Heh, let the games begin.
Please read the whole post before replying. Some of my responses to different parts have related comments farther in.
I'm sorry, I cant leave it alone..... I dont mean to upset, but your points have to be addressed, or Egosoft may assume that I agree with your logic and then ignore a needed bug fix.
First time something I've said has been called logic, usually it's much less complimentary.
The fact a script exists to change the game PROVES the feature is broken.
Not necessarily. Most scripts are to increase content or add features, not fix exisiting stuff. Same applies to most of the Mods. Just because someone decided to make a script to do something that isn't in the game does not mean the game is broken, it just doesn't contain the content that the script/mod adds. That lack of content does not necessarily mean the game is broken, or that the content should be automatically included as part of the game itself.
Hmm, I hope Nanook doesnt see this. I have to say that the various threads that document this ad norseum seem to have been missed by you. I havent had more than a couple of instances of this, but some people have had it happen with 100's of ships.
It's quite possible I haven't read those threads. Like I said in a previous (to remain unmentioned) post, I only read those threads that appear to interest me, or that I think I may be able to answer from reading the title. I don't have the time nor inclination to read everything everyone posts.
In that case, complexes are undefendable. Once a enemy ship gets inside the complex parimeter, its got free reign to kill the complex all it wants ?
Since player ships are immediately killed by the AP bugs if they go in there, that means your complexes are defenseless Lt's cannot be placed in range.
I call that a bug
(gonna beat a dead horse here) If your ships cannot navigate your complex tubes, then leave the sector. Even in real life, people moving at high speeds in close quarter, non-clear environments are sometims going to hit something. The only way to avoid that is to disable collision detection, which only happens OOS. If collision detection were to be disabled when IS, then you're weapons blasts wouldn't hit anything either.
regarding cap ship docking wrote:Yes, and it was a stupid one. Call a spade a spade. The very fact that so many scripts have been written to get around it, means it was a very badly thought out decision.
I can only assume that the blurbs about the scripts mentioned dont mention they contain a fix for that problem. At least, I've never seen anything and I went looking for a fix. DockTL is the only one I've seen and its only a partial fix.
The issue here, is that it needs a fix, dev decision or not.
We are definately gonna agree to disagree on that one. I played my first two times through the game with no docking scripts (very few scripts at all in fact) and enjoyed it immensely (wonder if that's spelt right). The fact that there are scripts that make docking possible on those ships means that some people want that option. The fact that there are 2 mods (that I immediately noticed) that implement docking (DDRS and Xtended) simply indicates that there are some people that want that option. Once again, just because a script or mod adds a feature to the game does not necessarily mean that it should be part of the game. Personally, I can live with or without it. It just means I have to be more creative to stock my ships (hence the THINK part of the game).
in reference to ware collection wrote:It worked perfectly in X2. Like the auto-pilot that also worked perfectly in X2.
Slower ship, still does it, I tried. Seta ? Makes no difference, on or off. Manually. I wouldnt be using the command if I wanted to do it manually, but as that is all that works, yes I do. The fact that I have to, means its a BUG.
......Script responses, just indicate that others consider it a defect in the problem and moved to solve it. They are still game issues that Egosoft should solve.
I wonder if there's something different between our two games. My autopilot doesn't seem to have the problems yours does. My ships rarely run into random things, even in Ore Belt when I'm IS working on my complex there. I pick up wares with my ship no problem, and the ships I assign to pick up wares never seem to have a problem. And that's with about 40 scripts running constantly in my global list, which tends to slow the AP down during SETA.
We will just have to violently disagree on this one.
I tend to fit out ships a dozen or 2 dozen a time (back when I used to use ships of course). Taking that many ships all the way across the universe to get a jump drive is ludicrous. Not when a single ship could buy 50 of them and jump to where the ships are
Note that I said "99% of the wares" Jumpdrives should be available from more than Terracorp and the Goner temple. I can understand the story behind them only being available from those two entities, but considering how big Terracorp is supposed to be, they should have more than a single station. The goners should have at least a couple more also since they are supposed to be "spreading the word".
referencing ships under attack wrote:Only for something IN SECTOR. When your UT on the other side of the universe gets fired on, by the time you open up the ship list to find it and give it orders, its already dead. Or by the time you select the sector to jump to and then the gate, its already dead before you can get there.
With the delay before being able to jump, that's most likely to be the problem no matter how fast you can select the ship and where to go. And I sincerely hope they don't reduce or remove that delay. That would make the Jumpdrive an easy route out if a fight isn't going your way.
Give me accuracy 100% of the time. They can get rid of all the roids they put in for 1.3. get rid of the fancy gasses and nebulas, get rid of the planets that dramitically affect framerate in my game, and have a working reliable auto-pilot. Many will disagree, thats fine. But I'd rather turn off a lot of the fancy and un=necessary graphics than have a gameplay bug that kills ships it takes you so much effort to get.
Then you should concentrate on asking for more graphic options instead of an overhaul to the AP. On a slow system, the AP will have problems simply because it can't make the calculations fast enough in most cases. If the number of random/AL ships in game is reduced, as well as graphics settings reduced, then the game has more time to spend on AP navigation. Perhaps that's where our games differ. I'm able to run the game at max settings with, what I consider, a resonable framerate and my AP rarely causes problems.
Thats a bug. The ships are not in the same space to start from, why do they jumpt to the same space ? Thats why gateless jumping of cap ships is needed to be used by egosoft.
Because there's only so much area in front of the destination gate and cap ships are very large. I agree there is some tweaking that could be done with this. Easiest, and least cheating (I know you hate that word, but some of us do like a certain amount of balance) would be to just increase the range around a gate that incoming ships arrive into. Right now it appears to be a 4-7k hemisphere directly in front of the gate. If that were to be increased to 10-15k in front and around the gate, then there would be less of an issue with it, unless jumping in like 20 cap ships at once.
The fact a script exists to change the game PROVES the feature is broken.
Been covered earlier in this post and I dislike repeating myself.
Then its time they got on with it isnt it ? Thats all I'm saying. Its time for them to finally address the gameplay issues a lot of people have. if a script already does it, then by all means include the script.
You and I can use scripts, but many cant or wont and the game needs fixing for them.
I'm pretty sure that the devs aren't sitting in the pub drinking beer all day. They are most likely fixing those items that THEY consider to be bugs, not just a few of the players. "You can please some of the people some of the time, but you can't please all of the people all of the time."
You have to remember that each of us is very insignificant in the overall scheme of things, just because some people don't like something doesn't mean they are going to go and change it. (That was not meant at you personally)
As to the last sentence of that quote, there is no reason why someone cannot use any of the scripts. If they do not want to use them, that's there choice and they have to live without those features. If ES were to try to cater to everyone whimes and wants, they'd never get anything done ever.
And finally:
I am truely sorry that our interaction has that effect on you.
We both have the game at heart, but seem to have opposite poles on what is wrong with it and how to fix it.
We both need to learn how to disagree in public without upsetting each other doing it.
Frankly, if devnet allowed a bit more of our kind of disagreements, then many of the current problems in the game might have been argued out before they were implemented and a better solution found.
There is nothing wrong with this level of argument over game features, its just we need to leave the emotions out of it.
You're completely right about most of that. What upset me in the other thread was the fact that you appeared to have the attitude that you were completely right and anyone that tried to tell you otherwise was completely wrong. Whether that was true or not, I don't know, that's just how it sounded to me.
Devnet should definately not be allowed to have these types of discussions in it. They would clutter up the threads soo much (especially with how long my posts tend to be) that the devs would find it almost impossible to locate the usefull information amoung all the other stuff.
(gonna grab your reponse to another post instead of creating another one)
The kind of race response I expect from the game is when I see 20 novas and a centaur pass within spitting distance of a KM2 and not a single shot is fired, then I question the race response settings. I saw this happen in an Argon sector completely trashed by Khaak destoryers. the Argon force popped in the gate, scraped the paint off the KM2 as they went past and disappeared out another gate. I sat there with my jaw on the ground not beleiveing it.
I do think something appears to be wrong with the normal race military ships. What I THINK might be the problem is that they only attack enemy ships if they are within sensor range when the enemy hits something friendly. If the enemy is not within sensor range then they don't appear to do anything. They do need to be changed to automatically initiate combat as soon as an enemy is within sensor range, and if a friendly ship/station is under attack in the same sector they are in, they should start moving in that direction. I can only guess that there is a problem with the script for that (I'm pretty sure that is handled by a script and not hardcoded).