Avorion
[2.5.2+] Xavorion: eXtended Avorion
926 条留言
kirb 13 小时以前 
regarding the death star lasers, it's started becoming a lot more common even without any other mods installed besides the xavorion collection. there seems to be something fundamentally messed up about weapon generation for npcs because most of the time they have terrible dps but occasionally there's one random ship that just has a singular absolutely absurd weapon. multiple times now outside the barrier i've had situations where i'm just mowing down enemies and taking no damage only for a random M3 to stroll up with a 2 million+ dps SRM or PPG and wipe my entire fleet before I can even realize what's going on or who's doing it.
kirb 10 月 16 日 下午 10:15 
for faction ships i mean. i just figured that out. economy upgrades in alliance ships will not function, they have to be in personal ships
kirb 10 月 16 日 下午 8:38 
btw this mod breaks the economy overview, the dropdown no longer shows up
Ronald McDonald Trumpet 10 月 16 日 上午 11:24 
whats all this about big man
LM13  [作者] 10 月 14 日 上午 6:14 
@kirb

Not sure, endgame can spawn Capital ships with experimental weapons - but, these are the largest ships you can meet in game, and only inside barrier.

If you've seen something like this earlier in game - means there's something wrong with your mod installation.
kirb 10 月 14 日 上午 12:04 
what is the deal with random death stat lasers? occasionally random pirates or xsotan in unassuming parts of the galaxy with pretty mundane stats will just have some kind of laser or railgun that has a range bigger than the sector, a projectile wider than the ship firing it, and several MILLION dps. whenever they show up they usually proceed to just wipe the sector clean.
LM13  [作者] 10 月 9 日 上午 7:50 
@Prophet Of Merci @Syl

Thank you for your feedback and ideas,
those will, most likely, be addressed in new version of Xavorion.

I've got plans to tweak class system and weapons, among other things,
so any feedback and ideas are welcome
Syl 8 月 31 日 上午 3:06 
After playing it for a couple days, i get what you were trying for with the class system but nerfing turning and topspeeds into the ground isnt much fun, regardless of subsystems or mass amounts of thrusters and the way this is applied seems to create odd conflicts. Fighters dont seem capable of picking up loot as theyre all seem to be too fast/maneuverable that the loot just follows them endlessly without ever collecting and they get stuck in a loop. I like the idea of the tech level of systems being different but the swing is too variable, like lvl 1 right next to a lvl 35.
Prophet Of Merci 8 月 22 日 下午 5:07 
@LM13

Got an idea for a future mod maybe?
Saw another mod that reduced velocity of all weapons down to 1/5th of the original for slower, more involved combat. But Firerates stayed the same.

Now, im wondering if you can make a compatiblity mod for it that works with Xavorion, OR, make your own that mirrors that mod, or does the opposite effect ---> such as 1/5th or 2/5th firerate, but normal velocity.
[DPDN] Leet 8 月 21 日 下午 12:00 
@sewayn "Save Game Altering: Yes, fresh save is required." right at the tip broski
dazza 8 月 16 日 上午 6:47 
am i blind or do one of the xtended mods remove the ability to create production factories? i see a few basic ones like brewery dairy farm and some food ones but nothing like nanobot etcetc
Sewayn 8 月 6 日 下午 6:38 
Hello ! Is it possible to use this mod without making a new game ? Or it's necessary to restart a new save
REV4666 8 月 6 日 上午 5:56 
Hello, i found what appear to be an exploit, when Xsotan capture all the station in a NPC system, they jump in regular Xsotan ship (ex: border patrol M7 ca) they even used ship from a regular faction pack I have.

These ship never become hostile to you even if you attack them or capture them, they never shoot back at you and the rest of those ships in system do not bother you no mater what

a way to exploit this is you go to that system attack a station until those ships warp in as reinforcement, (but do not do anything). And you can capture the biggest ship that your crew can take, go and repair it , delete it for a good amount of profit. rinse and repeat

If you repaired it at the repair station that you used as your reconstruction site, the repair are free

No risk taken, the only loss are some of the boarders that died capturing the ship
LM13  [作者] 7 月 11 日 上午 4:04 
@-=[TTD]=-SANKA

Swoks spawn was left as Vanilla, not sure about a mission?
AFAIK that boss was always a random encounter in empty sector.

If a mission fails to spawn over and over, server error logs would be needed.
In that case, I'd need some details posted at "[Bugs] Report Thread"
LM13  [作者] 7 月 11 日 上午 3:55 
@wakky9999

Upgrades module [data/scripts/systems/*]

coresubsystem.lua @ Line 359 (Core Module: Hauler)
lootrangebooster.lua @ Line 104 (Transport System: Collector)
transportersoftware.lua @ Line 104 (Transport System: Trading)

You'll find lines:
FMath.Lerp( _Alpha, 0.1, 0.5 ) * Unit.KM

which read as "from 0.1 km at Petty to 0.5 km at legendary"
-=[TTD]=-SANKA 7 月 10 日 上午 10:12 
It seems that the spawn behavior of boss swoks is broken again.
We have the mission with the pirate boss, but as soon as we jump into the target sector, no one is there.
wakky9999 7 月 10 日 上午 9:14 
Could you tell me how to increase the pickup range of the tractor beam modules? I've always found collecting the loot to be a real slog and I always used to run the 10x pickup range mod
LM13  [作者] 7 月 9 日 上午 3:22 
@Ryusai

Weaponry module at [data\scripts\TurretsDatabase], contains turret groups like "CombatArtillery.lua". You can edit all weapon parameters there.

Look for lines:

Range = 28 * Unit.KM,

But keep in mind, all turrets have Barrel type variations, some are hand tweaked there, others treat that range as base value that is automatically changed for each barrel type ( ex. Burst is 0.5x )
Ryusai 7 月 1 日 下午 4:08 
Im making some ajustments to my own gameplay, where can i edit .lua files to increase range of weapons?
Battlespark 6 月 23 日 下午 9:37 
you can mine with fighters but you have to build them or..buy them that can use the proper mining laser
Sidelingknave 6 月 6 日 下午 9:33 
Been a seriously long time since I last played and I may even be remembering things wrong,but I'm going to jump back in with Xavorion, and was wondering, can fighters be used to mine? I remember having a mining carrier using Laserzwei's carrier commands mod. Can fighters mine with basegame/Xavorion now? Is it compatible with that mod, or do I need to make do without?
Resetium 4 月 30 日 下午 12:12 
@LM13 Good to know, honestly. Think I was having issues with another mod not working correctly, then.
LM13  [作者] 4 月 30 日 上午 2:51 
@Resetium

There's no need to use commands for this. Order of material knowledge does not matter - its the amount of knowledge you have.
You can check player menu, one that displays "achievements", to see which material knowledge you've missed.

You can get Ogonite as your first material if you want - but when it comes to ship size and slots, its as if you were at Titanium level.

There's no cheating or balance issue here - mod was designed to allow going in arbitrary order.
Resetium 4 月 29 日 下午 4:50 
v Issue has been resolved. In case anyone else wants to know: Reset your building knowledge with "/knowledge [your name] reset", then give yourself all the building knowledges you should have with "/knowledge [your name] [material]".
Resetium 4 月 29 日 下午 4:30 
By some strange alchemy involving what I think included clearing a pirate sector, I've managed to get the building knowledge for Ogonite before Trinium, and now I need building knowledge for Avorion before I can build ships larger than 8 slots (and presumably can never build anything larger than 10 slots). Am I screwed? How do I fix this?
YamatoPower9000 4 月 23 日 上午 12:18 
I mean if it's only quests than nobrainer to avoid them but if mechanics are safe from the start then it's safe? Right?
YamatoPower9000 4 月 23 日 上午 12:17 
@LM13
Only with Quests like Hackatron or mechanics that are given?
LM13  [作者] 4 月 23 日 上午 12:05 
@YamatoPower9000

Quest lines are broken, and cannot progress (without cheats). You can enable black market, just expect some issues.
YamatoPower9000 4 月 22 日 下午 11:56 
On this page it says "Black Market DLC: Won't work"
So I turned it off in steam even though it seemed to work with turned off (I had some serious gamebreaking bugs and had to shut down everything extra).
Is it safe? I kinda miss box hacking and without dlc I can't use Shadow Injector module. Or it's only quest lines?
YamatoPower9000 4 月 22 日 上午 9:10 
Ok thanks. That will do.
LM13  [作者] 4 月 22 日 上午 8:49 
@YamatoPower9000

Apologies, I misunderstood your question.

Easiest way to get full information, after Scout command/faction map usage, is to chain jumps to potentially interesting sectors.
Primary purpose of M1 - Scout ships with Scout Core modules is to do just that, as its easy, fast and cheap.

You don't have to pilot a scout yourself, just give orders from galaxy map.

That part will also change in 3.0
YamatoPower9000 4 月 22 日 上午 7:25 
Thanks for respone.
1. Ok, kinda understood at least this part.
2. This melts my brain. "Exploration" gives basic info but does it gives info about Economics on that sector (not stations)? It's confusing cause it would only generate economy (if it can) only when I click on it on the map. So "Exploration" is not really helpful.
My issue that Exploration doesn't fill up info or better word "indexing" economic info for quick search in bar on map screen. I have to click on each scouted sector and sometimes I'm out of reach or nebula blocking. Or I need to scout it with merchant?
LM13  [作者] 4 月 22 日 上午 5:33 
@YamatoPower9000

1. Yellow blips outside faction area ( aka deep space, or no man's space ), largest belts can generate up to ~5 claimables.

2. Scanning is not generating that sector, just picking basic information that's known for sure.
Economic stations are displayed as "???", since there's no way to predict what will be picked before generation.

Displayed resources/nebula indicate what kind of economic stations can be found there, or built.
So, in a way you get "full" information about a sector.

This is all new, and did not exist in vanilla - and will change with 3.0 release of Xavorion.
YamatoPower9000 4 月 22 日 上午 4:38 
I have questions about exploration.
1.How do I find claimable asteroid easiest way?
2. Yellow Ping either have asteroid belt or salvage or some junk. If I press on it it starts to loading/generating that sector to tell me resources there but until I do that I wouldn't be able to tell what's inside meaning exploration missions are giving about 25% info like there's a shipyard and a bunch of "???????" to scout again. Meaning quick search on M(map) won't bring full results.
Salvage guy scouts salvage, Miner - mining belts.... But like what's type of stuff could be extracted there like Coal or Nebula....?
That's confusing. And yes I build ultimate scout ship and throw a bunch of sector scanners and radars.... unless I missing something. I played vanilla so long time ago I forgot what system was there. Like "Big object spotted there" and yep 99% it's claimable.
Anomalous Beanbag 4 月 17 日 下午 12:09 
Sounds sexy.
LM13  [作者] 4 月 17 日 下午 12:06 
@everyone

Xavorion 3.0 is under development, current 2.5 version will be preserved as is on workshop, just like 1.3.8 was.

No ETA, we'll see how long it takes to finish.

Target major feature is an extension to player economies and station founding,
also a github release and modding framework documentation.
LM13  [作者] 4 月 14 日 上午 8:12 
@Elga

In sectors with tech level 10+, these are easier to find the closer you get to the center, but low tech sectors still appear. You've probably missed few of those before reaching that area.
Elga 4 月 14 日 上午 7:51 
Hi how do i find M3 modules for ships M4 and above ive travelled closer to the core to what would have been trinium area yet im still only finding M2 size modules (energy upgrade system etc)
Zuleahbh 4 月 8 日 下午 6:00 
@LM13

Thanks!
LM13  [作者] 4 月 7 日 上午 3:37 
@Zuleahbh

Repair Docks and Shipyards enable removal of permanent upgrades. Also, they sell upgrades
Zuleahbh 4 月 6 日 下午 5:01 
Here's another question... is there a way to replace a subsystem that has been "permanently" Installed? I know that equipment docks are gone now so is there another way to uninstall them without scrapping them?
Zuleahbh 4 月 6 日 下午 4:58 
@LM13

Ah that explains a lot... The only weapons I have right now are burst so I have to get way closer than I normally would... Fun... Thanks for the info
LM13  [作者] 4 月 6 日 上午 3:43 
@Zuleahbh

Only Burst weapons penetrate shields. Those are only used by Assassin role ( AS-F ), or xsotan randomly. It's the shortest range/lowest accuracy type of weapon - shouldn't really be a problem unless you're brawling or ramming.
Zuleahbh 4 月 5 日 下午 4:50 
So... do all weapons penetrate shields to some degree with this mod or am I just extremely unlucky and encountered pirates with shield penetrating weapons...? Cause I have been having issues where my shields are almost completely full but my hull is still getting pounded... its kinda annoying...
LM13  [作者] 4 月 1 日 上午 6:01 
@DRAMER

Boarding works as vanilla, so any default behaviour should apply here.

@Juan_Domingez .Srg

Not sure what happened there, we usually use Quick Install or eXtended Gameplay Preset collections.

@Tant

Ah, that's a bug that needs fixing. Thanks
DRAMER 3 月 25 日 上午 11:32 
tell me. does your mod reset the characteristics to normal after boarding? i know that after capture the computer bonus multiplier for captured ships does not reset. at least i have seen this
THE_Ever_seeing_EYE 3 月 18 日 上午 11:28 
why is the problem that some mods arent suscribed, when i suscribed to all the modpack that you did everyone had that problem??
Tant 3 月 18 日 上午 11:12 
Do energy supressors not work any more? me and my friend made a small solar cell factory to make some credits and it almost instantly got spawned on by a pirate miniboss with a energy supressor satelite up...
LM13  [作者] 3 月 18 日 上午 7:01 
@Riley

You'll need "1.0 Orders And Looping" from recommended mods collection for fixed mining loop command.
By default, vanilla mining is used - which depends on captain missions.

@Rémm Yuss

No way, weapons are a part of class system.
Even if we could revert to vanilla, it wouldn't make much sense.

Progression may take a while to "click" after playing vanilla.
It's really about a class system and builds, not resource grind.
LM13  [作者] 3 月 18 日 上午 6:42 
@Juan_Domingez .Srg
Yes, works with current 2.5.7

@Elga

There's something missing from X mods or conflicting with version/other mods. Please verify you have all X mods enabled.
Blank UI on turrets means an error, and details should be present in your client.log file.

@JadedChris

Economy is dynamic, you will find profitable routes but those change and run dry quickly.
Overall, income is balanced - getting couple of mils isn't as much as you'd think.

If you need extra challenge, try eXtended Gameplay Preset and higher difficulties.