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Topics - MoronicCinamun

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Feedback / Persecutors are weird
« on: March 14, 2018, 05:24:07 PM »
Let me just start by saying I'm really enjoying the Persecutors and feel they add some challenge to the game that was needed, overall. Their just are some strange kinks that need to be worked out, maybe.

I notice persecutors WILL attack a ship that is not in your sector, which I did not expect. Really made me go and set up escorts for my miners and salvers, which is cool. But when I show up, I tend to find my targeted ship at a very very low percentage of hp, but subsequent hits from torpedoes seem to do almost nothing. Is this intended to give the player a window to save the ship, or is it a bug?

Secondly, I had a funny accident: I left a fighter behind when I jumped a bit prematurely in a friendly sector (it was a salv beam fighter). While setting up my next jump, I get the message that I have a ship under attack in the previous sector, not yet aware I left a fighter behind. I go back, the persecutors are attacking that sole fighter XD

Even better, their torpedoes did nothing to the fighters, but still were damaging me as the fighters were trying to climb into my hangar; since the torpedoes weren't targeting me, my PDCs didn't target them  nor did I get any warning. It wasn't a lot of damage as they weren't direct hits on me, but it still seems odd. Maybe defensive mode turrets should target any missile that's flying towards a friendly target, rather than just you?

But yea, overall it's great fun, even if these little weird things happen :p

Gameplay Discussion / Why are Pulse Cannons so bad?
« on: March 13, 2018, 01:59:03 AM »
So let me preface this by saying I am on the beta branch so maybe something was changed, but the patch notes says pulse cannons are unchanged:

Pulse Cannons just are bad, Even with the shield penetration. At the tier of weapons I'm at (Naonite), a chain gun is doing ~8 damage a shot with dps ranging from 100 to 200, while a RARE pulse cannon has a damage of 2, dps of 25. This doesn't even scratch the hull of the ships it hits. I can get why they are weak, "you're supposed to use them to precision shoot important parts of the ship before the shields are down etc.", but this is TOO weak to do that.

Much better off just using weapons that strip the shields or even just a bunch of chainguns, at least then you get more versatility and synergy between your weapons.

I'm not entirely sure if this is a beta-specific bug, but I'm on the beta so we'll see.

I was going to sell off my iron at the station. While I was typing in a number, it just so happens by PURE LUCK to make a request for iron.
When it did that, I couldn't do anything, all controls were pretty much unresponsive: I could move the mouse and it would bring up tool tips, but clicking did nothing, escape did nothing, no button press did anything. However the game was not frozen, I could still see my resource counter going up from my remote mining ship.

I wasn't able to properly quit, I had to alt+tab out and just close it from the taskbar. So hopefully I don't lose too much progress due to that :/

Feedback / Mining is suddenly broken
« on: March 11, 2018, 08:12:33 PM »
So I don't know why, but for some reason after switching to the Beta branch my mining and salv turrets count as combat, and mining turrets do only 1 damage a tick against all rocks, regardless of material, so it's insufferably slow to get just one usable unit.

No clue why this is happening, if it's because I switched a save mid game I'm just going to give up, I'm not starting again anytime soon.

Bugs / Wormhole spawned me inside asteroids
« on: January 20, 2018, 03:31:10 AM »
I really am not sure how to report this in a way that actually helps anything.

Image is kind of hard to read I guess. That big MASS of asteroids is exactly all this sector was, with a single mine basically pressed against it.

When I exited the wormhole I was pretty much "inside" the asteroids. It bounced out and actually suffered some damage. Very slight damage, but it still broke a block. Sounds like it could have been disastrous.

Would posting the file for the sector maybe help? I'm not entirely sure how I would even go about doing that as it isn't any kind of recognizable file and this forum has really small upload limits.

Bugs / Delivering quest takes me to a station without a dock
« on: January 20, 2018, 03:20:13 AM »
I got a mission from a mine to deliver some gold, seems simple enough.

I get to the target, and it has no dock, so I can't deliver the goods. Guess I'm losing that down payment :'(

screenshot "attached". Not sure if my logs or anything are needed but well provide if so. Note that I have never been to this sector before. In fact it's the polar opposite side of the galaxy from me due to wormhole, so I'm pretty sure it's not like the station had docks and got them blown up.

Bugs / Strange performance issues in latest stable version
« on: September 04, 2017, 04:11:01 AM »
So, sorry if I'm not able to provide a lot of technical detail, I will do so on request but I haven't touched Avorion in awhile.

For some reason I was having some issues with lag with my old save, which I assumed had something to do with transferring from the beta to the new stable, as was warned.

So I started a new galaxy, and still had some laging which I never had before. I lowered some of the graphical settings and that improved things a little. But for some reason my ship and even mining drone "wobbles". With the mining drone it's pretty annoying, but doesn't seem to be a big a deal. With my ship though, it makes aiming impossible. I tried to build some gyros to see if this was some new "feature" introduced in the latest patch, but it wasn't written anywhere in there and they don't seem to help.

Hopefully it's just a little thing I did wrong that can be an easy fix, because I would hate if this update rendered the game broken on my machine :(

Gameplay Discussion / Trading Licenses are broken
« on: July 13, 2017, 12:14:30 AM »
Let me start by saying I'm trying to provide constructive criticism. I do think the trading licenses, or perhaps some other way of their having a variety in what goods are "allowed" or not, is a good idea. However, as currently implemented it does not work well.

To use my own case as an example, I'm trying to make a rocket launcher, so I'm carrying some "dangerous" goods. The second I go into any sector, for any reason, that has some kind of combat ship, it hails me, and demands it. I get no chance to go buy the license, I only get "pay the fine and lose your goods, or be considered hostile."

This is not fun, it does not add anything to the game, at least not for something "dangerous" like rockets. I could maybe see this behavior with stolen or illegal goods, like slaves or something, but I still think something needs to be changed. If you simply can't find trading station, you will take a massive hit with that faction.

Furthermore, it would be pretty grand if we could see what a good qualifies for before buying it, as is it only shows in your inventory. Also, some sort of way to know what factions we have what licenses would also be very, very helpful.

I do think this has the potential to add more to the game, but as of now it subtracts more than it adds.

(note, Beta0.12.6 currently)

Gameplay Discussion / How to Backup saves?
« on: June 28, 2017, 08:50:13 PM »
First let me start with a sorry if there is already a thread about this, I used search and found nothing useful. The search is kind of abysmal, searing "how to backup" and it highlights every instance of the word "to", even within other words; the word "how" in "show", etc.

I see people talk about backing up their save/galaxy (I guess it's the same thing? I could use confirmation). Is it as simple as going to %appdata% and making a copy of the galaxy? I just want to start doing this and making sure I'm doing it right, after a crash that caused an improper save corrupted it beyond all repair.

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