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Messages - MenschMaschine

#31
Mods / Re: MOD - AURA Co-pilot Voice
April 28, 2015, 10:52:10 AM
Isn't Eve Online copyrightprotected? :o :o
#32
There is always the possibility to use pen and paper to make notices ;)
The serious trader uses a second screen with a spreadsheet anyways ;P
#33
Mods / Re: Pinkeh's Workshop
April 27, 2015, 12:52:41 PM
Loudent, please take that either to a private message medium or the general discussion area as i suggested earlier, knowing what might happen here.
Pinkeh edited his opening post already and this thread is about his mods, not about his very personal principles.
#34
Ideas and suggestions / Re: Not all hulls alike
April 27, 2015, 04:47:25 AM
Yes, thanks to the openness of VE, much can already be added
regarding content and variation, it is just much work.

And with scripting one could (i think) actually do real randomization.
#35
Easy Solution: Hire Lieutenant Uhura from the Enterprise!  ;)

Seriously though, i cannot begin to understand how you
guys are able to manage that all already.
And other developerstudios have facebook, reddit,
twitter, youtube pages to take care of.

So thanks for this notice and all your hard work so far :)
#36
Ideas and suggestions / Re: Mining probe
April 27, 2015, 04:31:09 AM
I do not know what "tier" means.
Serizonite can only be found in type 6 asteroids.
They are only found in three rare types of locations.
Their distribution does not seem to be linked to tech or aggression level.
To not spoil the fun for explorers, here only a hint:
You can search for the type of asteroid in the systempresets.js.
#37
Thanks for the great work, Ohfive30!
#38
Ideas and suggestions / Re: Asteroids
April 26, 2015, 09:00:33 PM
No offense meant, the topic here is "asteroids" ;)

I wanted to show that replenishable asteroids are not only a reason to not go exploring,
but they also throw off the gamebalance.

However...
Making everything much more expensive might be a quick fix to the problem, yes.
That does -not- fix the problem about the rock01-rock03 asteroids,
which are currently a total waste of time to mine.
#39
Ideas and suggestions / Re: Asteroids
April 26, 2015, 08:01:39 PM
10 i=0
20 print "Yes"
30 i=i+1
40 if i=1000 goto 60
50 goto 20
60 end

Seriously though, Asteroids should be taken away after being depleted,
that would be more realistic anyways.

I found in a medium asteroid density system 100 asteroids,
-plus- 13 seralucite asteroids.

A breakdown:

5 of them were asteroid_04_ice with an amount of 100 seralucite,
8 of them were asteroid_05_ice with an amount of 200 seralucite,

100 units of seralucite are worth 2000d.
So in one run through that system, i already make 64000d.

The most expensive hull is the aurora with a price of 64000d.
The most expensive weaponsystem is the particle discharge cannon with capacitor at 34000d.
(i am not counting the bfe 1000, as it is not a re-usable system)

So basically, with such a starsystem, i never would have any need to leave it, profitwise.
If i use just 1 mining device at the time, the first asteroid has probably replenished
already at the time i am done with depleting the 13th.

I am very much agreeing with the other posters that the asteroid-situation is dire and
somehow must be fixed. One way could indeed be to destroy the asteroids after they
are depleted, as i am writing this, it comes to my mind though that another way could be
to raise the prices for all hulls and all equipment tenfold.

It seems a bit weird that i can buy the most expensive hull for one run through the system,
depleting all the seralucite-asteroids once.
Anything -less- than seralucite is not worth mining at all anyways,
-especially not- because they all replenish.

I think, 1 or 2 non-minable asteroid-types. sattered about would be a good idea too,
so it does not look -too- empty after all has been mined.
#40
Ideas and suggestions / Re: Idea for aiming pointers
April 26, 2015, 10:38:32 AM
I think, a colouring based on the location of the mount would be better,
because if it is based on weapontype, then it still can get confusing when,
we change ships or the type of installed weapon.

It also would be more flexible, because we can switch which button
is used to fire this or that weapon, this way, we would be able to decide on the colour,
without affecting the type of weapon.

kyokei, ballistic weapons are usually harder to aim, because they shoot
slower, so they eye has to do more aiming on itself kinda.

Fixed weapons are usually pointing into the direction of the ship *winks*
So you also can use the mousepointer as targeting reticle.

Personally, i would like to have the option to completely switch OFF the aiming Pointer.
Even at the minimum of 10% it is still visible and especially with modded ships,
which -can- have up to four turrets of various degree of freedom,
it can be a bit confusing.

Generally though i think, a game should never be changed significantly just in favor of
what might be able to do with mods.
#41
Ideas and suggestions / Re: Not all hulls alike
April 26, 2015, 08:19:30 AM
Good idea, a cheaper, stripped version of the Freighter might only have one weaponhardpoint.
To balance that out, it could have more cargospace, or better steering.
#42
Mods / Re: Pinkeh's Workshop
April 26, 2015, 02:50:58 AM
This topic (not Pinkeh's initial post) is maybe better suited for the
"General Discussion"-section of the Forum, as it could become
busy and opiniated, i just wanted to thank Pinkeh for his or her
decision, not start an unrelated discussion :)
#43
Mods / Re: Pinkeh's Workshop
April 26, 2015, 12:11:47 AM
Thank you very much for not becoming a slave of greed and immaturity :D
#44
Because i thought, the originating thread was a bit misplaced in the MODS section,
i start this thread here...

This is a detailed design for a method where VoidExpanse can load
data from unpacked CPK and/or MPK-files.

Of course the game would be slower running from an actual
filesystem compared to the virtual one that the archives provide,
but the purpose is modding and testing only anyways.

VoidExpanse is, regarding the number and size of the files we have access to,
not so big (yet), but still... to make it easier for the game (later),
i think the best way would be like this:

All CPK files are moved to the main game directory and are read from there.
If later it is decided to add moddable content, like a hypothetical gui.cpk,
this also would make the filestructure more easy to understand.

If then one starts modding, one can unpack any or all of the CPK-files to their own
directory (like it is now with core.cpk, only then there are unpacked files)
and each one that -is- unpacked, -has- to be unpacked completely.

Filehandling, i guess, is easier when the game does not have to gather data
about which file is to be read from the packed CPK and wich one is to be
read from the unpacked CPK. This system also would have no need for a
global registryfile where the user has to declare which files are unpacked.

Additionally, there is a MODS folder in the [username]documents\my games\voidexpanse
structure (this has to be adapted to mac and linux of course), into which one can
copy single files, which have to be in the same folders as they were within the archive.

The loading hierarchy then would be like this:
1. packed CPK
2. unpacked CPK
3. MODs folder with MPK-files
4. MODs folder with unpacked, single files
   (hm, maybe it might be useful if in the modsfolder the CPK -can- be unpacked
   partially, so released mods won't include all the stuff that isn't modded,
   just as it is now)

In other words, the Game first looks, if there is a directory with the same name as one
of the CPK files, reads data from there and overrides the data from the CPK with the same
name, then it looks at the userfolder for any packed MPK-files and overrides the data read
previously and finally it looks for unpacked MPK-files in the MODs-folder and
replaces already read data with the MODs folder data.

I think, this system would provide mod-developers with the biggest amount of flexibility,
while still being not so much work for AT. It also would make modding easier, faster and less
prone to error.

Regarding reloading of CPK and MPK data...
One way to do that would be to go to the options menu and find a button in the game section,
which reads [Reload Gamedata], this would make modding even more easy and comfy,
especially because sometimes the client and server setup at the start of the gameprogram
still seems to be a bit wonky, so reloading the data by restarting the game can get
a bit frustrating.
#45
Mods / Re: tools for modding?
April 24, 2015, 03:25:11 AM
That would be wonderful both in their own ways! :D

I am already giddy with anticipa......





...tion!