Avorion
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[2.5.2+] Xavorion: Weaponry
   
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11.270 MB
21 юни 2023 в 18:33
16 дек. 2024 в 5:56
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[2.5.2+] Xavorion: Weaponry

В 2 колекции от LM13
[2.5.2+] Avorion eXtended - Quick Install
28 артикула
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 артикула
Описание
Complete rework of weapons, adding 30+ new turrets, with reworked torpedo system and carrier fighters.
Extends combat system with Critical Hits and specialised Barrel Types - tweaking weapons for different ships, playstyles and strategies.

Part of "Avorion - eXtended" gameplay overhaul.
For more information, check "Xavorion: eXtended Avorion" mod page.


  • Save Game Altering: Yes, this mod can't be removed.
  • Xavorion only - does not work with Vanilla

Completely new weapon generator

Complete replacement of Vanilla turret generator allows for
over 30 handmade turret archetypes to generate 120 unique turrets,
with additional modifiers provided from Material type used to produce them.

All turrets have been tweaked by hand to make them fun, balanced and functional.
With a little bit of overpowering allowed by crafting.

New combat system

New weapons extend combat system provided by full Xavorion overhaul.

- Critical Hits, deal massive damage to soft parts of ships, like hull or engines
- Shielding and Armor protects against Critical Hits
- EMP weapons are common, with much larger damage output against shields than any other weapon
- Torpedos play much larger role in countering shields and priority targets
- Carrier fighters are more dangerous but less universal

Class System - Capital class weapons

Following ship class system, weapon selection span from cheap M1-Scout eqipment to massive M8-Capital weaponry.
Higher class turrets get larger, with increased requirements - while offering extended range and massive damage output.

Selecting weapons for your ship is a game of its own, and you dont need to put a dozen of random turrets anymore.

Turret Materials

Unlike Vanilla, materials affect stats of turrets.
Each type of material has different pros and cons, adding more depth for crafting and weapon selection.
For example, Titanium made weapons have extended range, while Xanion provides best rate of fire.

Barrel Types

All new turrets have 4 flavours of barrel type, massively changing their performance and purpose.
Variants replace "dps chasing" of base game, allowing you to pick weapons that fit your ship, playstyle, or current situation.

Single Barrel - Heavy variant
- Sniper / Artillery archetype
- Heavy weapons deal massive Critical Hit damage
- Long range, slow firing turrets with increased recoil and damage output

Double Barrel - Medium variant
- Marksman / Rifle archetype
- Medium weapons deal moderate Critical Hit damage
- Faster than Heavy weapons, offer best balance between speed, range and damage

Triple Barrel - Burst variant
- Shotgun / Submachinegun archetype
- Burst weapons have no Critical hit damage
- Capable of penetrating shields, dangerous at close range

Quad Barrel - Gatling variant
- Heavy Machinegun / Minigun archetype
- Gatling weapons have no Critical hit damage
- Fastest type of turret, with top DPS value but lower range and accuracy

Reworked Torpedos

All types of torpedos have been reworked and reduced to manageable 90 unique types.
Torpedos match Class system of ships and turrets, providing a standard set of ranges and hit-rates against targets.
Starting from smallest CM-1, fastest and weakest types, to CM-X, designed to counter Capital class ships.

- Speed and Agility of all torpedos has been increased
- Durability of torpedos grow with their size, while reducing their speed
- Overall damage of torpedos have been greatly increased
- Hit-rate is much better, making torpedo usage actually fun and more affordable
- New torpedos can be very dangerous - learn to evade or shoot them down

Carrier fighters

Fighters received a little rework, pushing their use closer to role based, strategic combat.

- Bomber squadrons can be created, adding extreme threat against large ships
- Only small weapons of class M1 - M3 can be mounted on fighters
- Range is based on turret used, with max possible range increased
- Damage is converted to 80% of turret used
- Production time reduction received a massive boost for Hydra subsystems

Tweaked Turret Crafting

Crafting should be reasonable at any stage and tech level.
Smaller weapons require much less materials to create, with larger being more expensive.

Player made turrets can outperform higher quality weapons from shops,
adding more value to crafting early on, and more reason for buidling economy chains at end-game.

No garbage turrets

All weapons, starting from Petty Tech 1, should be usable.
Lower quality turrets put more pressure on player skills,
instead of being completely useless.

Randomness to weapons have been removed, and replaced by a reasonable standard values.
Once you learn a certain type of weapon, it will only improve at higher levels, instead of changing completely.

Discussions, Suggestions, Bug Reports

Questions, discussions and bug reports for full overhaul are available at main mod page.
If you have anything to ask/share but are not sure where, that's the place:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/discussions/2923179923
Популярни дискусии Всички (1)
1
18 апр. 2024 в 13:28
More weapons?
The Hollow Nexus
127 коментара
LM13  [автор] 27 ноем. в 8:19 
@Koinzell || Souza

Infinite pirate spawn was fixed a long time ago, it should not happen anymore.
But I've seen someone mentioning issues with one of extra missions, the result was infinite pirate spawn.

As long as you're seeing 10-20 ships per sector, things work as intended.
If i remember correctly, start sector at higher diffs was allowed to get regular pirate events,
so I'd expect some seeds and cases where that might happen too often.
Koinzell || Souza 27 ноем. в 5:49 
@LM13

Well, havent seen them in a while so i guess youre right, i'll update you if i find anything. thanks!
Different question, is the infinit pirate wave spawn still a thing ? my home sector is being attacked by pirates since forever.
LM13  [автор] 27 ноем. в 2:33 
@Koinzell || Souza

I've seen those just a few times, my only guess is that those are coming from Black Market DLC.
No idea why though, there's nothing in code about them and vanilla turrets shouldn't even spawn.
Koinzell || Souza 26 ноем. в 8:33 
Hello there LM13, just made a fresh install of Xavorion using your preset collection and im having a problem with mostly the Denfese turrets being named "1%2%3%4%5%6%7%", running the game in english, any idea of what could be causing that ?
LM13  [автор] 25 окт. в 9:17 
@<CH> R O L T O W N

For RTS you'd want carriers with PTL bombers, regular ship AI performs poorly with any coaxial weapon - not even sure if that's something that can be fixed with mods.

You may get some result with Burst PTL mounted forwards as the only turret on that M3, that's probably the best we can get from non-fighter AI.
<CH> R O L T O W N 25 окт. в 9:08 
Figured out bombing runs manually with M3s, its cool. Can i somehow make it RTS bombing runs to make it an M3 bombing fleet? ISo far it looks like the AI handles PTLs really bad. Tried with formations and engine upgrade, but its not wokring well. Or AI bombers are just carrier fighters?
<CH> R O L T O W N 23 окт. в 5:57 
We are just outside at the barrier, but yeah we are using the faction packs. Looks like we still have to understand how to make a well built fleet and weponize different ship classes. I think we probably stil lhave the vanilla mentality in ship building then. Thanks for your help, will check the encyclopedia.
LM13  [автор] 23 окт. в 4:59 
@<CH> R O L T O W N

Part 2:

Also, Trinium weapons have bonus damage - Ogonite is only good for recoil reduction, like adding cannons to smaller ships. Other than that - it's a waste of space.

There's a bit of information about tactics and weapons at in-game encyclopedia, if you havent seen it already.
LM13  [автор] 23 окт. в 4:56 
@<CH> R O L T O W N

I'd try counter-physical armor and Heavy RBE's with Bombers or Bomber squadron(carrier fighters).
Boosters and Engine upgrades to let your fleet get at close range ASAP. You need critical hits to take down a Capital ship.

I assume you're using faction packs, which add a lot more health to enemies, and you're inside barrier right?

That is the end-game area, and M8s can carry experimental weapons ( Rainfire LRM in this case ). This was supposed to be difficult every time at Veteran+ with faction packs.

There's no meta for this scenario, and you really need a balanced fleet with different builds (upgrades + weapons).
<CH> R O L T O W N 23 окт. в 4:27 
Umm, how am i supposed to create/find weapons that can beat an M8 G MLRS? My tech 44 ogonite M8 weapons deal barely 1% of its health and it is oneshotting every single ship it targets.