changed so I will update those in the thread.
Hopefully I can get to updating the thread as a whole, since that has been long overdue.

[EU] Rusty's modded CorePvP Galaxy:
         Web-Interface EU:

[US] Rusty's modded CorePvP Galaxy:
          Web-Interface US:

[AUS|HottesGaming] Rusty's modded CorePvP Galaxy:
           Web interface:

The modpack also received a large update, see our Discord for more information.

As reported numerous times but 0 response from any dev I am reporting this again in public.

Most  experienced players are aware of the broken mechanics of crafting and selling turrets.

Due to certain turret factories making certain turrets that are worth a lot more when sold than the costs for crafting.

This is probably due to a fault in the RNG calculculations of turrets and their value.

Seems to happen mostly to Tesla and Force turrets but have had reports of other types aswell.

For a way to reproduce, see this thread:,4775

A request from modders would be to open this up in the API and give us the tools to balance it ourselves if the devs don't feel like putting effort in it.

Gameplay Discussion / Re: The Mobile Energy Lab has 3.00011e6 firepower.
« on: August 10, 2018, 01:39:57 PM »
I found the cause, looks like an untested buff :P

Also easy to revert back, for those who want to.

Rusty's damage and difficulty scaling only really kicks in from trinium area, that could explain why they are less useful beyond that point but is not related to the fact that it is the vanilla mechanic that makes them so overpowered, especially early on.
Any experienced player can work it's way around the cost of using them, as credits don't really hold their value in a game full of exploitable features.

I think it would be cool to be able to build torpedoes like you can with turrets, so you have to put in the effort of collecting the goods before being able to use them in great supply.

Feedback / Re: Xsotan Scaling Problems
« on: August 09, 2018, 06:34:09 PM »
This should definately get more attention, as it not only affects the player upon who they are spawned, but an unsurprising explorer who jumps in afterwards aswell.

When updating our server to beta we got a couple reports instantly of end game players being one-shot, while they already had serious ships due to our own increased scaling.
After nerfing the new upscaling it seems to be better but so far it seems it does more wrong that it should do good balancing wise.

Yep, either copy his name from the log or try to find his player/steam ID.

The server doesn't need to be whitelisted, when you ban him he will be added to the blacklist.

Mods / Re: [Mod][Event] Xsotan Dreadnought
« on: August 09, 2018, 06:18:52 PM »
Thank you for the update, perfect timing as I was just updating it for our modpack :)

Mods / Re: [Mod][Announcement] Ham Galaxy Settings - HGS
« on: August 09, 2018, 03:35:06 PM »
Looking forward to what you have come up with : )

Creations / Re: Trek Ships
« on: August 08, 2018, 05:41:11 PM »
Nice, I like the advanced cruiser.

Mods / Re: [MOD] Extended Xsotan Attacktypes
« on: August 08, 2018, 05:33:46 PM »
I have updated this mod to the latest beta to include the upscaling of Xsotans.

Note that you may want to turn down the amount and size of ships spawned in /player/alienattack.lua if  you are playing on a not so beefy pc.

Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: August 02, 2018, 07:56:00 PM »
The braking behaviour changed, I will try to find if there's changed code about this.

Thank you for getting the toggle in, one step ahead :)

Mods / Re: [MOD] AutoDock
« on: August 02, 2018, 07:53:44 PM »

has anybody tried this mod on 0.18.2?

The Goodshauler-Mod has problems with docking to stations now... Question is: Is it docking or the new brake-behavior of AI-controlled ships?

That's probably due to the new brake behaviour yeah.

Thank you Shroob for this mod, even with larger docking ranges it can still be very tedious and dangerous to dock bigger ships so will definately give it a try :)

You can wipe out all their objects but they will never fully dissapear.
Traders, headhunters, etc will still spawn.

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