- Feb 1, 2016
- Reaction score
You just need to look a little bit harderI never hear them complaining like other community's do.
As much as we enjoy contests, they end up being a lot more work than doing the same task on our own. Not to say we won't be doing any future competitions though.maybe we could have a station contest?
How about let us all focus on ONE galaxy, yeah? We the players have shown consistently that +1 galaxy fails, bad idea, no one goes there, and if they do it kills the server. ONE galaxy.To answer a few questions (quoting doesn't want to work)
4: All galaxies will have factions in them from what I understand, or at least that is the plan... MP.
This is easy guys, just drop the same ship into the different blueprint slots under the NPC faction, so that the NPC will spawn the same ship when it "wants" each of the multiple roles. If you have a battle salvager... put it in both slots. If you want 1 fighter to spawn all the time, put it in all the folders of appropriate name.Chaining in from Shadow's post above, Will a ship be able to operate as a dual purpose? IE, a Scavenger with offence capability like long range missiles. Will it flee from all combat, or will it recognise it has both, and begin salvage operations at the end of battle, or flee when its among the last left in a fleet as per morale system that may come?
Matey, I really really REALLY would love to talk to you about getting that beetle-insectoid cargo ship and your other fleet ships (if they are also insectoid) onto my server, because we have a fleet /NPC faction that uses insectoid ships. Table's totally open for negotiations at this point...
Seconded. Get rid of them if the game isn't going to use them anymore. They'll just spawn as empty spaces on old ships if loaded in. No big deal. Easy fixes. Otherwise, split the game into Classic Starmade (with old turrets) and New Starmade, and continue dev on the New.I noticed the NPCs were stocking Turret Docking Enhancers...
Can we finally get rid of those stupid things?
Seconded, and SECONDED. Community is hurting for active players.Hopefully we get this update before my server runs out of players, the game population is pretty much waiting on this update.
Also is it possible to limit the game file to 1 galaxy?
So make your factions custom, with smaller, easier stations so they're easier for players, especially new players, to go destroy. Also, just go thru the stations, and replace old docks with new, mod the turrets (all the old ones sucked anyways), and redock. Might take a few hours, and then you get the honor of stamping your name on the new download pack You're welcome for the build inspiration. Don't wait for someone else to fix it when you can.So, faction loses a territory when you destroy enough ships and take enough resources from them? Can we have a progress bar to how much damage needed to done for territory takeovers?
Right now NPCs have a big territory and a lot of stations. I think it is pretty hard to wreck them all. (wrecking 20 well made station is HARD)
Is it possible to lessen the amount of stations we have in a sector? (I think 5-10 stations/solar system is balanced)
What is the size of the fleet?
When do we have updated stations which works without docking modules?
...you're ascribing way way way too much I to the AI... when they lose a turret, they're just going to sit there until a player or other AI overheats them and eats them. They're not going to spawn a new turret and dock it and start flying again. Nor... do I want them to, nor should you! Such level of AI would eat way too much server power that we already can't afford.There going to be a BP Roll for a turret? Since that'd be handy for the AI and players for that matter when trying to locate turrets in the catalog for use. Also it'd help in other ways, say a station spawns without turrets the AI would look up turrets it has use of in the catalog and ID what ones can be fit into the various rail turret spots. Maybe we could go further and mark areas for AMS, Normal, and AP turret types as well so the AI knows what to hunt for.
Matey, they already can. I admin-joined a player to -1 in our server that was really interested in being a pirate. He's loving it and doing well.Will players be able to join the NPC factions or...
...we can already do this, see above...Neat. Can this also be done on a player faction level? That is, could a player-run faction be friendly or allied with an NPC faction, or is it just on a person-by-person basis?
SECONDED (again, for i think the third time)
wtf not???? How hard is it to code this in:Not sure if we will change the number of galaxies that show up ever...
They don't need to do this.
There will be some way to easily package and share a "faction" pack- as it was said that we can adjust which fleets a faction should use. will there be a general import/puttogether tool for player made fleets so that we later could share entire fleet station packs for factions?
There will be some way to easily package and share a "faction" pack- Since there seems to be an ai in place that is able to perform certain tasks.
In what way is it planned to incorporate this into player factions? i build a miner hire an npc tell it yo dude mine?
i am out for extended amount of coffebreak till next weekend clear the damn sector deliver ressources to this docker fopr processing. bye
Citizens will be explored at a later point, for now the focus is just getting this aspect of gameplay functionality added in.- since we are able to setup faction parameters in the settings for npc factions is this feature also planned for hired npcs behaviour of player factions along with ui?
To a degree it does, because it creates faction clustering within their territory. So you're more likely going to encounter larger and more fleets of a faction within their territory as you get closer to their homebase, than out on the fringe. If you're on the other side of the galaxy from a particular faction, you won't encounter their ships unless it's a scout or cargo ship due to trading.Third, NONE of this patch addresses possibly the worst problem behind NPCs ever since the start of the game - DIFFICULTY SPAWN GRADIENT!!!!
...right now, and after this patch, the same ships are going to spawn 1 sector from 2,2,2, as out in 100,100,100 or as in the NPC home system. Why has it been so hard for the community to communicate this simple concept to devs? We need a way to ensure weak NPC spawn near the center of the galaxy where newbs will encounter them, and strong NPC spawn farther out in the galaxy.
Yep, I don't see why this won't happen. We already plan to have core gameplay centered in one galaxy (Quests, Missions, NPC faction building), a config option to only have one galaxy spawn is very likely to occur. I'll speak with development about this.
But what if a faction randomly establishes itself near spawn? You guys still haven't given us a way to control how far and how difficult the AI is from spawn. The AI Spawn Groups that we can do now are great in theory, but have never worked in practice because of the problem I already mentioned. If I define only difficulty level 1, then only that spawns... If i define difficulty 1 - 10 all carefully planned out, only level 10 spawns, and annihilates everyone.To a degree it does, because it creates faction clustering within their territory. So you're more likely going to encounter larger and more fleets of a faction within their territory as you get closer to their homebase, than out on the fringe. If you're on the other side of the galaxy from a particular faction, you won't encounter their ships unless it's a scout or cargo ship due to trading.