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Messages - Sir Charles

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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 ^^

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.

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.

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

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...

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

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?

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!

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 ;),5420.0.html

General Discussion / Re: Avorion OST doesnt have The Grid?
« on: December 14, 2019, 09:53:13 AM »
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.

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?

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?

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....

Suggestions / Re: Show unmet crew requirements on Hire Crew screen
« on: November 28, 2019, 11:37:41 AM »

Don't worrry, the devs read pretty much everything, allthough they almost never reply.

I like most of your ideas, but I want to clearify some points:

Tech level is indeed linked to distance from the core.
Weapon stats are indeed linked to the tech level.
However due to the large variety of randomnes in the game this does only really show of when you take a look at turret factories.
In fact, most of the things you said should have impact on the weapons stats DO have an impact, but the randomness messes it all up and you can only really see the difference at turret factories.

I personally do think that weapons should be less random, so you get many with the same type and are enabled to stack them, making inventory management easier.

I think the player should be enabled to build turrets, upgrades and torpedoes just as it is possible with fighters. Details have been discussed elsewhere several times already. ;)
However building legendary items should NOT be possible while those gain a large bonus in their stats to make them true "super weapons" that are only aquired by loot and research.

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