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Mods / Re: [MOD] Regenerative Asteroid Fields [Update 1.5.2]
« Last post by SirPhoenixBlood on September 18, 2019, 07:13:08 PM »
you know what would be nice is if we could take this scrip and put it into a space station that you can found and upgrade with money parts and ore and then use this scrip to spawn asteroids around that station and have miners go around mining them in that sector but the cost would have to be very high and also you would need to find the ore first
Feedback / We should give NPC ships the wisdom and Tactics
« Last post by deep on September 18, 2019, 04:51:11 PM »
The current version of the Function War is very exciting.
But the functional war reveals the bad parts of the NPC ship.

- We should give NPC ships the wisdom of "primary weapons" and "secondary weapons"
That's why NPC ships are inferior to player ships.
The player's ship uses a strong weapon to attack the ship as its primary weapon.
Players' boats use point defense and plasma as secondary weapons.
It may be a launcher. It may be a salvage laser.
On a player's AI boat, this method works very well. (Salvaging and mining are not good...)
How about NPC ships?
a ship equipped only with cannons. a pulse boat. a ship with only point defense. Tesla's only ship...
They are very stupid and weak ships. Also at INSANE.
I gave feedback on the fighter phobia ship (a ship that is all point defens turret).
If developers are afraid of fighter, all ships should be given a defensive mode PD turret as a secondary weapon.
It should be given with a primary weapon to attack the ship.
Example:one or two in a small ship. If it's a battleship or a dreadnote, there are 4.
Is it difficult to change the generator of the ship?

-a functional war in a colonized sector with a large asteroid belt
Are NPC ships more resistant to the asteroid belt than the older version?
The Asteroid Belt ambush is a very strong tactic.
This is because the NPC is stuck with errors.
This is also a serious error in the current version of the Function War.
We need to improve the asteroid belt generator in the colonized sector.

- Seeker misses can't see torpedoes?
In mod, I added a seeker missing to my anti-fighter gun.
Seeker missile anti-Combat guns ignore torpedoes.
Do we have to ignore torpedos?

- NPC ships use torpedos to shoot fighter.
NPC ships make a lot of errors when they target enemy fighters.
They target fighter and shoot torpedoes.
NPC ships stop moving when they target nearby enemy fighters.
NPC ships must move ignoring enemy fighters.
NPC Ships Should Not Target Enemy Fighters Mainly.
NPC Ships Should See Enemy Fighters in Point-Difence turrt  Defensive Mode Only
If there is no enemy ship, NPC ships should target fighter planes.
An NPC fighter and a ship with the "anti-fighter" icon should track the fighter.

NPC Fighter is not a threat to players
Because you can ignore the NPC fighter and move around.
NPC ships should get more wisdom and tactics.
Suggestions / Re: Things that are useless. It can be helped!
« Last post by Eruner on September 18, 2019, 04:34:11 PM »
*it does not block railguns
and you cant place avo/ogo/xanion turrets on trinium armor

but yeah, very good ideas, or highlights of useless things.
A short list of not used things in Avorion:
Battery blocks, Battery modules, flat number Cargo upgrades, Scanner range upgrade, Ancient key, AI upgrade (because 120+ fighters in sector can cause lags/crashes), Lasers, Bolters, Plasma, Anti-Fighter, Pulse, Habitat, Biotope...
Suggestions / Re: Ship Drops - Blue Prints
« Last post by Eruner on September 18, 2019, 04:23:41 PM »
after reading new comments I thing that Workshop ships are better and more convenient way to drive a beautiful ship you didnt designed, when you want, which you want. I see that majority of blueprint drops would be either meh, or not what player actually wants to fly.

"The problem with player-built ships is that they are ... oriented to the tastes of THAT player"
"The problem with non-player-build ships is that they are .... not oriented to anybody's taste"

I don't want to discourage you from creative thinking and making new ideas, just this one solved by workshop + ship generator rework things
Troubleshooting / Steam Workshop not working
« Last post by Modafoca1968 on September 18, 2019, 03:52:27 PM »
Hi guys i'm having problems with workshop.I subscribe to download ship models but they don't appear in default(where other ships downloaded from here appear) or the workshop ship designs file. I googled and someone said to activate the beta branch but that was also a no go. I know that steam workshop doesn't belong to avorion but it's there that most of the blueprints are :(
I  went back to game menu and even logged out of game but no ships downloaded.
If someone could help it would be nice since i cannot fix this and don't want to fly  a brick :)

I searched the forum and i didn't see a topic about this problem,if it exists i didn't found it.

Thx in advance

Well i finally found a solution i leave the link to solve that problem so others don't have this issue

Fly safe 

Bugs / FPS
« Last post by Hunter_AGE on September 18, 2019, 02:33:23 PM »
FPS 10-20

01 - Операционная система
0101 - Операционная система : Windows 10 Корпоративная LTSC 64-bit (10.0, Build 17763) (17763.rs5_release.180914-1434)
0102 - Язык : Russian (Regional Setting: Russian)
0103 - BIOS : InsydeH2O Version 05.11.46F.14
0104 - Процессор : Intel(R) Core(TM) i5-7300HQ CPU @ 2.50GHz (4 CPUs), ~2.5GHz
0105 - Оперативная память : 16384MB RAM
0106 - Доступная память ОС : 16270MB RAM
0107 - Файл страницы : 6812MB used, 25456MB available
0108 - Каталог Windows : C:\Windows
0109 - Версия DirectX : DirectX 12
0110 - Параметры настройки DX : Not found
0111 - Пользовательская настройка DPI : Using System DPI
0112 - Системная настройка DPI : 120 DPI (125 percent)
0114 - Версия DxDiag : 10.00.17763.0001
02 - Процессор
0201 - Подпись : Intel(R) Core(TM) i5-7300HQ CPU @ 2.50GHz x4 ~2496MHz
0202 - Текущая тактовая частота : 2496MHz
03 - Видеоадаптер
0301 - Название карты : NVIDIA GeForce GTX 1050
0302 - Производитель : NVIDIA
0303 - Тип чипа : GeForce GTX 1050
0304 - Тип DAC : Integrated RAMDAC
0307 - Память адаптера : 2.00 GB
0338 - OpenGL : 10.0.17763.1 (WinBuild.160101.0800)

04 - Оперативная память
0401 - Общий объем : 15.909 GB
0402 - Свободно : 10.587 GB
0403 - Файл подкачки – всего : 31.525 GB
0404 - Файл подкачки – свободно : 24.661 GB
05 - Сеть
0501 - Описание : Intel(R) Dual Band Wireless-AC 7265
0502 - Дата драйвера : 12-31-2018
0503 - Версия драйвера :
06 - Материнская плата
0601 - Модель : 836B
0602 - Производитель : HP
08 - Жесткий диск

0801 - Модель : ST1000LM049-2GH172
0802 - Тип носителя : Fixed hard disk media
0803 - Размер : 931.523 GB
0804 - Тип интерфейса : Serial ATA

0807 - Подпись : C:\
0808 - Емкость : 208.326 GB
0809 - Свободно : 95.893 GB
0810 - Тип привода : 3-Fixed
0811 - Файловая система : NTFS

0807 - Подпись : D:\
0808 - Емкость : 722.670 GB
0809 - Свободно : 497.93 GB
0810 - Тип привода : 3-Fixed
0811 - Файловая система : NTFS
Feedback / Thruster and engine mechanics feedback
« Last post by Azorien on September 18, 2019, 01:02:31 PM »
It irks me that game has arbitrary conditions like thrusters being unable to participate in thrusting ship forward, engines not being able to be rotated, etc. And combination of these mechanics feel like developers trying to impose a certain way how ship should be built and how it should be flown despite description of game telling "You can build your own personal ship just as you wish to."

A cheap fix:
- Allow thrusters to participate in forward thrust

A more radical fix:
- Have thrusters use engine appearance
- Add single direction thrusters
- Allow thrusters to participate in forward thrust
- Replace engine with new block specifically for boosting

I see no better than "just because" reason for having 2 different blocks that do the same thing - accelerating ship in certain direction - and having arbitrary limitation forcing player to use both of them on every build. And one of them happens to be a package deal with turbo boost included but then engineers in entire galaxy had forgotten how to rotate it just as they forgot to turn on thrusters at back of their ship just because developers only believe in forward turbo boost. Perhaps the radical fix could have the "forward turbo boost" religion move to separate house and allow regular thrust mechanics to be free of limitations it imposed.

This became a problem for me when I wanted to shave down the weight of my ship (surprise - not all people believe in "bigger is better" and enjoy flying small agile ships) and looked for what component can be discarded. "I don't really need turbo boost so I could get rid of engine" I thought. Well - a ship can still be flown if I am cool with constant flashing reminder "this is not how we want you to play our game" in form of low acceleration warning and having to accelerate sideways in direction i want. I could also ditch thrusters and only rely on engine provided i am OK extra amount of rotation to adjust ship's flight direction that will be needed.
These exotic ships can't be given to the AI though, it doesn't know what to do with it and just stares at you with confused eyes.

One positive thing to end this post - I love that this game allows removing speed cap and making space ship flight actually space-like. Although it does take a slot which I don't have all that much of given I like small ships.
Gameplay Discussion / Artifacts and Trader Joe might need to be rethought
« Last post by gigaus on September 18, 2019, 08:53:17 AM »
So, a preface, I run a 24 hour server for my discord and friends. It's generally okay, no glaring issues that don't come from players. Except one.

We've managed to get into the Barrier, and as such everyone now has at least 1 block of Avo Jump engines to get passed it. But, we only have 2 Artifact 4/IV after roughly a month of operation. Not too big of an issue, but given that Artifacts use no energy to function, and generally don't need to be bought, we tend to stockpile and trade them. Not a huge issue for that server.

But, a few of my friends have their own private servers or just SP games, and almost universally the major endgame problem is Trader Joe: The Mobile Equipment Merchant. He effectively is an RNG barrier to weather or not you can get passed the barrier and thus end game, which in itself functions to stop any other function-- economy growth through station building, fleet building, the like. I'm well aware that Boarding was added to specifically deal with this problem, as well as potential softlocks related to the barrier system, but considering that it requires a set amount of time to get even one ship-- at lowest 30 minutes IF you have a ship with a lot of academy blocks-- it's not nearly as effective as just buying a fresh ship.

So I decided to look into the info for Trader Joe, and it's all publicly available; Spawns 20% of the time for a random event, REs happen on average 10~12 minutes, and Equipment Joe is 25% chance, with a 50% to even have the artifact. So  2.5% of the time a RE occurs, which is roughly a 1 in 40 chance every 10ish minutes.

....but, that's assuming that there's some mechanism that forces Joe to spawn like this in a given amount of time. There isn't. There's no 'if Joe doesn't spawn after 50 REs with artifact, set spawn chance to 100%' or anything that improves the odds. It's pure dice rolls as far as we can all tell from looking at the code. And as anyone who's got an interest in math or stats will tell you, unrelated probabilities have unfounded averages. What that means translated, is that even if you have a 1 in 2 chance [50%] of something occuring, there is a 100% possibility that you will get 100 negatives and 0 positives despite the averages being 50/50.

Case and point, and back to the original mention of the server. After fiddling around with some modding stuff, I realized I could check the chat logs from all the way back since the server started. And, that when an event occurs, it has different text and notifications, which could be tracked by a program. Anyone want to guess how many times Joe has spawned on my server in 30 some days? In 720 hours or so, or 43,200 minutes to make the math simple?


The mobile equipment merchant has spawned a total of 7 times in a month, with multiple players on, and only 2 hours total of downtime for server maintenance. 7.

How many times has he spawned WITH the artifact? 3 times.

What, the ever living, flip....are we supposed to do, other than mod this or cheat some other way? By the averages, Joe should have dropped in with his artifact well over 1000 times, yet here we sit with a whooping seven total chances....And don't get me wrong, it goes the other way was well; One of my friend's servers had him crop up 200+ times in a week with only a few hours a day of playtime. Well over the 2.5%.

While this isn't an a major issue for me right now, I kinda feel that this, this thing that determines if you're allowed to effectively continue playing the game, should have been dealt with by the devs a long time ago...At least with the RNG boss spawns, you have ways of telling where they can show up and manipulate that-- Hell you can just spam jumping into empty sectors and that has a better chance of working than this. It might be wise to either change how we get Artifact 4, or add in something that actively forces the game to present the opportunity at reasonable intervals. Waiting entire days for one guy to possibly showup isn't all that fun.
Suggestions / Re: Things that are useless. It can be helped!
« Last post by deredere on September 18, 2019, 04:31:57 AM »
6. Avorion Hull
Trinium Armor is superior in every single respect - weight, cost, HP, it blocks railguns, uses less mechanics, AND it doesn't use power.

Also it doesn't look like evil Shepard's face.
Suggestions / Re: Scripting API requests
« Last post by Rinart73 on September 18, 2019, 12:00:02 AM »
Add a way to check if a faction (NPC or alliance) is loaded in memory on server-side.
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