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Topics - unbekannt1984

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Bugs / Docking-Functions are not waterproof
« on: February 04, 2019, 04:32:53 PM »

Avorion/data/scripts/entity/ai/dock.lua function flyToDock is not waterproof. Well, there were issues in the Goods Hauler Mod, that could have been prevented by adding something as stupid as the following in the code:
Code: [Select]
    -- New in Avorion 0.20.x: Transporters
    -- A Transporter with software makes real docking impossible - No fallback here
    if (ship.transporterRange or 0) > 0 then
        -- We're doomed; How close do we need to get?
        local range = ship.transporterRange
        -- range should be 350 => 3.5km for highest quality transporter-software, 50 => 0.5km for lowest

        local dir = normalize(ship.translationf - station.translationf)
        local Distance = (range - (ship.radius + station.radius))
        local target = station.translationf + (dir * Distance)

        if (Distance >= 0) then
        -- just make sure we don't crash into the station, before we move there
            ShipAI(ship):setFly(target, 0)
        -- Well, don't try to park inside the station
            return false

        if station:isDocked(ship) then
        -- We've reached our destination, shutdown the engines and get back to business
            return true
    -- Continue old style docking

Bugs / Improving relations between alliance and ai-factions is too slow
« on: January 09, 2019, 02:31:13 PM »

I tried to improve my alliances' relations to an ai-faction by doing some missions and defeating pirate-attacks. Well, at least for pirate-attacks it seems that an alliance doesn't get that bonus at the end of the event...

I think, I found the cause for this in Avorion/data/scripts/events/pirateattack.lua line 199:
Code: [Select]
            Galaxy():changeFactionRelations(player, faction, reputation)Shouldn't that be something like in other scripts:
Code: [Select]
local shipFaction, ship = getInteractingFactionByShip(shipIndex, callingPlayer)
Galaxy():changeFactionRelations(shipFaction, stationFaction, relationsChange)

Suggestions / Friend/Foe-Detection for (some) weapons?
« on: December 04, 2018, 02:11:30 PM »

what would you think about a friend/foe-detection for some weapons? Well, I thought about Rocket-Launchers, it would be nice, if a Rocket that is about to hit an allied-faction ship/station would think about self-destruction...

I can't think about other weapons then rockets and maybe torpedoes, that could use a mechanic like this...

Suggestions / Increase the rotation-speed of laser-turrets
« on: November 30, 2018, 04:41:49 PM »

I think it's time to increase the rotation-speed of all laser-turrets, since you don't have to rotate a heavy gun - you just need to rotate mirrors and maybe a few lenses to point a beam into a different direction, the laser-emitter itself can be stationary (doesn't need to be moved at all).

Well, I'd recommend this change for all lasers - including mining- and salvaging-lasers, but also point-defense-lasers.

I think the code-snippet for this change is already used (found the following in ~/.steam/SteamApps/common/Avorion/data/scripts/lib/story/the4.lua):
Code: [Select]
turret.turningSpeed = 2.0Problem is: Changing it in the turret-factory and/or turret-generator would only affect new turrets.

Bugs / Target constantly switches/Ziel ändert sich ständig
« on: November 30, 2018, 12:57:34 PM »

I've got a problem with the target constantly switching between ships/stations.

Reproduction: Open the Player-Overview (press "I"), switch to the Fleet tab and select any ship/station in your sector. The bug occurs, if you switch to the Alliance/Ships Tab and select another ship/station in your sector.
If you select a ship/station that is not in the current sector in one of the lists, the bug doesn't occur.

The bug exists in the current Beta-Branch.

Und nochmal auf Deutsch:
Ich habe da ein kleines Problem, das Ziel ändert sich dauernd, es wechselt zwischen unterschiedlichen Schiffen/Stationen im Sektor.

Reproduktion: Spieler-Übersicht öffnen ("I" drücken), zum Flotten-Reiter wechseln und ein beliebiges Schiff/Station im Sektor auswählen. Der Fehler tritt auf, wenn man nun im Reiter Allianz/Schiffe ein weiteres Schiff/Station im selbem Sektor auswählt.
Wählt man in einer der Listen ein Schiff/Station aus, das nicht im Sektor ist, so tritt der Fehler nicht auf.

Der Bug existiert in der derzeitigen Beta-Version.

Bugs / Bug: Hire half a Mechanic?!?
« on: September 18, 2017, 12:21:34 PM »
Well, title says it all...

Using current Beta (0.14.2) on Debian Buster/Sid (testing). Take a look at the screenshot, I hired a few mechanics at that station and then the slider became weird.

Suggestions / Xsotan Artifact Revamp
« on: September 17, 2017, 08:48:31 PM »
the Roadmap for Avorion mentioned a rework of the Xsotan-Artifacts (from
Each Xsotan artifact will give a unique bonus to your ship instead of turrets
Legendary Haati Artifact: Open Wormholes to specific positions in the galaxy
Legendary Pirate Artifact: +turrets (Nothing changed with this one)
Legendary AI Artifact: Replaces crew with AI robots (no crew cost but can't level)
Legendary Hyperspace Artifact: Drastically reduce costs and cooldown
More Legendary Artifacts still TBD

Haati == Operation Exodus,
Pirate == Captain Swoks,
AI == self explaining,
Hyperspace == Bottan (Easy Delivery),
The 4 (Artifact Delivery),
Research Station,
MAD Science Mobile Energy Lab and
Travelling Equipment Salesman.

I especially thought about the Artifact you get from Artifact Delivery/The 4, that Artifact should give you some regeneration, durability and some damage. So, how could we achieve that? Make that Artifact give you 1 or 2 armed turrets, some shield hardness and shield regeneration? Shields are already OP atm, so it would be better to buff (by that Artifact) the Structural Integrity Field a little and make your mechanics work faster.

The Artifact from the Mobile Energy Lab could be something simple: Generator/Battery-Buffs maybe throw a little (10% ?) Shield-Regeneration on top and you are done.

The Travelling Equipment Salesman sounds like that Artifact might be a better Trading System... Ohh well, better then nothing...

What could one do for the Research Artifact? - Well, I've got no idea, but I just made 3 suggestions...  :P

Things that can be done easily with Avorion-Upgrades ->

Suggestions / Compression of Sector-Files
« on: May 09, 2017, 10:05:31 AM »

I thought that it might be good to use a compression-library to reduce the filesize of all those sectorfiles (and so on) on your harddisk. I used the linux-program tar with gzip-compression on my server and reduced the size of my whole galaxy to round about 1/4th to 1/5th.

Well, I'll show you what I've done:
Code: [Select]
torsten@debian:~$ cd .avorion/galaxies/
torsten@debian:~/.avorion/galaxies$ tar -cvzf backup.tar.gz ./avorion_galaxy/*
... (lots of output from verbose-mode - v-option) ...
torsten@debian:~/.avorion/galaxies$ ls -la
insgesamt 1164788
drwxr-xr-x 3 torsten torsten       4096 Mär  3 13:13 .
drwxr-xr-x 4 torsten torsten       4096 Mär  2 17:34 ..
drwxr-xr-x 5 torsten torsten       4096 Mai  8 22:51 avorion_galaxy
-rw-r--r-- 1 torsten torsten 1192725478 Mai  9 09:52 backup.tar.gz
torsten@debian:~/.avorion/galaxies$ du -h
5,5G ./avorion_galaxy/sectors
63M ./avorion_galaxy/factions
1,6M ./avorion_galaxy/players
5,5G ./avorion_galaxy
6,7G .

Gzip-compression could also be included into C/C++ programs by using

As you can see above, the files of that Galaxy are using 5.5 GB, compressing it into a tar-archive with gzip-compression reduced the size to round about 1.2 GB.

Gameplay Discussion / How to start a war with an NPC-Faction?
« on: March 20, 2017, 05:01:17 PM »

I'd like to wipe-out an NPC-Faction in the game that dislikes me. So, do I just get a few big ships (with enough firepower) into their territory and shoot them into pieces or is there a better way?

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