Avorion

Avorion

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AI Ship and Structures Custom Balance
   
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100.632 KB
21 Jan, 2023 @ 9:07am
2 Nov, 2024 @ 7:36am
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AI Ship and Structures Custom Balance

In 1 collection by SaltF4
SaltF4's Avorion Mods
3 items
Description
This mod will modify every newly generated AI ship and station to be significantly larger. This will not affect the firepower of these ships/stations (Though, in the future, I may expand this mod to allow for scaling firepower as well).

Based on Okabig's Beefier AI mod, and rewritten for use in Avorion v2.3.1. Stored scaling values as variables to make tweaking easier (see below). Feedback is great, and I'll do my best to keep this mod up to date.

As this mod only changes relevant functions, it should not cause conflicts with most other mods, though I'd assume any mods that modify the same functions will likely break this one, or vice versa.

In terms of balance, this does make the very early game quite difficult, as pirate ships are much tankier, and on higher difficulties, I could imagine this creating issues. I'd recommend this mod be played with the unlimited ship size and processing power settings enabled.



Further modification/adjustment is quite simple, just open the mod up inside ...\Steam\steamapps\workshop\content\445220\2921444911 (or inside the save folder for dedicated servers) each modified lua file contains variables assigned for quick adjustments.

Detailed description of variables:
Variable Name
Default Value
Description
scalingcustom
5
Our broad stroke approach to quickly adjust the mass of ships/stations.
scalingcustomstation
1
Further modifies how massive stations should be.
scalingcustomdefender
1
further modifies how massive the defender ships will be. I'm an EVE player, so bear with me, but I'd basically consider this to be a sov defense fleet. These are the ships that will arrive to defend structures when you or another faction start trying to kick over the assets in a sovereign faction's system.
scalingcustomminiboss
1
Further modifies the Xsostan Masticator. (Currently found only in the xsostan script)
scalingcustomboss
1
Further modifies how massive bosses should be. I went with some pretty crazy scaling for this, feel free to tone it up or down to your liking. (Note: this variable gets multiplied by scalingcustom, so be sure to keep that in mind)
scalingcustomcarrier
1
Further modifies how massive carriers should be, and it should come as no surprise that I want these to be some of the most massive ships you'll see.
scalingcustomcapital
1
Further modifies how massive capital ships (excluding carriers) should be. Currently, this only affects Flagships.
scalingcustomminer
1
Further modifies how massive mining ships will be.
scalingcustomtrader
1
Further modifies how massive trader ships will be.
scalingcustomfreighter
1
Further modifies how massive freighters will be.
scalingcustompirate
1
This variable might not behave the way I think it does/intend it to, but I believe this modifies the function that determines how many pirates to spawn and/or how strong to make them. Threw this in here for fun.
11 Comments
Wheapon 2 Jan @ 6:53pm 
Any info update? Does it work?
Niche 27 Jun, 2024 @ 5:51am 
Any chance of an update to the latest version? Thanks for your mod :)
SaltF4  [author] 21 Dec, 2023 @ 2:22am 
Odd, it should update version for both. A workaround would be to change mod version in your local copy of the mod. I'll look into what's causing this and get it resolved.
Meesmaalt 21 Dec, 2023 @ 2:18am 
Need you to sort out your mod, it does not update client side to 1.1
its still on 1.0.2
SaltF4  [author] 20 Dec, 2023 @ 2:22pm 
We should be compatible with 2.4.2 now, I'll be testing more, and then I hope to add scaling support for Behemoth DLC and new World Bosses.
SaltF4  [author] 7 Dec, 2023 @ 1:46pm 
Just a little heads up, at this point: This mod is likely broken, currently, as we've had a fair bit of content changes in the game happen with the latest updates. I'm currently out of town, but when I get home, and have some time, I'll take a look at the lua files and see what's changed and make adjustments where necessary, as well as look into any balancing that needs to be done for Behemoth DLC content and new bosses.
SaltF4  [author] 2 Sep, 2023 @ 8:24pm 
I appreciate the feedback, Buddy! Yeah, I'm gonna have to look into some further modding opportunities with the game! I think I'll try to clean this mod up a little bit more in the near-ish future as well, I'd like it to be more easily configurable by users. :)
Epicwarding 28 Aug, 2023 @ 8:28am 
Small warning, the Workshop ships are far too small to fight on these settings, its super fun thou! so what i do is either make my own ships or download workshop ships and then scale them in size or and add more to them for extra healthpool. Like for example in Iron/Titanium area, when you just starting, your first combat ship should have 30-40k if not 50k hp for it not to die to the very fast spawn rates., your ship just wont repair in time for the next wave otherwise. but that makes it fun! you got tons of combat with this. if 1000% events is too much , try 500% events . im playing single player right now without the author . and it feels really peacefull. might increase it to 800% soon or back to 1000%
Epicwarding 28 Aug, 2023 @ 8:28am 
ive played this with the author and it makes the game way way wayyy more fun. this with events et to 1000% *Normal max is 500% * you have to set 1000% from galaxy server file . and voila. you have the most fun avorion ive ever had, im hooked. i tried playing the game in single player without this mod after playing with the author and it just feels so boorring
SaltF4  [author] 12 Feb, 2023 @ 4:09pm 
As best as I've been able to tell from the scripts, ship sizes are determine by location, as well as certain faction traits. This mod takes the ship volume calculation and simply multiplies the value that the game generates, and multiplies it by a set quantity. This value could be changed by adjusting the values in this mod's scripts. All values are set in the first few lines of each file. I was actually considering scaling this mod down a bit, so it would be 5x across the board and make a tutorial on further modifications for that, or for specific types of ships. I hope this helps to answer your question.