See, you're not even a hard-boiled PvP player and still had fun. Ares mod kinda reminds me of Robocraft where you also build your own warmachines and then go blast each other in an arena. Tho in this case with the sector system and spaceship combat it's more like Fractured Space or Dreadnought. Still, can't deny the value of the opportunity to have some purposeful PvP with equal footing at the beginning (both teams have the same starting budget so no one can drop an Overcompensator-class supertitan) and solid goals (conquering the enemy base instead of just some deathmatch) with various tactical and strategic options (taking mining bases to overwhelm them with superior economy or bringing a salvager to get extra income from selling blocks from wrecks)Haha, i remember this match! Good fun, despite not knowing what the heck was going on. :D
check server listIP and servername plz?
Also, if you would be so kind and hype the f*** out of it in and around the forums :P
Thanks Assin9,my ares server is up. but we need to make all new maps for it again.
[doublepost=1507870997,1507869194][/doublepost]And the first map is cleaned of pirates and other stations.
If there's interest, I'm happy to work more on Ares and StarD(it sounds like there may be). I'll note that I have been continuing to work on StarD, but not as heavily as in the past. My focus lately has been to write python/bash libraries for StarD with the hope of luring developers to write mods for StarD. I know that perl has become a obscure language, and StarD was written to be able to allow mods to be written in virtually any language.Offered the server to be co admin with AceFace and DestroyerOfWorlds. if the current setup plays well, i would hope to insite new mod creation for stard and new map/ gameplay for Ares mod.
Jeryia, most of the info hasent changed since you last connected to the server, but message me if you want to gain control again.
Ahh so that's what you were saying was broken. Didn't understand initially. You must destroy the faction block. This makes it so that boarding parties can also beat the base.During most recent game I had noted 2 issues.
1. The system was clogged with random NPC stations, if there was a way to remove them on generation to avoid confusion that would be amazing
2. In a recent game involving myself, Aceface, Benevolent and Matt_Bradock, after my team (Beta) had one by destroying the hostile base, tge game had failed to register as ended, Aceface had to log into an admin account and manually reset the game.
First issue is something I need to start automating. As Assin9 said, the admin curently needs to clean the area of stations. I'll look into making this more automated.During most recent game I had noted 2 issues.
1. The system was clogged with random NPC stations, if there was a way to remove them on generation to avoid confusion that would be amazing
2. In a recent game involving myself, Aceface, Benevolent and Matt_Bradock, after my team (Beta) had one by destroying the hostile base, tge game had failed to register as ended, Aceface had to log into an admin account and manually reset the game.
i believe the faction block wasnt destroyed. i think it ought to stay that way because then you can have infantry to stuff to winFirst issue is something I need to start automating. As Assin9 said, the admin curently needs to clean the area of stations. I'll look into making this more automated.
On the second topic, was the faction block destroyed? Unfortunately I have not had any luck with getting a reliable event trigger for the station overheating. The current triggers for a base being destroyed are Faction Module destroyed, despawn, or it's owner changes. Though if it despawns from overheating the game should end.
I'll look into the default station issue. Though I'd bet a /load_sector_range might be able to clear entire areas of them if there are no default blueprints. Regardless, I'll play with it this afternoon.I deleted the default station blueprints and started a new world, just need to find a way to force a map clear as the station locations still show up.
Also, need to find the setting in stard to increase the starmade running ram size.
I wouldn't remove the function of removing the faction block as a way to achieve victory, just add station overheat as another way bases can be defeated as a more timely way to win(instead of waiting for the overheat timer).i believe the faction block wasnt destroyed. i think it ought to stay that way because then you can have infantry to stuff to win
good ideaI'll look into the default station issue. Though I'd bet a /load_sector_range might be able to clear entire areas of them if there are no default blueprints. Regardless, I'll play with it this afternoon.
For setting available ram:
On Red hat based systems (Fedora, Centos, SUSE) you'll find it in /etc/sysconfig/stard.
On debian based systems (Ubuntu, Debian, Mint) you'll find it in /etc/defaults/stard.
I wouldn't remove the function of removing the faction block as a way to achieve victory, just add station overheat as another way bases can be defeated as a more timely way to win(instead of waiting for the overheat timer).