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Messages - koonschi

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1
Bugs / Re: Beta 0.21.2 Bug List
« on: March 14, 2019, 11:14:09 PM »
Hey! Thanks for reporting those, we'll look into them. A few questions though:

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-Clipping of popup info box on mouse hover on right of UI through popup notifications black bar
I'm having trouble following you here

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-Player owned factories only work when player is in sector but still charge crew pay. They start working when player warps in.
How do you come to this conclusion? We have simulations and tests in place to ensure they work. Can you provide a working example on how to reproduce this issue? That would be incredibly helpful! Are you playing on a multiplayer server?

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-When building green/red numbers on right hand stats when adding blocks are incorrect
Be more specific, which ones are wrong and when?

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-In SP upon exiting building mode everything is frozen but can look around. Entering and exiting either the main menu or building mode corrects this
Again, multiplayer or singleplayer? it sounds like the game was paused.

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-Research of modules does not seem consistent. I have seen a few modules have “priority” over others. Combining like modules (e.g. m-tcs and a-tcs) don’t show this behavior, but when combining unlike modules (e.g. 3x rare shields and 1x rare thruster) the result is always a thruster. This only happens for certain combinations (one above is example). This may be hard to pin down if it’s a bug or mechanic.
I can't reproduce this at all. I tried your example and it worked just fine.

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Transporter blocks do not function. See my other post a while ago about that
As stated on your other post, have you installed the upgrade permanently?

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-Cargo fighters don’t transport cargo when player is out of sector.
As with all out-of-sector errors, can you provide example situations of where this happens? Or a minimal savegame? That would be incredibly helpful.

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-Out of sector crew of stations on auto-assign will somehow cause an imbalance and cause the crew to revolt. I have come back to several of my stations with hull half destroyed. When I get in the station the crew is not balanced and resetting the auto-assign will fix it.
Thanks! Auto-assigning crew is actually done on your own ship only, I can see how that could lead to problems.

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-Warping ships around in map mode occasionally requires multiple clicks for action. Having a small ship jump around new green dots in an area requires multiple clicks per dot while holding shift to chain commands. Some jump orders on list repeat sector. Possible freezing taking place at some interval which queues commands causing repeats.
This, and several other things you mentioned sound like the game simulation performance isn't good. Do you get icons on the top left about problematic server performance?

2
Bugs / Re: Cannot get transporter blocks/modules to function
« on: March 14, 2019, 10:48:46 PM »
Did you install the upgrade permanently? Can you post a video of this issue? I can't reproduce it.

3
News / Suchen Community Manager/in!
« on: March 06, 2019, 07:01:35 PM »
Community Manager/in Gesucht

Community Manager (m/w/d)
Boxelware GmbH - Erlangen
Vollzeit, Teilzeit

Wer wir sind

Wir von Boxelware sind ein junges Games-Studio aus Erlangen, bei Nürnberg. Unser aktuelles Hauptaugenmerk ist die Entwicklung unseres Flaggschiff-Titels Avorion, einer Weltraum-Sandbox in der Spieler ihre eigenen Raumschiffe bauen können und mit Freunden zusammen die Galaxis erobern können.
Wir sind Anfang 2017 mit Avorion von 0 auf 100 durchgestartet, vom Studi-Hobbyprojekt zum Topseller-Titel auf die Steam-Frontpage gerauscht.
Derzeit arbeiten wir darauf hin, die Entwicklung von Avorion aus Early Access zum vollen Titel fertig zu stellen.
Danach haben wir vor, weiter zu wachsen und Avorion selbst noch lange nach Release weiter zu entwickeln und zu supporten, und genau dafür brauchen wir dich!

Als Community Manager wirst du der Knotenpunkt zwischen Entwicklern und Spielern sein.
Du wirst dich um die Anliegen, Anregungen und auch Probleme unserer Community kümmern und sie an das Team weiterleiten.
Du wirst in die Community eintauchen, sie betreuen und ihr helfen weiter zu wachsen, und das bereits hohe Engagement der Community mit Avorion weiter steigern.

Das sind deine Aufgaben
  • Eigenverantwortliche Betreuung der Community in den Foren und Social Media
  • Administration und Moderation der Spiel-Foren
  • Erstellung von Social-Media-Content, Forenartikeln & Videos
  • Sprachrohr zwischen Entwicklern und Community: Enge Zusammenarbeit mit den Entwicklern um direkte Kommunikation mit der Community zu garantieren
  • Entwicklung und Pflege von Beziehungen zu wichtigen Community-Mitgliedern
  • Sammlung und Weiterleitung von Stimmungen & Feedback der Community
  • Entwicklung & Management von Events & Strategien, um die aktive Community zu vergrößern und das Community-Engagement zu steigern
  • Ansprechpartner für die Spieler und Repräsentation des Spiels und Unternehmen auf Messen und Konferenzen
Das solltest du mitbringen
  • Sehr gute Deutsch- und Englischkenntnisse
  • Gutes Ausdrucksvermögen und sehr gute Rechtschreibung in Deutsch und Englisch
  • Motivation und Willen zum eigenverantwortlichen Arbeiten
  • Aufgeschlossene und freundliche, aber professionelle Herangehensweise an Probleme und Wünsche der Community
  • Hintergrund als Gamer/in und Erfahrung mit Gaming-Communities
  • Begeisterung für Social Media und die Zusammenarbeit mit Gaming-Communities
  • Sicheres Gefühl für den Sprachgebrauch in gängigen Social-Media-Kanälen, Online-Communities & Foren (Reddit, Imgur, Discord, 9gag, Facebook, Twitter, Instagram)
  • Sicheres Gefühl für die professionelle Formulierung von offiziellen Mitteilungen an die Community
Besonders Hilfreich, aber nicht unbedingt nötig:
  • Erfahrung mit unserem Hauptspiel 'Avorion'
  • Erfahrung mit Bild- und Videobearbeitungsprogrammen (Gimp, Photoshop, Inkscape, Adobe Premiere Pro)
  • Erfahrung mit der Betreuung größerer Gaming-Communities oder direkt als Community Manager
  • Langjährige Erfahrung in gängigen Social-Media-Kanälen, Online-Communities & Foren (Reddit, Imgur, Discord, 9gag, Facebook, Twitter, Instagram)
Was wir dir bieten
  • Sei Teil eines jungen, erfolgreichen Teams mit positiver, familiärer Arbeitsatmosphäre und flacher Hierarchie
  • Flexible Arbeitszeiten ohne Crunch
  • Eigenverantwortliches Arbeiten mit großem Gestaltungsfreiraum
  • Viele Einbringungsmöglichkeiten in Arbeitsprozesse - Deine Arbeit hier hat einen Impact!
  • Work-Life Balance ist uns sehr wichtig: Für uns gehören Unternehmungen in zwangloser Atmosphäre als Team zum Alltag
  • Ein transparentes Unternehmen für einen tiefen Einblick in die deutsche Games-Branche
  • Beste Bedingungen und Unterstützung für deine eigene professionelle Weiterentwicklung

Wie kannst du dich bewerben?

Haben wir dein Interesse geweckt?
Denkst du, du bist in unserem Team genau richtig?
Dann schick' eine Mail mit deiner Bewerbung, Lebenslauf und frühestmöglichem Startdatum an jobs@boxelware.de!
Konstantin Kronfeldner wird sich gerne um sämtliche Fragen und Anliegen deinerseits kümmern.

Wir freuen uns darauf, dich kennen zu lernen!

4
News / Beta Branch Patch 0.21.2 Patchnotes
« on: March 06, 2019, 06:17:34 PM »
Patch 0.21.2

Date: March 6th, 2019

Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.

This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.

Gameplay
  • Transporter Systems With 'Exceptional' or higher rarity now allow fighters to pick up loot for their mothership
    • Transporter Block is still required for this to work
  • Founded ship first block is now the same material as the material costs required to found it
UI
  • Slightly increased item size in building window
  • Adjusted main inventory grid size to fit SystemsTab grid size
  • Adjusted mechanics crew icon to be more easily distinguishable from engineers
Bugfixes
  • [UBR] Scripting API: Fixed an issue with CargoBay not being synced to client when removing cargo by name
  • [UBR] Fixed typo in a music track name

5
Bugs / Re: [0.21.1] Entity:removeCargo()
« on: March 05, 2019, 04:15:38 PM »
Good catch, thanks! Should be fixed in one of the upcoming updates.

6
News / Beta Branch Patch 0.21.1 Patchnotes
« on: March 01, 2019, 08:04:55 PM »
Patch 0.21.1

Date: March 1st, 2019

Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.

This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.

Gameplay
  • Transferring a ship to the alliance requires the alliance to pay the difference in founding fee
Balancing
  • Increased range of r-mining lasers and r-salvaging lasers by 100%
  • Ship founding costs are now capped at 10m
UI
  • Added a warning icon on the top left when computer is low on memory
  • Added a warning icon for performance when founding 25th or more ship
Bugfixes
  • [UBR] Fixed a crash in building mode when a field in quick selection was empty
  • [UBR] Fixed a crash in building mode when exiting turret building mode
  • Fixed an issue with rendering of shipyard costs when player isn't in a ship
  • Fixed a crash in alerting of absent players when alerting them in a sector with unowned objects
Known issues

"We know that fighters of carrier miners are unable to pick up ores. We're working on this!"

7
Feedback / Re: two thanks and a rant
« on: February 28, 2019, 11:45:47 AM »
This has been suggested before and it's not the way we want to do things. We don't want to inhibit fleets, because to experienced players the early game is not what they like and they want to be able to skip it. And I agree.

8
Bugs / Re: Out of sector docking
« on: February 27, 2019, 01:18:58 PM »
This issue is known to us and will be patched very soon.

9
News / Beta Branch Patch 0.21 Patchnotes
« on: February 26, 2019, 05:30:20 PM »
Patch 0.21

Date: February 26th, 2019

Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.

This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.

Mining Rework

"We reworked mining to make it feel more like actual mining, and less like just shooting rocks until you're rich. So the most efficient mining lasers no longer refine ores and you'll have to ship them to a refinery yourself. In order to avoid massive complexity in the beginning, we left refining mining lasers in there, like for example for the drone."
  • Resource Asteroids carry 33% more resources
  • Added new weapon types: Raw mining lasers, Raw salvaging lasers
  • Previous mining + salvaging lasers are now refining mining/salvaging lasers
  • Raw mining lasers deal 200% damage compared to refining mining lasers
  • Efficiency Changes (lowest to highest rarity & possible rate):
  • Raw mining lasers have very high efficiencies of 57% - 99%
  • Reduced efficiencies of refining mining lasers to 11% - 18% from 5% - 75%
  • Raw salvaging lasers have efficiencies of 5% - 40%
  • Reduced efficiencies of refining salvaging lasers to 7% - 14% from 8% - 36%
  • Mining lasers of the drone remain unchanged
  • Raw lasers drop Raw Ores or Scrap Metals
  • Raw Ores and Scrap Metals ...
    • - are trading goods that require a cargo bay
    • - cannot be used as a currency yet
    • - cannot be stored in the global bank
    • - must be refined into resources before they can be used
    • - can be sold to merchants
  • Added a refinery option to all Resource Depots
    • Refinery refines ores and scrap metals to resources 1:1
    • Refinery takes a small tax of 1 to 5%, based on relations
  • Added new asteroids with very high-value, hidden resource depots in their center block
    • Can be detected with mining upgrade (Auto-mining-ships need this to find them, too)
  • Added AI-ship commands for refining ores and metals on board
  • Amount of resources in asteroids is now only visible with a mining system installed
Audio

"Per Kiilstofte remade the entire combat music for Avorions. He's the mind behind Avorion's previous combat music, but we worked together and he wrote a completely new soundtrack specifically for Avorion! On top of that, Hannes Kretzer made six new background tracks for Avorion, too! With this update, you can enjoy all those new tracks in-game!"
  • Added 6 new background ambience tracks (Thanks Hannes!)
  • Replaced old combat music with new combat music (Thanks Per Kiilstofte!)
  • Ambient music is now mood-oriented based on which sector the player is in, and no longer completely random
  • Increased length of silence between tracks to at least 90 seconds
Gameplay Changes

"There have been some other gameplay updates, which are not directly related to mining."
  • Delivery missions no longer give players dangerous or illegal goods
  • Dangerous goods are no longer a concern if player's relations are "Admired" (>80.000)
  • Ships that are ordered to fly through gates now wait if the path is blocked
  • Harvest AI now only uses armed turrets if no salvaging turrets are available
Balancing

"There have been some other balancing updates, which are not directly related to mining."
  • Destroyed blocks and crafts now drop scrap metal & ores in addition to refined resources
  • Smoothened out probabilities of resource types in asteroids
    • Less low-tier materials are less likely to be spawned in high-tier material regions
  • Only the latest 3 tiers of available materials are used for ships, turrets, etc. to avoid obsolete technology appearing where it doesn't belong (ie. Iron AI ships in Xanion territory)
  • Increased production time by 300s for ships at shipyards when a crew is requested
  • Increased costs of crews at shipyards by +50%
  • Fast moving AI ships no longer damage player-owned ships if they're more than twice as fast
  • Changed relation status ranges:
    • Friendly: 15.000 - 30.000 (from 5.000 - 15.000)
    • Good: 30.000 - 60.000 (from 30.000 - 40.000)
    • Excellent: 60.000 - 80.000 (from 40.000 - 70.000)
    • Admired: 80.000 - 100.000 (from 70.000 - 100.000)
  • Captains now cost 15.000 Credits, up from 7.500
  • Hiring Pilots, Boarders or Commanders now requires relations of at least 'Friendly'
  • Hiring Generals or Captains now requires relations of at least 'Good'
Ship Founding

"Founding Ships now costs an initial fee, that starts out very low and increases with every new ship. We want to move large (!) fleets more into mid- or late game, while giving new players more incentive to push for higher-tier materials. As long as we don't have good sinks for large amounts of resources, we're still very careful with exponential fleet growth and the snowballing that comes with it. That's just a nightmare to balance. We've seen how much money players tend to have in late game stages and we think these costs are fair. They're also subject to change based on your feedback, so get playing!"
  • Note: Ship fees are based on how many ships you HAVE right now, not how many ships you founded so far.
    • When one of your ships gets destroyed, the founding fee also goes down again
  • Ships 1 - 3 now cost 500 Iron and 0, 0, 1.000 Credits respectively
  • Ships 4 - 6 now cost 500 Titanium and 5.000, 10.000, 20.000 Credits respectively
  • Ships 7, 8 now cost 500 Naonite and 50.000 and 100.000 Credits respectively
  • Ships 9, 10 now cost 500 Trinium and 200.000 and 500.000 Credits respectively
  • Ships 11 - 15 now cost 500 Xanion and 750.000, 1m, 1.5m, 2m, 2.5m Credits respectively
  • Ships 16 - 20 now cost 500 Ogonite and 3m, 3.5m, 4m, 4.5m, 5m Credits respectively
  • Ships 21 and more now cost 500 Avorion and 1m more per ship, with costs increasing by 1m for every 10 new ships
UI
  • Replaced all icons in-game that were only used as placeholders
  • Added icons & tooltips for uncollectable loot that show why loot is uncollectable
  • Added an alert when pirates attack a sector without players but with player ships
  • Added an alert when xsotan attack a sector with an unmanned player ship
  • Cargo amount in cargo tab is now displayed with dots for better readability
  • Improved clarity of discard blocks button text and tooltip
  • Added a warning window when a player is about to delete his ship in the build mode
  • Implemented warning symbols at the top left of the screen when ping or server performance is bad
  • Galaxy map is now updated correctly when a player ship jumps to an unknown sector
Misc
  • Implemented a window that shows the latest important changes of the mining update
  • Added a window that shows patchnotes when there has been an update
  • Improved refreshing of positions of objects around the player ship and its targets
    • This fixes several sync-issues, like loot following the player ship or objects not taking damage
  • Renamed factories with ambiguous names, i.e. factories that use a production result in their name and have more than one result
  • Client
  • Networking is now done asynchronically on client
  • Pings are more frequent (10 per second) and server answers them immediately, not during update loop (avoids inaccurate pings)
  • Improved performance and accuracy of pings (now shows network time only, no longer influenced by update frequency)
Server
  • Fixed an issue where sometimes server started to hang for everybody when a single player caused large amounts of traffic
  • Fixed an issue where server started to hang for everybody when a single player applied a very large craft plan
Scripting API

"With the mining rework, we also moved our turret, weapon and fighter generation code to scripts for more transparency and easier modification through modders."
  • Moved turret, weapon and fighter generators to scripts
  • Added a ProgressBar UI element
  • Added getters for amount of different entities in Sector
  • Bosses can now be associated with music tracks
  • Added access to Music API
  • Added function invokeFunction() to client-side Player
  • Added a getter for the player's craft's faction on the client
  • Added a getter for controlling faction in Galaxy
  • Added getters for local & nearest faction in client-side Galaxy
  • Added estimates to sector templates about number of generated stations and ships
  • Fixed several issues where text would be wrongly aligned when set to Center
  • Added a fitIntoRect() function to Picture
  • sendChatMessage() function of Faction, Player and Alliance now allows entities and NamedFormat as sender
Bugfixes

"As always, bug reports marked with [UBR] are user bug reports. Thanks everybody for reporting and helping us, and keep it up!"
  • Fixed a crash when multiple entities were being pushed away by stations
  • Fixed a wrong callback being called when player changes group
  • [UBR] Fixed shot size not scaling with weapon size
  • [UBR] Fixed an issue where torpedoes could be entered by players, leading to a crash
  • [UBR] Fixed an issue where loot would follow the player ship indefinitely without actually being picked up
  • [UBR] Fixed an issue where objects (mostly asteroids, wrecks) would be in the wrong position
  • [UBR] Fixed an issue where objects (mostly asteroids, wrecks) wouldn't take damage
  • [UBR] Fixed an issue where loot drops for alliance ships were reserved for the players piloting it
  • [UBR] Fixed custom turret design shot colors not being applied to missiles
  • Fixed an issue where shield sounds were played in menus or loading screen
  • [UBR] Fixed an issue where scrolling down in the building quick selection caused items to become hidden
  • [UBR] Fixed an issue where turrets in the quick selection in building mode were reset when opening the building inventory
  • Fixed flickering of faction areas on map when an update of the area comes in
  • Fixed an issue where cargo loot would still "lock on" to ships and follow them even if their cargo bay is full
  • Fixed an issue where station titles in chat messages weren't translated correctly
  • Fixed an issue where crew costs were wrong at shipyards
  • Fixed an issue where client would wait for a 30 second timeout when connecting to a local server in Steam Offline Mode
  • [UBR] Fixed an issue where players with a space in their name could not be invited to trade
  • Fixed an issue where the ship's order icon wasn't reset when entering a craft
  • Fixed an issue where ai factions would get coaxial turrets

10
General Discussion / Avorion Community Discord Server
« on: February 25, 2019, 07:14:13 PM »
Avorion Community Discord Server: https://discord.gg/VKvF2hM

Hey all,

since this question has been popping up a lot over the last months, here's the link to the Avorion Community discord server.
Avorion Community Discord Server: https://discord.gg/VKvF2hM

Have fun!

11
News / Re: Patch 0.20.5 Patchnotes
« on: February 22, 2019, 12:47:12 PM »
Quote
what's going on? I just received 2 updates for Avorion (from Steam)... One time 1.2 MB and now 9.6 MB.
Simple Bug/Crash fixes, nothing special

12
News / Re: Patch 0.20.5 Patchnotes
« on: February 21, 2019, 12:36:07 PM »
Update is back live, without the captain changes.

13
News / Patch 0.20.5 Patchnotes
« on: February 20, 2019, 01:56:00 PM »
Patch 0.20.5

Date: February 21st, 2019

"We reverted yesterday's changes to captains from the previous version of this patch. We still want to make fleets somewhat more mid- and late-game focused, and mostly get exponential growth of mining fleets under control, but not at the cost of early game becoming a mindless grind."

Gameplay
  • Fighters fly differently when using non-armed weapons (mining/salvaging lasers, etc)
    • Fighters approach their target slower and fly away later
UI
  • Crew salaries are now visible as tooltips in Fleet Tab
Bugfixes
  • Fixed an issue where mining fighters would generate less revenue without a player in the sector
  • Fixed an issue where Xsotan were not attacking
  • Fixed an issue with scrolling in quick selection

14
News / Re: Patch 0.20.4 - AI & Map Commands
« on: February 20, 2019, 10:39:24 AM »
We'll add icons that will show if a sector is being simulated or not. That should clear things up.

15
Feedback / Re: Out of sector mining
« on: February 20, 2019, 09:39:08 AM »
Even though tick rates are reduced, mining lasers still fire in the same patterns as they did before, so your yield per minute should not vary.

We've run quite some simulations now and cannot reproduce the problem that they stop mining. We've tried both simple miners with normal mining lasers as well as carriers that mine with nothing but fighters. In both cases, these ships ran perfectly fine over long periods of time, until all resources of the sector were exhausted.

We did note that there were some discrepancies in income though, and those should be fixed in the next patch.

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