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Messages - Sir Charles

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1
Suggestions / Re: Alternate system for making non-RNG custom turrets
« on: January 22, 2020, 11:03:25 AM »
i think this would make it way more complicated,  which is not a good thing.  Good games usually have simple and uniform mechanics that still allow for a realisation of very complex visions (redstone in minecraft is a perfect example).

I think the weapon system in Avorion should be similar: instead of making it more complicated, it should be easier and uniform in comparison to the other mechanics of the game.
That means that, just as with fighters, you should be enabled to create blueprints of turrets you find and then be allowed to reproduce them in your ship.
you could try to find good turrets or simply build them at a turret-factory and since optics are customizable already, the result should be pretty close to what you wanted.

2
Suggestions / Re: Less Spam from Ship Orders & Delay Option
« on: January 22, 2020, 10:39:40 AM »
Right now the ship order system is absolute garbage! We need a system more like the schedule for trains in Factorio or like something you see in other games with trains. You should be able to click on a ship and see a small window that shows it's list of orders that you can add and remove orders to as well as move them up or down in the order of operations. This system also needs to have many sub options for every order you give a ship. So if you give an order to 'jump to sector' then 'mine asteroids'. You pick the sector you want it to jump to, then for 'mine asteroids' you have the options to 'mine all ores', 'only (selected ore here)' then other conditions like mine until: 'X time as passed', 'X amount of ore in cargo', 'cargo is full', 'no more ore detected' Then you should be able to add in "IF", "ELSE", "AND", "OR" etc... statements. So you can have a mining ship set to 'jump to sector' then 'mine ore' until 'no more ore detected' "OR" 'cargo full' Then set a condition. "IF" 'no more ore detected' ->'jump to sector'/'next order' "IF" 'cargo full' -> 'jump to sector' and the sector you pick for this "IF" statement will be one with a refinery that you can then give the ship orders to 'dock' and 'refine ores'. After that you can set it to 'skip to order' which will let you pick a number from the list of orders to execute next. So you could have it jump to the next sector it would have if it didn't get it's cargo full and continue it's mining loop, or have it start the loop over if you picked 'skip to order #1'.
There should also be an option to turn off notices and add in your own. So you can have your ships send you whatever message you want it to say if the conditions you set are met and you could even set up a loop so it will send the message every 10 minutes or however long or short you want it.
Right now I just don't give my ships orders to do anything but patrol the sector I am in. Because the way you give ships orders right now just doesn't work and is terrible! XD
   

i support all of this

3
Gameplay Discussion / Re: Reconstruction token. Price exploit an bug?
« on: January 18, 2020, 01:28:44 PM »
the easiest fix for this would be a rise in credit cost for all building components on ships that have a reconstruction token that makes up for the cost to buy one for the now larger ship...
But if the devs  do not intend to change it, it has to be considered a feature i guess ^^

4
Gameplay Discussion / Re: How to make the AI an Ally?
« on: January 15, 2020, 06:37:03 AM »
Once you have reached high standing with a faction, there should be a button to negotiate an alliance in the diplomacy menu. In my alliance, only the leader could negotiate alliances.

5
General Off-Topic / Re: iPhone auto-correct extremely annoying...
« on: December 17, 2019, 04:13:38 PM »
Thx for the advice!

I am not really familiar with iOS so I do appretieret the help a lot.

6
Gameplay Discussion / Re: XOSTAN BROKEN
« on: December 16, 2019, 07:49:49 PM »
I find that placing long range point defense on your station helps:
- The point defense fires on any torpedo...
-  and then Xsotan aggro you...
- Then your main guns attack.

Very nice „workaround“!
You really thought „out of the box“ here :)
Pretty sure I will use that

7
you can currently have a huge turret, on a super-tiny ship. There is no effect on maneouvarability with the turrets used.

I See your Point, Bit this does Not and to netter Game Balance. In fact , it does Support the Idea of „bigger is better“.
Small Ships are affected by large turrets in a different way btw, you will notice if you put a huge cannon on a small ship, that it will not be helpful, but rather the opposite.
Small ships are thus limited in the weaponry they can use by slots and by the weapon types (just try out the cannon example, you will se what I mean). They shouldn’t get additional disadvantages but rather more unique advantages like cloaking...

8
Troubleshooting / Re: Rescouces not showing
« on: December 14, 2019, 05:33:09 PM »
Got  changed in a recent Update: You Need a Mining Upgrade installed in Order to See them

9
General Off-Topic / iPhone auto-correct extremely annoying...
« on: December 14, 2019, 03:47:42 PM »
I am typing on the forums a lot while travelling and I use my phone for that...
But since the last update.............    that damn auto-correction scraps pretty much everything i write down...
I guess that's not a good excuse for my terrible spelling in english...

Can i get that old auto-correct from before the update back? Does someone have an idea?

10
Creations / Re: (DTU) Neo's Stuff
« on: December 14, 2019, 03:44:47 PM »
Welcome back! ;)

and wow. That's a really cool looking ship!

11
Very nice thoughts, TESL4!
I support changes, it should feel more 'realistic' at the end of the day.
Big ships having greater max speed is fine! But why are they more agile than small ones and even enabled to accelerate much faster?
For more intel on the topic, I will just leave a link to another thread here, where this has been discussed before ;)
https://www.avorion.net/forum/index.php/topic,5420.0.html

12
General Discussion / Re: Avorion OST doesnt have The Grid?
« on: December 14, 2019, 09:53:13 AM »
Yo!
Nice to See you back on the Forums! ;)

I feel your pain, I miss it as well.
But there is Hope: you can either Go back to an earlier Game version and get the neat old combat music from the Games files, of you can find it on YouTube.
You can Even Implement them back into the Game, there are hints around the Forums on how to do that...
Personally, I will replace the Guardians Track with the Grid After i beat him in my current playthrough.

BTW if we are Talking about the music anyways, I can recommend the AI’s Soundtrack, which is my Favorite Track when it comes to the new music.

13
Gameplay Discussion / Re: How to make the AI an Ally?
« on: December 11, 2019, 01:11:11 PM »
Are you in an Alliance? If so, are you the leader?

14
General Off-Topic / Re: NCP and portals
« on: December 02, 2019, 04:11:29 PM »
There is no command to do this at the Moment unfortunately.

Why in Off-Tonic tho?

15
Gameplay Discussion / Re: PDCs not working well
« on: December 02, 2019, 04:08:18 PM »
Especially with your Custom Script changes this Sounds like a bug to me.
Try it without any mods and if that does not work consider a bug report....

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