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to play 1.3.8 on multiplayer both the host and the user need to set everything up for that version. Not really difficult to do but for many users it is something that they would not now.
The main performance problem will still be present as well, which I described in the other thread already. Since their solution to fix problems is to remove the problematic feature itself I dont even want to these performance issue to be fixed by them. With hardware getting better in decreasingly shorter periods of time this problem will simply vanish by itself.
Also I know mods are a work around and not some kind of fix to make a game enjoyable. You should definitly take a look into the workshop mods. One of them is called something like 1.0 order. It restores the old commands for mine salvage and loop from galaxy map =)
I had every single ship I ever built effectively destroyed due to a ‘bug fix’.
There was a trick that allowed you to stack blocks in the same space that I used to make small powerful ships. Now I'm either going to have to modify the config or get a mod just so I can salvage the way I like to play.
They're so focused on making the game balanced that they have forgotten that the point is to make it fun.
I've put a few hundred hours into 2.0 at this point and I find the changes overwhelmingly positive.
Leading thing I'll say: I'm not going to reach the people posting here, but if you're reading the vitriol on the discussions here and forming opinions without playing yourself, please remember that the other 2000+ concurrent players are busy *enjoying the game* and what you're seeing here is the distilled dissatisfaction. I'm only here because I'm supposed to be working.
There are fair criticisms in this post and elsewhere and I have no interest in pretending that nothing was given up moving to 2.0. "Empire building" is definitely out of whack at the moment in both its function and viability. If that was the main draw for you in 1.3.8, I can completely see why things would be frustrating. That may or may not (probably will) be improved soon, but if that was your cheese, your cheese was moved, and that's painful.
I'll skip my normal autistic white knight spiel about classic mode and mods since that was already covered, but remember that you can also still play and host 1.3.8. If there's not a server now and outrage and dissatisfaction is so self-evident and prevalent, then it shouldn't be long before you have a ton of choices.
That problem set acknowledged, *most* of what's here (and elsewhere in the complaint threads) is at best a distortion.
First: mining loops, as they were, were completely broken from both a technical and gameplay perspective. I'd encourage anyone with genuine curiosity to read the nice breakdown the developer did recently: https://forum.avorion.net/index.php?/topic/7704-some-background-on-the-new-map-commands/ -- essentially, they destroyed server performance, were more about understanding engine mechanics about keeping sectors from going to sleep than game mechanics, and trivialized resources almost immediately if you had any clue what you were doing. There are a lot of good reasons for the switches that happened.
But from there, it's a category-by-category thing of misrepresentation. Like:
- The biggest emphasis in 2.0 is around having *multiple* ships. You're gonna have a really bad time if you only pilot one ship, and if anything it's the opposite complaint that makes sense. Map/Captain commands are all about having a lot of ships and you get a *lot* more utility out of them now than you could without a LOT of work in 1.x.
- Mining, once you get it set up in ways that aren't perfect but make a lot more sense than optimizing for sector load, ends up involving a few seconds of starting a command every 8 hours of play time. If that's too much micromanagement or "nuisance," I don't know what to tell you.
- The (accomplished) goal of many of these changes was to *reduce* the ways the game gets cheesed. See the linked post above about how ridiculous mining loops got. There's still some holes (procure/sell in particular come to mind), but it's already better than it was in "cheesiness" and, given the rate that other things have been addressed, I'm pretty sure it's only going to get better.
- The map command system makes it much easier than it ever was to manage big groups of ships. I have no idea where this criticism comes from but it makes no sense. If you want 8 mining ships, start a command, choose all the ships, click start. Collect resources for the next 8 hours.
I could go on, but as an autistic white knight I'm not sure it matters.
Point of all of this? Don't trust any "evaluation" that's entirely one-sided.
You literally got an "supply" command for your ships, which you can use to perform high-volume transports between stations. And it behaves essentially exactly the same as what the AI is doing for it's own stations, it's using Lifter ships for that exact purpose too.
That is an endless mission, and you got the option to hide ships on missions about everywhere in the UI where needed.
You just got to make sure your factories have sufficient storage space. And maybe you want to avoid low-tech sectors, as the size of AI spawned ships also scales.
So far there is no indicator that full production chains would be broken at all, and you don't need to keep the sectors active any more either for it to work flawlessly.
So you are telling me it got that easier to manage fleets in sector and performances got much better... I'm willing to come back even if fully automated mining got yanked. But the main reason I can stomach this is that (if I understood correctly) you can still set up galaxy wide fully automated trading? Can you confirm please?
Even though that is maybe not what you want, as the AI faction ships will likely not sell in the same sector, but will maximize (their) profits.
And yes, I can confirm that this mechanic also works correctly without the sector being active.
Only thing you can't fully automate, is picking up your own produce and selling it to other factions for peak profit. For that you need to manually pickup (in sector), and then use sell mission command.
It is. Right click the game in your library, Properties, Betas, then select 1.3.8 from the dropdown.
The utility stations are still worth using, despite their high up front costs. Equipment docks and turret factories are extremely valuable near the core. Research labs, refineries and shipyards also provide good utility in difficult areas.
I prefer the new commands and don't care that the old command queues are gone, but I wish it would still be possible to give ships basic mining/salvaging commands from the galaxy map.
I can't say anything about the stations and production chains, because I never build more than some asteroid mining stations.